Cover of Techné: Research in Philosophy and Technology
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Displaying: 1-8 of 8 documents


1. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 2
Ian Werkheiser, Michael Butler Reality, Attention, and Sociality: Towards a Philosophy of Digital Worlds
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2. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 2
Maciej Bednarski The Use of Digital Technology and Processes of Displacement
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In this paper, I discuss features of the interaction between a user and digital technology and how this transforms our contemporary experience of space and place. Analyzing this interaction is important for understanding global processes of displacement and creation of what Marc Augé calls non-places and their relation to technology in general. Drawing from Heidegger’s tool-analysis, I show that displacement is a structural element of the usage of absolutely ready-to-hand, access-providing digital devices. My main argument runs as follows: a) the use of digital devices bypasses place directly in our activities; b) because of that, places themselves become more and more obsolete; and c) that leads to changes in how we conceive places and placefulness of technology. Instead, we think of the latter as immaterial, without a location. The immateriality of technology that we experience is reinforcing processes of displacement, as it allows them to continue thriving without being noticed and adequately conceptualized.
3. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 2
Alessandro De Cesaris Digital Metempsychosis? A Critique of the Two-Worlds Model of Immersivity
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The paper proposes the notion of “Two-Worlds Model” (TWM) as a theoretical framework in order to analyse some currents in the contemporary debate on technologically mediated experience. According to this model, technologically mediated experience—especially immersive experience—can be described as a form of “digital metempsychosis”—a feeling of being elsewhere. The paper argues that this model is not new in the history of philosophy, and that it is a very common theoretical and cultural strategy, often used to reduce medial differences—differences in the way of being or of experiencing something—as objectual difference. By analysing some specific topics—the most common accounts of immersive experience, the relation between immersivity and presence, and the notion of “cyberspace”—the paper aims at showing the limits of the TWM, in particular when it is used in order to describe technologically mediated experience.
4. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 2
Francesco Striano Alert! Ideological Interfaces, TikTok, and the Meme Teleology
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The way we human beings approach the world has always been mediated. To be precise, it is mediated by interfaces. The starting point of this paper, therefore, will be to define, in the most general way possible, the interface. I will then focus mostly on the analysis of contemporary digital visual interfaces, and on how they changed the human way of perceiving. In the light of this analysis, I will highlight the “ideology” that spoils current interface design and allows contemporary interfaces to “deceive” us much more than previous technologies did. The central part of the paper will be devoted to illustrating the peculiar way in which digital visual interfaces capture attention and predispose to courses of action. The case study provided by TikTok will help to explain this mechanism. Finally, I will point out the possible negative effects of ideological interfaces and I will review some possible solutions.
5. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 2
Cristiano Vidali Marginal Themes: A Phenomenological Approach to Distraction in Digital Media Users
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Among the research that nowadays deals with the impact of digital technologies on attention, little is concerned with problematizing the theoretical premises about the nature of this cognitive faculty. Hence, even highly credited studies on digital distraction draw their conclusions from underexamined models of attention, despite them not being the only ones available. In our article we intend to focus on this problem, starting by discussing two case studies in the field of cognitive psychology and trying to show their theoretical shortcomings when compared with an alternative model of attention. We will thus explore the account that a contemporary phenomenologist, Paul Sven Arvidson, has provided of attention and distraction. Finally, we will try to question the conclusions of the empirical studies by reframing them within Arvidson’s model, suggesting the importance of sharpening the definition of attention and distraction as preliminary work for investigating how the digital relates to them.
6. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 2
Bradley Warfield Digital Technology and the Problem of Dialogical Discourse in Social Media
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In this paper, I discuss some prominent features of our use of social media and what I think are its harms. My paper has three main parts. In the first part, I use a dialogical framework to argue that much of the discursive activity online is manifested as an ethically impoverished other-directedness and interactivity. In the second part, I identify and discuss several reasons that help explain why so much of the discursive activity on social media is ethically lacking. And in the final part, I mention some of the effects these discursive practices have on us even when offline. Specifically, I suggest that the persistent use of digital communication technologies trains its users to adopt these problematic online discursive attitudes and activities into their experiences offline, making it more difficult for them to engage with themselves and others in more dialogically ethical ways.
7. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 2
Paul Scriven A Social Phenomenology of Non-Player Characters (NPCs) in Videogames
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Non-player characters (NPCs) are a common feature in contemporary videogames, particularly role-playing games (RPGs). Evidence suggests player relationships with these fictional, digital characters can manifest as deeply emotional experiences that can ‘bleed’ off the screen and affect the daily lives of players. However, research in this area is still in its infancy, and as yet has not been given a thorough conceptual treatment. Applying the sociological phenomenology of Alfred Schütz, this paper will examine the structure of the experiences that players have with NPCs, and how these experiences manifest as meaningful social experiences. By a reconceptualization of the player-NPC relationship as a deeply mediated human-human relationship, this paper aims to build a foundation for further phenomenological study into how players engage with fictional characters in immersive videogame worlds.
8. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 2
Hao Wang Algorithmic Colonization of Love: The Ethical Challenges of Dating App Algorithms in the Age of AI
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Love is often seen as the most intimate aspect of our lives, but it is increasingly engineered by a few programmers with Artificial Intelligence (AI). Nowadays, numerous dating platforms are deploying so-called smart algorithms to identify a greater number of potential matches for a user. These AI-enabled matchmaking systems, driven by a rich trove of data, can not only predict what a user might prefer but also deeply shape how people choose their partners. This paper draws on Jürgen Habermas’s “colonization of the lifeworld” thesis to critically explore the insidious influence of delegating romantic decision-making to an algorithm. The love lifeworld is colonized inasmuch as online dating algorithms encroach into our romantic relations to the extent that communicative action within romance is replaced by the technocratic rules of an algorithm.