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501. Techné: Research in Philosophy and Technology: Volume > 24 > Issue: 3
Shachar Freddy Kislev Six Hegelian Theses about Technology
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Hegel has long been considered a major thinker of progress. This paper extends Hegel’s philosophy of progress into an outline of a philosophy of technology. It does this not by directly reading the little Hegel wrote on the subject, but by introducing six central Hegelian ideas that bear on the technological thought. It argues that, for Hegel, (1) mankind is destined to change its destiny; (2) that true change involved qualitative change; (3) that true change is conceptual, and not material, change; (4) that history progresses immanently according to its own laws; (5) that history progresses towards ever greater artificiality; and that (6) artificiality is closely linked to freedom. These ideas cohere into a Hegelian metaphysics of technology, which is supportive of the technological enterprise. This paper is meant both to sketch a metaphysical understanding of the technological enterprise, and to trace the intellectual roots of contemporary technological utopianism.
502. Techné: Research in Philosophy and Technology: Volume > 24 > Issue: 3
Dario Rodighiero, Alberto Romele The Hermeneutic Circle of Data Visualization: The Case Study of the Affinity Map
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In this article, we show how postphenomenology can be used to analyze the Affinity Map: a data visualization that reveals the hidden dynamics that exist between individuals within large organizations. We make use of the Affinity Map to expand the classic postphenomenology that privileges a ‘linear’ understanding of technological mediations and introduce the notions of ‘iterativity’ and ‘collectivity.’ In the first section of the paper, we discuss both classic and more recent descriptions of human-technology-world relations in order to transcendentally approach the discipline of data visualization. In the second section, we use the Affinity Map case study to consider three elements: 1) the collection of data and the design process; 2) the visual grammar of the data visualization, and 3) the process of self-recognition for the map ‘reader.’ In the third section, we introduce the hermeneutic circle of data visualization. Finally, we suggest that the Affinity Map, because of its ethical and political multistability, might be seen as a material encounter between postphenomenology, actor-network theory (ANT), and hermeneutics.
503. Techné: Research in Philosophy and Technology: Volume > 24 > Issue: 4
Carl Mitcham Introduction
504. Techné: Research in Philosophy and Technology: Volume > 24 > Issue: 4
Carl Mitcham, Alex Michalos, Kristin Shrader-Frechette, Joseph Margolis, Edmund Byrne Section 1. Staking Out a Territory
505. Techné: Research in Philosophy and Technology: Volume > 24 > Issue: 4
Joseph C. Pitt, Langdon Winner, Larry A. Hickman, Don Ihde, Andrew Feenberg, et al. Section 2. Boundary Disagreements
506. Techné: Research in Philosophy and Technology: Volume > 24 > Issue: 4
Deborah G. Johnson, Paul Thompson, Albert Borgmann Section 3. Local Boundaries
507. Techné: Research in Philosophy and Technology: Volume > 24 > Issue: 4
Peter Kroes, Diane P. Michelfelder, Philip Brey, Sven Ove Hansson Section 4. Post-Durbin
508. Techné: Research in Philosophy and Technology: Volume > 24 > Issue: 4
César Cuello Nieto, Zach Pirtle, Arun Kumar Tripathi Section 5. Supplements
509. Techné: Research in Philosophy and Technology: Volume > 24 > Issue: 4
Carl Mitcham L'Adieu
510. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 2
Ian Werkheiser, Michael Butler Reality, Attention, and Sociality: Towards a Philosophy of Digital Worlds
511. 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.
512. 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.
513. 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.
514. 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.
515. 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.
516. 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.
517. 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.
518. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 3
Alexei Grinbaum Reimaging the Imaginaries of Artificial Intelligence
519. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 3
Vitaly Pronskikh The Ethical Aspects of Choosing a Nuclear Fuel Cycle
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In this paper, we addressed the problem of choosing a nuclear fuel cycle. Ethical problems related to the choice of a nuclear fuel cycle, such as the depletion of natural uranium reserves, the accumulation of nuclear waste, and the connection with the problems of nonidentity and distributive justice are considered. We examined cultural differences in attitudes toward nuclear safety and the associated ambiguities in the choice of a nuclear fuel cycle. We suggested that the reduction in consumption of natural uranium does not seem to be a feasible way of reducing nuclear waste because of the nonidentity problem.
520. Techné: Research in Philosophy and Technology: Volume > 27 > Issue: 3
Sanne Lisborg, Oliver Tafdrup Virtual Laboratories and Posthuman Learning
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The increasing use of virtual laboratories in education raises new philosophical—and perhaps especially phenomenological—questions related to how this type of technological mediation affects the user’s sense of situated embodied being: sensory perception. The empirical basis of this phenomenological inquiry is a case study conducted in a Danish school setting. This allows us to compare analog laboratory work with virtual. Inspired by Maurice Merleau-Ponty, we describe how pupils’ bodily and multisensory interactions with laboratory tools differ across physical and virtual settings. Virtual laboratories are complex, sociotechnical, often opaque practices that affect the pupils’ sense of embodiment, thus prompting the need for in situ development of hermeneutical strategies for bridging the gap between the simulated laboratory and the physical world. In the final section, we discuss how these strategies can be considered posthuman learning processes.