4 research outputs found

    Augmented Ontologies or How to Philosophize with a Digital Hammer

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    Could a person ever transcend what it is like to be in the world as a human being? Could we ever know what it is like to be other creatures? Questions about the overcoming of a human perspective are not uncommon in the history of philosophy. In the last century, those very interrogatives were notably raised by American philosopher Thomas Nagel in the context of philosophy of mind. In his 1974 essay What is it Like to Be a Bat?, Nagel offered reflections on human subjectivity and its constraints. Nagel's insights were elaborated before the social diffusion of computers and could not anticipate the cultural impact of technological artefacts capable of materializing interactive simulated worlds as well as disclosing virtual alternatives to the "self." In this sense, this article proposes an understanding of computers as epistemological and ontological instruments. The embracing of a phenomenological standpoint entails that philosophical issues are engaged and understood from a fundamentally practical perspective. In terms of philosophical praxis, or "applied philosophy," I explored the relationship between human phenomenologies and digital mediation through the design and the development of experimental video games. For instance, I have conceptualized the first-person actionadventure video game Haerfest (Technically Finished 2009) as a digital re-formulation of the questions posed in Nagel's famous essay. Experiencing a bat's perceptual equipment in Haerfest practically corroborates Nagel's conclusions: there is no way for humans to map, reproduce, or even experience the consciousness of an actual bat. Although unverifiable in its correspondence to that of bats, Haerfest still grants access to experiences and perceptions that, albeit still inescapably within the boundaries of human kinds of phenomenologies, were inaccessible to humans prior to the advent of computers. Phenomenological alterations and virtual experiences disclosed by interactive digital media cannot take place without a shift in human kinds of ontologies, a shift which this study recognizes as the fundamental ground for the development of a new humanism (I deem it necessary to specify that I am not utilizing the term "humanism" in its common connotation, that is to say the one that emerged from the encounter between the Roman civilization and the late Hellenistic culture. According to this conventional acceptation, humanism indicates the realization of the human essence through "scholarship and training in good conduct" (Heidegger 1998, p. 244). However, Heidegger observed that this understanding of humanismdoes not truly cater to the original essence of human beings, but rather "is determined with regard to an already established interpretation of nature, history, world, and [...] beings as a whole." (Heidegger 1998, p. 245) The German thinker found this way of embracing humanism reductive: a byproduct of Western metaphysics. As Heidegger himself specified in his 1949 essay Letter on Humanism, his opposition to the traditional acceptation of the term humanism does not advocate for the "inhuman" or a return to the "barbaric" but stems instead from the belief that the humanism can only be properly understood and restored in culture as more original way of meditating and caring for humanity and understanding its relationship with Being.). Additionally, this study explicitly proposes and exemplifies the use of interactive digital technology as a medium for testing, developing and disseminating philosophical notions, problems and hypotheses in ways which are alternative to the traditional textual one. Presented as virtual experiences, philosophical concepts can be accessed without the filter of subjective imagination. In a persistent, interactive, simulated environment, I claim that the crafting and the mediation of thought takes a novel, projective (In Martin Heidegger's 1927 Being and Time, the term "projectivity" indicates the way a Being opens to the world in terms of its possibilities of being (Heidegger 1962, pp. 184-185, BT 145). Inspired by Heidegger's and VilemFlusser's work in the field of philosophy of technology as well as Helmuth Plessner's anthropological position presented in his 1928 book Die Stufen des Organischen und der Mensch. Einleitung in die philosophische Anthropologie, this study understands the concept of projectivity as the innate openness of human beings to construct themselves and their world by means of technical artefacts. In this sense, this study proposes a fundamental understanding of technology as the materialization of mankind's tendency to overcome its physical, perceptual and communicative limitations.) dimension which I propose to call "augmented ontology.

    Merging the Natural with the Artificial: The Nature of a Machine and the Collapse of Cybernetics

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    This thesis is concerned with the rise and fall of cybernetics, understood as an inquiry regarding the nature of a machine. The collapse of this scientific movement, usually explained by external factors such as lack of funding, will be addressed from a philosophical standpoint. Delving deeper into the theoretical core of cybernetics, one could find that the contributions of William Ross Ashby and John von Neumann shed light onto the particular ways in which cybernetics understood the nature and behavior of a machine. Ross Ashby offered an account of the nature of a machine and then extended the scope of “the mechanical”. This extension would encompass areas that will later be shown to be problematic for mechanization, such as learning and adaptation. The way in which a machine-ontology was applied would trigger effects seemingly contrary to cybernetics’ own distinctive features. Von Neumann, on the other hand, tinkered with a mechanical model of the brain, realizing grave limitations that prompted him to look for an alternative for cybernetics to work on. The proposal that came out of this resulted in a serious blow against the theoretical core of cybernetics. Why did cybernetics collapse? The contributions coming from both thinkers, in their own ways, spelled out the main tenets of the cybernetic proposal. But these very contributions led to cybernetics’ own demise. The whole story can be framed under the rubric of a serious inquiry into the metaphysical underpinnings of a machine. The rise and fall of cybernetics could thus help us better understand what a machine is from a philosophical standpoint. Although a historical component is present, my emphasis relies on a philosophical consideration of the cybernetic phenomenon. This metaphysical dissection will attempt to clarify how a machine-based ontology remained at the core of cybernetics. An emerging link will hopefully lead towards establishing a tri-partite correlation between cybernetics’ own evolution, its theoretical core, and its collapse. It will hopefully show how cybernetic inquiries into the nature of a machine might have proved fatal to the very enterprise at large, due to unsolvable theoretical tensions

    Computations and Computers in the Sciences of Mind and Brain

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    Computationalism says that brains are computing mechanisms, that is, mechanisms that perform computations. At present, there is no consensus on how to formulate computationalism precisely or adjudicate the dispute between computationalism and its foes, or between different versions of computationalism. An important reason for the current impasse is the lack of a satisfactory philosophical account of computing mechanisms. The main goal of this dissertation is to offer such an account. I also believe that the history of computationalism sheds light on the current debate. By tracing different versions of computationalism to their common historical origin, we can see how the current divisions originated and understand their motivation. Reconstructing debates over computationalism in the context of their own intellectual history can contribute to philosophical progress on the relation between brains and computing mechanisms and help determine how brains and computing mechanisms are alike, and how they differ. Accordingly, my dissertation is divided into a historical part, which traces the early history of computationalism up to 1946, and a philosophical part, which offers an account of computing mechanisms. The two main ideas developed in this dissertation are that (1) computational states are to be identified functionally not semantically, and (2) computing mechanisms are to be studied by functional analysis. The resulting account of computing mechanism, which I call the functional account of computing mechanisms, can be used to identify computing mechanisms and the functions they compute. I use the functional account of computing mechanisms to taxonomize computing mechanisms based on their different computing power, and I use this taxonomy of computing mechanisms to taxonomize different versions of computationalism based on the functional properties that they ascribe to brains. By doing so, I begin to tease out empirically testable statements about the functional organization of the brain that different versions of computationalism are committed to. I submit that when computationalism is reformulated in the more explicit and precise way I propose, the disputes about computationalism can be adjudicated on the grounds of empirical evidence from neuroscience

    The grammar of human rights: A Wittgensteinian analysis.

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