test 3 basics Flashcards

1
Q

Transhumanism

A
  • study of ramifications
  • beyong human
  • implies merging of human and machine/ artificial intelligence
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2
Q

Computational theory of mind

A
  • philosophical theory

- brain is information processing system, thinking is form of computing

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3
Q

Artificial intelligence

A
  • use of digital tech to create systems capable of performing tasks commonly thought to require intelligence
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4
Q

Persuasive technologies

A
  • increasingly smart and intimate tech that coerce, seduce, or otherwise move ppl towards a belief, position, or course of action
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5
Q

Societies of control

A
  • evolving form of power

- controls without confinement

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6
Q

Neuropolitics of control

A
  • economic and social political condition

- views humans as brains and neural networks that can be coded, decoded, and recoded

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7
Q

7 forces that are re-engineering our brain

A

1) Digital mirrors
2) Automated/ Autonomous networks
3) Biometric technologies
4) Adaptive interfaces
5) Gaming interfaces & cultures
6) Immersive reality technologies
7) Neural augmentation

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8
Q

Digital mirrors

A
  • algorithms

- health records, fitness logs, social contact lists, media prefs

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9
Q

Automated/ Autonomous networks

A
  • increasingly automated steady-stream networks
  • no human oversight
  • create new baselines for normalcy as users compare their own data w group or crowd-sourced data
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10
Q

Biometric technologies

A
  • sensory technologies that detect images, heat, motion

- border security tech, self-driving cars, geo-located advertising

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11
Q

Adaptive interfaces

A
  • personalized user interfaces adapt according to needs of user
  • “no click” interfaces that make decisions for user
  • Urbanspoon
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12
Q

Gaming interfaces and cultures

A
  • designed to entertain, persuade and impart a point of view to their players through ideologies embedded in their core logic and narratives
  • e.g. first-person shooter games w embedded military doctrines
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13
Q

Immersive reality technologies

A
  • tools that dramatically expand capacities to visualize our environments and ourselves in augmented reality
  • e.g. VR headsets
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14
Q

Neural augmentation

A
  • bio and nano neurotechnologies that are implanted surgically to augment intelligence
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15
Q

Proteus effect

A

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

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