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The ethical apparatus: The material-discursive shaping of ethics, autonomy, and the driverless car
(2023)
This research argues that the emergent driverless car, as a kind of autonomous vehicle, is a Foucault-ian "ethical apparatus", working as an epistemic device to materially embody and enable discursive power by generating notions of "autonomy" and "ethical decision-making". The ethical implications of AI, algorithmic, and autonomous technologies are topics of current regulatory and academic concern. This concern relates to the lack of meaningful oversight of black boxes inside AI systems, liabilities for manufacturers, and inadequate frameworks to hold AI-based socio-technical systems to account. One recent artefact, the driverless car, has taken on these concerns quite literally in the shaping of a niche discourse of the "ethics of autonomous driving". Ambitions to produce a fully autonomous vehicle based on AI technologies are constrained by speculative concerns that its decision-making in unexpected accident situations cannot be assumed to protect humans. "The ethics of autonomous driving" evaluates proposals to build "ethical machines" by examining the relationship between structures of human values and moral decision-making, and how they comport to computational architectures for decision-making. This is the first case this work takes up, chiefly organised around an analysis of a thought experiment, the Trolley Problem, and the online game, Moral Machine, that crowdsourced values to suggest approaches to an "ethics of autonomous driving". Rather than evaluate the feasibility or appropriateness of these two approaches, this work attends to the more critical issue that ethics is being proposed in terms of technologies turning on the logics of risk, speculation, and probabilistic correlations that are fundamental to how machine learning makes decisions. The concern in this work is less a normative framework or approach for a better or more appropriate ethics of autonomous driving. Rather, this work argues that what we understand as "the ethical" is being transformed when architected by, through, and for Artificial Intelligence / autonomous technologies to become their own regulators. Hence the production of autonomous driving necessitates computational infrastructures that are creating a world legible to and for the navigation of a driverless car. The author argues that this is fostering computational governance that has implications for human bodies and social relations, chiefly that conventional approaches to regulation and accountability attend to human values and decision-making rather than computational ones. A second case that this research examines is that of driverless car crashes, to examine how "autonomous" driving requires substantial embodied human knowledge and micro-work. Taken together, these two cases make an argument for how myriad practices of knowledge-production are translating the human world into something legible to the navigational needs of the car, producing changes in the human world through the actions of the car on that basis, and advancing notions of "autonomy". This work concludes with arguments for a critical reconceptualisation of ethics and ethical decision-making in AI / autonomous systems.
New media and digital technologies open up numerous possibilities to document different versions of reality, which makes it essential to examine how they transform the logic behind the creation and production of documentaries in digital cultures. The goal of this study is to investigate the integration between the traditional documentary and new media: the interactive documentary, in the context of the different sociocultural and technological environments of China and the West. Accordingly, a comparative study on the evolution and integration of these two fields was carried out. The documentary genre brings with it a method of classification and various modes of representing reality, while new media provide new approaches to interactivity as well as the production and distribution of interactive documentaries. In this context, the study examines the differences and characteristics of interactive documentaries in China and the West. Interactive documentaries grow and change as a continuously evolving system, engaging the roles of the author and the user, such that their roles are mixed for better co-expression and the reshaping of their shared environment. In addition, an analytical approach based on the types of interactivity was adopted to explore this new form of documentary both to deduce how the stories about our shared world can be told and to understand the impact of interactive documentaries on the construction of our versions of the reality as well as our role in it.
This dissertation presents an analysis of the relations to self and technology that emerge from and in the use of self-tracking technologies. The ethnographical study, combined with the Grounded Theory approach and a media analysis, demonstrates the complex intertwining or duality of control and care towards oneself that emerge or become possible in and through the application of ST technologies. ST devices assist in strengthening one's health and well-being in a playful way, building and maintaining a positive self-feeling, self-image and agency, and discovering unknown abilities and potentials within oneself. The ST technologies used provide orientation through complexity-reducing visualizations, highlighting patterns, and trend progression. They challenge through self-overload, dissatisfaction when not achieving goals, self-deception and distraction, narcissism and even loss of control - internally through compulsion to control as well as externally through loss of data otection and exploitation of private data by third parties, as well as handing over responsibility (in the form of decisions) to technology (algorithms) instead of self-responsibility. These two seemingly opposed yet concurrently existing self-relations reflect the dynamic between today's demands for self-responsibility (in health and performance terms) and the need for self-care and guidance for the many relevant, sometimes daily, decisions. They balance possibly existing tensions and ambiguities between the modes of self-relations that at first glance seem to be opposed and yet ultimately are jointly oriented towards the same goal, namely to master one's life (life maintenance) and to be in balance. The self-relations described in this thesis are supported, reinforced, or enabled by ST technology (and practice). Three different roles that ST technology can take in self-care and self-control were elaborated: technology as a means, a counterpart, and a promise. In relation to technology, another dialectic is visible, which shows the apparent contrast between its conception as a tool and means to achieve something and the approach to technology as an intimate counterpart (partner, nanny, coach) and a promise of salvation. The relationship with technology seems to intensify in and through the ST experience and takes on or is assigned a partner-like role by the users. Finally, the results indicate that the concept of (self-)optimization, contrary to its etymological meaning of a logic of increase, can also be understood differently, namely balancing. In this context, optimization does not necessarily mean the fastest, the highest, the strongest, but something that is achievable and satisfactory for the self - within the framework of the given and the desired. At the same time, the optimization understood as harmonizing and balancing in self-tracking becomes a lifelong task that, in principle, can never be completed because with the addition of new vital areas in life and throughout a lifetime also the individually understood and conceived balance often shifts.
In 1999 David Elstein delivered a lecture series examining the evolvement of UK broadcasting policy from 1949 to 1999. His sharp analysis is a valuable contribution to the post-war devel-opment of the British broadcasting system and unfolds many topical issues in current media policy debates.
Rethinking Gamification
(2014)
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!