839 research outputs found

    Cognition simulation and learning

    Get PDF
    The purpose of this paper is to describe new computer software that has been specifically developed to aid experiential learning in groups and with individuals. The software is designed to conduct a pseudosimula- tion involving ramifications and interaction of qualitative ideas, beliefs, attitudes, and values. It has been developed over the past four years through a continual interaction between the state of theory and software, and has been used with a variety of decision-making groups

    Designing Women: Essentializing Femininity in AI Linguistics

    Get PDF
    Since the eighties, feminists have considered technology a force capable of subverting sexism because of technology’s ability to produce unbiased logic. Most famously, Donna Haraway’s “A Cyborg Manifesto” posits that the cyborg has the inherent capability to transcend gender because of its removal from social construct and lack of loyalty to the natural world. But while humanoids and artificial intelligence have been imagined as inherently subversive to gender, current artificial intelligence perpetuates gender divides in labor and language as their programmers imbue them with traits considered “feminine.” A majority of 21st century AI and humanoids are programmed to fit female stereotypes as they fulfill emotional labor and perform pink-collar tasks, whether through roles as therapists, query-fillers, or companions. This paper examines four specific chat-based AI --ELIZA, XiaoIce, Sophia, and Erica-- and examines how their feminine linguistic patterns are used to maintain the illusion of emotional understanding in regards to the tasks that they perform. Overall, chat-based AI fails to subvert gender roles, as feminine AI are relegated to the realm of emotional intelligence and labor

    Innocence Lost: Simulation Scenarios: Prospects and Consequences

    Get PDF
    Those who believe suitably programmed computers could enjoy conscious experience of the sort we enjoy must accept the possibility that their own experience is being generated as part of a computerized simulation. It would be a mistake to dismiss this is just one more radical sceptical possibility: for as Bostrom has recently noted, if advances in computer technology were to continue at close to present rates, there would be a strong probability that we are each living in a computer simulation. The first part of this paper is devoted to broadening the scope of the argument: even if computers cannot sustain consciousness (as many dualists and materialists believe), there may still be a strong likelihood that we are living simulated lives. The implications of this result are the focus of the second part of the paper. The topics discussed include: the Doomsday argument, scepticism, the different modes of virtual life, transcendental idealism, the Problem of Evil, and simulation ethics

    Looming struggles over technology for border control

    Get PDF
    New technologies under development, capable of inflicting pain on masses of people, could be used for border control against asylum seekers. Implementation might be rationalized by the threat of mass migration due to climate change, nuclear disaster or exaggerated fears of refugees created by governments. We focus on taser anti-personnel mines, suggesting both technological countermeasures and ways of making the use of such technology politically counterproductive. We also outline several other types of ‘non-lethal’ technology that could be used for border control and raise human rights concerns: high-powered microwaves, armed robots, wireless tasers, acoustic devices/vortex rings, ionizing and pulsed energy lasers, chemical calmatives, convulsants, bioregulators and malodurants. Whether all these possible border technologies will be implemented is a matter for speculation, but their serious human rights implications warrant advance scrutiny

    Woolsack 1976 volume 16 number 4

    Get PDF
    Table of Contents: Moot Court Competition Results Dig Deep, Students, Dig Deep: Dean Ducks Discussion Ben Spills Beans by Jacki Garner Guest Editorial: Let Them Eat Cake by Bob Coffin Letters to the Editor From the Editor Calendar A Faculty Monolog: The Petitions Committeehttps://digital.sandiego.edu/woolsack/1072/thumbnail.jp

    ARTIFICIAL INTELLIGENCE AND THE TECHNOLOGICAL SUBLIME: HOW VIRTUAL CHARACTERS INFLUENCE THE LANDSCAPE OF MODERN SUBLIMITY

    Get PDF
    The principle objective of this thesis is to expand the term “technological sublime” to include technologies of artificial intelligence. In defining new realms of the technological sublime, we must not only consider the ecological integration of technology within natural surroundings, but also appreciate modern technological objects that instigate sublime experiences. This work examines science fictional portrayals of interactions with sentient artificial intelligence in I, Robot, 2001: A Space Odyssey and other major works of science fiction. In each of these works, characters who encounter technologies possessing artificial intelligence share sublime experiences. This thesis considers various levels of embodiment associated with the objects of artificial intelligence and discusses the sublime qualities of both cybernetic and android beings. Finally, this work examines how our perceptions of environment are altered by the introduction of virtual reality and virtual landscapes, which consequently affects our mindscapes and contribute to the technological sublime

    Hi-Tek Learning Strategies

    Get PDF
    Unorthodox ways currently used in colleges to accelerate the velocity of learning are reviewed. To augment persuasion and articulation ability of business school students, stand-up comedy is used (University of Chicago). Song writing, storytelling and improvisation (VanderbiltUniversity-Owens Management), and for Shakespearean motivation for other management skills at the corporate execu-tive level (Northrup Grumman). Food “chow-down”, before and during classes, including pizza and chocolate candy, for relaxation and memory stimulation. The aromatherapy path to the learning, the path of music and subliminal sound---Mozart effect and silent sound--and other sensory aids and teaching techniques to activate all the senses for learning-Key for three, but strive for five!. Other learning techniques include Selman’s Universal Method (SUM) of breaking large problems into manageable parts or patches, his MEDICASA model and a platoon system of participatory responses---all demonstrating skills, motor and sensory. Another approach is to have abstract ideas in the sciences translated into physical learning aids, or robotic device, or toys----where the kernel of the analogies can be retained for comprehending different situations in the present, and for future metaphors. Learning can be reinforced in many ways. But learning with-out play is difficult---grim and boring presentations. It may be the major failing of our educa-tional system; especially, as training for persuasive communication skills. This paper asks---What if it were possible to transfer information and improve communication without the circuitous paths of present ways of teaching? What if a teacher could guide a student beyond the normal capacity of his/her mind by "broad-casting" over the natural defense mechanism of the unused 90% of the brain

    Ways of not reading Gertrude Stein

    Get PDF
    I situate the controversial critical strategies of “distant reading” and “surface reading” in the reception history of Gertrude Stein, an author whose work was frequently declared “unreadable.” I argue that an early twentieth-century history of compromised forms of reading, including women’s reading and information work, subtends both the technology with which distant reading may be carried out and the ways in which an author’s work comes to be understood as a “corpus.

    A Landscape for Making: Workshop Studios at Storm King Art Center

    Get PDF
    This thesis explores the parallel relationships of how architecture and sculpture inhabit the landscape. Using Storm King Art Center as a case study, three relationships between object and landscape are analyzed and used as the basis for the design of artist workshops and living space, allowing for the creation of large-scale outdoor sculpture as part of an artist fellowship and residency program. The three comparisons analyze different ways an object relates to its context, using the categories: Object In Landscape, Object As Landscape, and Object From Landscape. These comparisons are translated from precedents in sculpture to architecture, and then further into the structure and construction details of the design. The culminating proposal brings together concepts from site history, site precedent, and an analysis of the relationship to site in a proposal designed to test these theories
    • 

    corecore