test 3 Flashcards

1
Q

Transhumanism

A

Meaning ‘beyond’ + ‘humanism’;
beyond human;
implies the merging of human and machine/artificial intelligence.

“The study of the ramifications, promises, and potential dangers of technologies that will enable us to overcome fundamental human limitations, and the related study of the ethical matters involved in developing and using such technologies.”

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2
Q

Computational theory of mind

A

a philosophical theory that the human mind and/or human brain is an information processing system and that thinking is a form of computing; that the mind/brain is a computer

(e.g. the brain is the hardware and the mind is the software).

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3
Q

Artificial intelligence

A

-refers to the use of digital technology to create systems capable of performing tasks commonly thought to require intelligence;
usually involving developments in machine learning.

-AI can be used ‘beneficially’ and ‘maliciously’

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4
Q

The 7 Forces that are Re-engineering Our Brains

A
  1. Digital ‘Mirrors’
  2. Automated/Autonomous Networks
  3. Biometric Technologies
  4. Adaptive Interfaces
  5. Gaming Interfaces and Cultures
  6. Immersive Reality Technologies
  7. Neural Augmentation
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5
Q

Digital mirrors

A

Algorithms that analyze and reflect back our digital activity to shape attitudes, behaviours, and identities.

e.g. health records, fitness logs, social contacts lists, media preferences; these digital artifacts will be mined to create digital mirrors of our lives.

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6
Q

Automated/Autonomous Networks

A

Increasingly automated steady-stream networks that require no human overight or opt-in;

constantly creating new baselines for normalcy as users compare their own data with group or crowd-sourced data

e.g., buddy lists, contact lists, ‘networks at our fingers’

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7
Q

Biometric Technologies

A

Sensory technologies that detect images, heat, motion and more; embedded in ‘smart’ objects; will create new ‘smart’ environments

e.g. border security technologies, self-driving cars, digital/mobile/geo-located advertising

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8
Q

Adaptive Interfaces

A

Personalized user interfaces that adapt and change their layout and elements according to the needs of the user;
‘no click’ interfaces that make decisions for the user

e.g. Urbanspoon, a restaurant app that allows users to customize their search preferences by location, cuisine, price etc. and contains a special feature for iphones that invites users to shake their phone to get a random/slot-machine-style restaurant recommendation.

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9
Q

Gaming Interfaces

A

Interfaces that are designed not only to entertain but to persuade and impart a point of view to their players through the ideologies embedded in their core logic and narratives

e.g. first-person shooter games into which are embedded particular military doctrines such as ‘pre-emptive war’; or casino-style gambling games that exploit user preferences for consumer luxury goods

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10
Q

Immersive Virtual Realities

A

Tools that dramatically expand the capacities to visualize our environments and ourselves, from augmented reality overlays (e.g. from VR headsets to fully immersive simulated environments

  • ’Proteus Effect’: a phenomenon in which the behaviour of an individual within virtual worlds is changed by the characteristics of their avatar.
    e. g. ‘Oculus rift’ headset, ‘healthy’ avatars, total immersive environments
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11
Q

Neural Augmentation

A

Bio- and nano- neurotechnologies that are implanted surgically and are meants to intervene directly, especially within the emotional regions of the brain in order to augment intelligence and other neurocognitive processes.

e.g. neural interfaces, neuroprosthetics used to restore functions in stroke victims

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12
Q

Persuasive Technologies

A

Increasingly ‘smart’ and intimate technologies that coerce, seduce, or otherwise move people towards a belief, position or course of action.

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13
Q

Societies of control

A

an evolving form of power that aims to influence behavior by involving users in entangled and digitally connected networks and systems

-controls without confinement

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14
Q

Neuropolitics of control

A
  • the economic and social political condition in which
  • consumer demand is manipulated, in a
  • deliberate and coordinated way, on a very
  • large scale, through
  • neural-marketing techniques,
  • to the advantage of sellers
  • views humans as brains and neural networks that can be coded, decoded and recoded.
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15
Q

Proteus effect

A

a phenomenon in which the behaviour of an individual within virtual worlds is changed by the characteristics of their avatar

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