301 research outputs found

    Talking to Boxes, Hugging Robots

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    Relationships between humans and technology are at the core of my artistic research. Human-machine communication is defined by the technological level of the machines, but even more so by the way they are perceived by humans. Concepts of artificial life and artificial intelligence gradually have become part of the everyday life of growing numbers of people, and while there is an ongoing effort to design an increasingly anthropocentric technology, our minds also adapt to the new technological reality. Through immersive installations and sculptural objects my practice explores this reality. My artwork is designed to communicate with and stimulate the viewers, allowing them to examine their own perception of phenomena such as behavioral algorithms, artificial life and artificial intelligence. Not only does it provide an opportunity of self-analysis, it also facilitates a change in the way people conceptualize communication with machines

    Strange Loops: Apparent versus Actual Human Involvement in Automated Decision-Making

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    The era of AI-based decision-making fast approaches, and anxiety is mounting about when, and why, we should keep “humans in the loop” (“HITL”). Thus far, commentary has focused primarily on two questions: whether, and when, keeping humans involved will improve the results of decision-making (making them safer or more accurate), and whether, and when, non-accuracy-related values—legitimacy, dignity, and so forth—are vindicated by the inclusion of humans in decision-making. Here, we take up a related but distinct question, which has eluded the scholarship thus far: does it matter if humans appear to be in the loop of decision-making, independent from whether they actually are? In other words, what is stake in the disjunction between whether humans in fact have ultimate authority over decision-making versus whether humans merely seem, from the outside, to have such authority? Our argument proceeds in four parts. First, we build our formal model, enriching the HITL question to include not only whether humans are actually in the loop of decision-making, but also whether they appear to be so. Second, we describe situations in which the actuality and appearance of HITL align: those that seem to involve human judgment and actually do, and those that seem automated and actually are. Third, we explore instances of misalignment: situations in which systems that seem to involve human judgment actually do not, and situations in which systems that hold themselves out as automated actually rely on humans operating “behind the curtain.” Fourth, we examine the normative issues that result from HITL misalignment, arguing that it challenges individual decision-making about automated systems and complicates collective governance of automation

    Educating through commons-based pedagogical practices

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    This paper explores the transformative potential of primary education pedagogy to instill the logic and ethics of the commons, emphasizing a paradigm shift away from competitive or individualistic learning frameworks towards those fostering care, reciprocity, and mutual support. Through a year-long action research project in a sixth-grade classroom, this study examines the transfer of Educational commons elements into formal schooling. It argues that such integration requires pedagogical practices that cultivate distinct cognitive and operational modes, enabling students to engage in self-organization of the school classroom and collective knowledge management. The research details the development and operationalization of what is termed as “commons-based pedagogical practices”. These practices are designed to encourage a learning environment that is inclusive and collaborative, characterized by peer learning, co-creation of knowledge, assemblies. peer dialogue and peer accountability. The study juxtaposes theoretical frameworks with practical applications, providing insights into how these pedagogical approaches can be effectively implemented to transform educational settings. The emphasis is placed on creating a classroom dynamic that supports the collective exploration and negotiation of diverse educational concepts, thereby fostering an atmosphere conducive to communal learning and ethical engagement

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Responsible AI and Analytics for an Ethical and Inclusive Digitized Society

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    Human-Machine Communication: Complete Volume. Volume 4

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    This is the complete volume of HMC Volume 4

    Governing Privacy in Knowledge Commons

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    Scholars from various disciplines explore privacy governance using the Governing Knowledge Commons framework. Case studies drawn from contexts such as academia, social media, mental health, and IoT provide insights into how privacy shapes community knowledge production. This title is also available as Open Access on Cambridge Core
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