Information and Communication Technologies People and Interaction Module

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Information and Communication Technologies: People and Interaction Module 4: Cyborg Lecture 3 Prepared by:

Information and Communication Technologies: People and Interaction Module 4: Cyborg Lecture 3 Prepared by: Ms. Haifa’ Qattan

Hopes & Fears (Robots) Hopes Fears Robots will relieve ppl. Of “drudgery” Robots will

Hopes & Fears (Robots) Hopes Fears Robots will relieve ppl. Of “drudgery” Robots will become highly If robots become more intelligent than us, will they take over? Intelligent robots could b Intelligent robots will c no “saints” who r not subject need 4 humans, and will to destructive emotions simply wipe us out such as jealousy or anger

4. Cyberspace Prepared by: Ms. Haifa’ Qattan

4. Cyberspace Prepared by: Ms. Haifa’ Qattan

4. 1. Cyberspace Information & communication technologies provide many opportunities for ppl to become

4. 1. Cyberspace Information & communication technologies provide many opportunities for ppl to become cyborgs by acting within virtual environments q Often the users of such systems feel that they r really in the virtual environment, and r no longer consciously in the real world q The term “cyberspace”, coined by the science-fiction writer William Gibson in his futuristic novel “Neuromancer” is often used to describe such a virtual environment q

Figure 1.

Figure 1.

4. 2. Virtual Worlds The cyberspaces may b highly visual, but many “cyberspaces” rely

4. 2. Virtual Worlds The cyberspaces may b highly visual, but many “cyberspaces” rely heavily on text q One example is a MUD (multi-user dungeon) q Ppl acting in MUDs r cyborgs in that they have their identities “in real life” (IRL in MUD jargon) as well as their virtual identities in the MUD. q Users of MUDs often become engrossed in the cyberspace created by the textual descriptions and interactions q

4. 2. Virtual Worlds (Continued) Other cyberspaces use graphics as well as text. q

4. 2. Virtual Worlds (Continued) Other cyberspaces use graphics as well as text. q One such system which provided a graphical world was Habitat, developed by Lucasfilms q Although the graphics were very simple (basically cartoons), Habitat seems to have provided a convincing environment for its participants q Activity (Making Comparisons) q q 2 articles about MUD & Lucasfilms Habitat q Lucasfilms Habitat (with pictures, CD) q Similarities & Differences

4. 3. Virtual Reality q From simple beginnings, cyberspace technologies have advanced to virtual

4. 3. Virtual Reality q From simple beginnings, cyberspace technologies have advanced to virtual reality (VR) systems q There r virtual environments where the users r meant to feel physically as if they r really there q In immersive systems, users wear special headsets and computerized items of clothing (e. g. data gloves) in order to interact with virtual reality world

Figure 2.

Figure 2.

4. 3. Virtual Reality (Continued) q In non-immersive systems, movement and line of sight

4. 3. Virtual Reality (Continued) q In non-immersive systems, movement and line of sight is controlled using a joystick/mouse etc. q The term “virtual reality” was first used by jaron lanier, who was involved in developing immersive systems in the late 1980 s

4. 3. Virtual Reality (Continued) q Virtual reality has useful applications in the field

4. 3. Virtual Reality (Continued) q Virtual reality has useful applications in the field of medicine q For example, surgeons can trained using VR environments, in order to minimize the need to practice on real patients. q Burns patients can be immersed in ‘cold and snowy” virtual environments to decrease the pain they experience

4. 3. Virtual Reality (Continued) q Psychotherapy is another valuable application, where VR systems

4. 3. Virtual Reality (Continued) q Psychotherapy is another valuable application, where VR systems can be used to help patients deal with situations which cause them problems (Phobias) q Ralph Lamson Interview-1 (Hear) q Ralph 2 q Ralph 3 q Activity (VR Design) by st.

4. 4. Virtual Communities Communication technology can b used to create “virtual communities” which

4. 4. Virtual Communities Communication technology can b used to create “virtual communities” which r more closely related to normal life q These communities allow ppl to interact with each other regardless of physical distance q The internet is a rich source of global communities where ppl share ideas and knowledge in order to help each other, or just to communicate for its own sake q

4. 4. Virtual Communities (Continued) q There r many bulletin boards, maillists, newsgroups. .

4. 4. Virtual Communities (Continued) q There r many bulletin boards, maillists, newsgroups. . etc. on a range of different topics q The global nature of the internet has led to suggestions that it could create virtual communities focused on human needs and interests q Activity (The Well) q True Community (parents ideas)

5. Cyberpunk Prepared by: Ms. Haifa’ Qattan

5. Cyberpunk Prepared by: Ms. Haifa’ Qattan

5. 1. Introduction q Cyborgs have become one of the most significant images of

5. 1. Introduction q Cyborgs have become one of the most significant images of our time q and have come to represent both our hopes and fears about the future impact of technology on our lives q i. e. in films, television programs and science fiction writing

5. 1. Introduction (Continued) q Images of robots and monsters have long been present

5. 1. Introduction (Continued) q Images of robots and monsters have long been present in literature and cinema, providing audiences with disturbing visions of our possible future q However, in the 1980’s a number of film makers and science fiction writers specifically took up the cyborg theme and as a result a new genre developed which became known as cyberpunk

5. 2. Fiction q It’s commonly accepted that the word ‘cyberpunk’, was first used

5. 2. Fiction q It’s commonly accepted that the word ‘cyberpunk’, was first used in a Bruce Bethke story called “Cyberpunk” q Certainly the word rapidly became ubiquitous when an article in the Washington Post dated 30 Dec 1984, used the word to describe the work of several writers, William Gibson. . etc

5. 2. Fiction (Continued) The cyberpunk SF (Science Fiction) first populated, when William Gibson’s

5. 2. Fiction (Continued) The cyberpunk SF (Science Fiction) first populated, when William Gibson’s Neuromancer was published to considerable popular and critical success q But seeds of its development were actually planted several years earlier when Gibson and other writers later associated with cyberpunk began publishing stories and novels that had a different edge from other SF works dealing with similar issues q

5. 2. Fiction (Continued) q The cyberpunks were the first generation of artists for

5. 2. Fiction (Continued) q The cyberpunks were the first generation of artists for whom the technologies of satellite dishes, video and audio players and recorders, computers and video games q They were also the first generation of writers. . Who had grown up immersed in technology but also in pop culture q Activity (Cyberpunk Fiction) q Which of these styles did you prefer reading, and why?

5. 3. Films q Some of the most famous cyborgs in cinema r to

5. 3. Films q Some of the most famous cyborgs in cinema r to b found in the Robocop, Terminator and Bladerunner films of the 1980 s q Activity (Film Review)

6. Cyborg Identity Prepared by: Ms. Haifa’ Qattan

6. Cyborg Identity Prepared by: Ms. Haifa’ Qattan

6. 1. Introduction q There r many actual cyborgs among us in society q

6. 1. Introduction q There r many actual cyborgs among us in society q Anyone with an artificial organ, limb, anyone programmed to resist disease or drugged to think/behave/feel better (psychopharmacology) is technically cyborg q Cyborg Quiz

Figure 3.

Figure 3.

6. 2. Digital Effigies Digital identity b seen as a collection of data about

6. 2. Digital Effigies Digital identity b seen as a collection of data about a person q Such as their National Insurance number, credit card details or their medical records q We have all become cyborgs who leave a trail of digital data as we go about our daily lives, via financial transactions, phone and email conversations, etc. linked through networked computer systems q Activity (Exploring your digital effigy) q q By st

6. 3. Virtual Identities In the physical world, the body provides a convenient definition

6. 3. Virtual Identities In the physical world, the body provides a convenient definition of identity q The virtual world is different, it is composed of information rather than matter q The virtual world’s subcultures have developed their own codes and linguistic patterns that identify affiliated participants q And ppl have found ways to control the degree of personal identity they wish to expose online q

6. 3. Virtual Identities (Continued) q Communication systems such as First. Class, use fewer

6. 3. Virtual Identities (Continued) q Communication systems such as First. Class, use fewer sensory cues than face-to-face communication q In a system like this your identity conveyed without visual, audio or other input q U may have relied on different ways to convey emotions and subtleties of meaning e. g. using emotions

6. 4. Biotechnology & Identity The concept of cyborg identity and the digitization of

6. 4. Biotechnology & Identity The concept of cyborg identity and the digitization of the body has become increasingly relevant as new advances in medical technologies rely on digital information to diagnose and treat q As medicine becomes increasingly technical, the relationship bet. Medical practitioners and patients is often mediated by tech. – for instance by X-ray or ultrasound scanning devices, or laser-optics q

Figure 4.

Figure 4.

6. 4. Biotechnology & Identity (Continued) q The patient is replaced by an image

6. 4. Biotechnology & Identity (Continued) q The patient is replaced by an image on a screen q To the medical professionals the patient becomes a cyborg: q An image, or a collection of data in a database q The body becomes merely a site for medical intervention and procedures q Body modifications q Activity (Cyborg lives & death)

7. Views Prepared by: Ms. Haifa’ Qattan

7. Views Prepared by: Ms. Haifa’ Qattan

7. 1. Views q Different ppl. Look at tech. in different ways: q Some

7. 1. Views q Different ppl. Look at tech. in different ways: q Some c tech. as a driving force itself propelled by scientific discoveries q Others c tech. as the product of social institutions & therefore emerging from social activities. q Some c tech. as part of a haphazard evolution

Figure 5.

Figure 5.

7. 1. Views (Continued) Some text about tech. adopt the view that tech. is

7. 1. Views (Continued) Some text about tech. adopt the view that tech. is said to b “socially constructed” q Others c tech. as being driven by scientific discoveries & our own development shaped by that technology. q Our activities are then said to b “technology determined” q These differences in ideologies lead ppl. to c tech. & its connection w ppl. In quite different ways. q But in both cases there is often a sense that tech. and society r different entities q

7. 1. Views (Continued) q For some, humanity & tech r distinct q For

7. 1. Views (Continued) q For some, humanity & tech r distinct q For others, tech. and ppl. can b described in similar terms q When humans & machines r described using a similar vocabulary, it becomes inevitable that discussions about both merge q Thus tech. & ppl. r brought together, not only through a mechanical construction, but in the ways we talk & write about them

7. 1. Views (Continued) q The cyborg then is formed through our descriptions &

7. 1. Views (Continued) q The cyborg then is formed through our descriptions & explanations of things q & as a result we begin to c the world in different ways- populated w cyborgs q We talk & write the cyborg into existence as well as engineering it

7. 1. Views (Continued) Instead of dealing w. an agglomeration like society or tech,

7. 1. Views (Continued) Instead of dealing w. an agglomeration like society or tech, the cyborg brings a focus to the intimate connections between individual technological objects and individual ppl, and thus those things that define the self. q Topics like bodies, gender and genetics become pre-eminent and straddle the old divide between ppl. & machines, so development tech. become inseparable from shifts in perception of ourselves and our individuality q

7. 1. Views (Continued) q The cyborg perspective offers not only an assertion that

7. 1. Views (Continued) q The cyborg perspective offers not only an assertion that human affairs r integral w. tech. but also asserts that ppl. –individuals- r an integral part of any technological sys. q C the bulletin board (when we interact to tech we r also interacting w other, individual ppl. )

7. 2. Bodies q The merging of tech. & the human erodes the boundaries

7. 2. Bodies q The merging of tech. & the human erodes the boundaries of the body q R medical implants or limb replacements to b treated as part of the body? q R telephones & TVs extensions of the bodies capabilities? q In the scientific community, the tendency has been towards describing our bodies as machines or a collection of subsystems

7. 2. Bodies (Continued) It’s then unexceptional when other machine - like subsystems r

7. 2. Bodies (Continued) It’s then unexceptional when other machine - like subsystems r plugged into replace inoperative or unperforming parts q The transformation is liable to b treated as a part of routine maintenance & not the source of conflict bet. a body & an alien tech. q The body & the tech. become indistinguishable & it might b said that the body becomes tech. determined, or at least shaped by technicians such as surgeons & dieticians q

7. 2. Bodies (Continued) q There’s a spectrum with no clear point of transition

7. 2. Bodies (Continued) q There’s a spectrum with no clear point of transition that at one end extends to the wholesale replacement of body parts by machines q and begins with the unexceptional such as q q planned diets, body shaping workouts body piercing jewelry tattoos

7. 2. Bodies (Continued) q Several authors have asked “how far can this b

7. 2. Bodies (Continued) q Several authors have asked “how far can this b taken? ” q If parts of the body can b replaced by technological components, at what point does it cease to b a body or at least the body of a person? q Asimov’s answer was that the brain was the seat of individuality

7. 2. Bodies (Continued) q But other ppl. Have suggested that machines can improve

7. 2. Bodies (Continued) q But other ppl. Have suggested that machines can improve upon the brain’s function and that the brain’s content can b downloaded into a computer and even transmitted over communication links q Individuality is then a property of a “body of data” q Hear Clip 1, 2

7. 2. Bodies (Continued) q Activity (Bodies & Cyborgs) choose quotations that reveal Jeff,

7. 2. Bodies (Continued) q Activity (Bodies & Cyborgs) choose quotations that reveal Jeff, the character in the novel, as a cyborg. Then find quotations that illustrate either dualism or monism. q Activity (Bodies & Machines) use the notes to describe the following words (social construction of the body, dualism…etc)

7. 3. Gender Issues q Biological determinism, a close cousin of technological determinism, encourages

7. 3. Gender Issues q Biological determinism, a close cousin of technological determinism, encourages us to view gender as sth linked 2 body form & content q Social constructivism, on the other hand, would present gender as sth associated w social actions, & hence w roles & jobs q From the cyborg perspective, both tech & the body can shape gender, or gender can label bodies

7. 3. Gender Issues (Continued) & just as the cyborg shows that the differences

7. 3. Gender Issues (Continued) & just as the cyborg shows that the differences bet. Ppl. & machines r not as clear-cut as they r sometimes supposed q So there’s the possibility that gender distinctions might not b as indisputable as it is often assumed q Activity (Gender & Tech) q q Write about 150 words that identifies the research report and summarizes its findings and conclusions. Add ur own brief conclusion

7. 4. Genetic q. A human being, like any other object, is defined by

7. 4. Genetic q. A human being, like any other object, is defined by its structure- it’s pattern q The pattern of a man, if still more the pattern which specifies a man’s mind is incredibly complex q Yet nature was able to pack that pattern into a tiny cell, too small for the eye to c

7. 4. Genetic (Continued) Human have interfered w. their biological heritage since they appeared

7. 4. Genetic (Continued) Human have interfered w. their biological heritage since they appeared on earth q Stone tools, agriculture & private property all had an effect on society & in turn on genes q Many ppl r concerned that the next phase of history will b 1 in which genetics makes plans for the future… inadvertent change… will b far more important than is any conscious attempt to engineer our biology q

7. 4. Genetic (Continued) The nucleus of a living cell is a storehouse of

7. 4. Genetic (Continued) The nucleus of a living cell is a storehouse of information q It’s sth more remarkable: a self-activating transmitter which passes on very precise msgs that direct the construction of identical new cells contained in the tiny cell nucleus q There’s no fundamental absolute line bet. The type of transmission which we use for sending a telegram and the types of transmission that r theoretically possible for a living organism such as a human being q

7. 4. Genetic (Continued) Genetics is a topic that has heavily exploited metaphors from

7. 4. Genetic (Continued) Genetics is a topic that has heavily exploited metaphors from information tech. q The genes r linked to programs & gr 8 leaps of imagination r not needed to suggest that genes might b engineered q It’s in genetics where the merging of the engineered machine and biology brings together the technological and the ethical and calls out for a new perspective, which the vision of the cyborg might provide. q Activity (Genetics) by st q