93 research outputs found

    Sexbots: sex slaves, vulnerable others or perfect partners?

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    This article describes how sexbots: sentient, self-aware, feeling artificial moral agents created soon as customised potential sexual/intimate partners provoke crucial questions for technoethics. Coeckelbergh's model of human/robotic relations as co-evolving to their mutual benefit through mutual vulnerability is applied to sexbots. As sexbots have a sustainable claim to moral standing, benefits and vulnerabilities inherent in human/sexbots relations must be identified and addressed for both parties. Humans' and sexbots' vulnerabilities are explored, drawing on the philosophy and social science of dehumanisation and inclusion/exclusion. This article argues humans as creators owe a duty of care to sentient beings they create. Responsible innovation practices involving stakeholders debating ethicolegal conundrums pertaining to human duties to sexbots, and sexbots' putative interests, rights and responsibilities are essential. These validate the legal recognition of sexbots, the protection of their interests through regulatory oversight and ethical limitations on customisation which must be put in place

    Peran Adaptasi Game (Gamifikasi) dalam Pembelajaran untuk Menguatkan Literasi Digital: Systematic Literature Review

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    This research is a systematic literature review that aims to analyze the role of game adaptation or gamification in learning to strengthen digital literacy. Using the SLR method, this research identifies, synthesizes, and analyzes relevant scientific articles about the use of game adaptations in the context of learning digital literacy. This review explores how game elements and principles, such as point systems, challenges, competitions, and prizes, are applied in learning to improve students' digital literacy. In addition, this study analyzes the impact of using game adaptations on motivation, engagement, active participation, and the development of students' digital literacy skills. The implications of these SLR findings provide important insights for educators, curriculum developers, and researchers in designing effective learning strategies to increase students' digital literacy

    A Value Sensitive Design Toolkit for Agile Project Management

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    Since the early 1990's the value sensitive design (VSD) approach has been a continually burgeoning design methodology for technological innovation. VSD is commonly described as a "principled approach" to technology design, given that it is explicitly orientated towards designing technologies for human values, rather than sidelining them to ad hoc and/or ex post facto design. However, in much of its near three-decades-long development, the VSD approach has mostly been adopted as a conceptual framework to assess existing technologies and to explore how the consequences of the technology's development could have been influenced positively if VSD was adopted early on and throughout the design process (Friedman et al. 2002). Similarly, VSD has been adopted as a conceptual framework for analysing how future speculative technologies like molecular manufacturing (Umbrello 2019) and advanced artificial intelligence systems can be directed towards positive futures (Umbrello and van de Poel 2021). Yet, despite the benefits of these endeavours and VSD being an approach that can be adapted to any given design domain, it has yet to be widely appropriated in existing design spaces as a primary design approach. In this short paper, we aim to fill this lacuna by framing VSD as a toolkit that can be adopted by existing design teams rather than a wholesale approach. In particular, we describe how VSD maps seamlessly onto agile workflows, an approach to project management that is widely adopted globally. By doing so, we hope that the VSD approach will likewise be more attractive and thus adopted more broadly. As a consequence, a more explicit orientation towards designing technologies for human values will follow

    Identification and Classsification Cyber Bullying among University’s Students

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    The development of technology not only has a positive impact but also has a negative impact. One of them is the shift in bullying trends, from traditional bullying to cyberbullying. Based on a report, as many as 210.3 million internet users aged 13-17 years ranked third in using social media. Cyberbullying victims in Indonesia reach 41-50% and 80% of teenagers become victims of cyberbullying. This study aims to determine the incidence of cyberbullying in students. Using an analytical survey research method with a cross-sectional survey design. Data collection through Cyberbullying and Online Aggression Survey questionnaires and data processing is presented in the form of a frequency distribution. The results showed that 125 respondents (75%) who experienced cyberbullying with types of cyberbullying included flaming 32,14%; exclusion 62,75%; harassment 47,44%; flooding 50%; masquerade log in 42,34%; trolling 25,52%; denigration 19,89%; outing 25%; dan sexual harassment 15,3%. The incidence of cyberbullying in adolescents is still high and all types of cyberbullying have been experienced by adolescents
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