105 research outputs found

    Fuzzy ethics: or how I learned to stop worrying and love the bot.

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    The recent death of a Volkswagen worker at the hand of a factory robot has resulted in a number of editorials and opinion pieces discussing moral responsibility and robots. In this short response piece we outline some of the wider context of this discussion, with reference to the classic ethical study the Case of the Killer Robot. We argue that there is a growing need for the field of computer ethics to consider with some urgency what it means to be a responsible moral agent when tragic events occur, and to what extent it makes sense to 'blame the robot'

    Power and perception in the scandal in academia.

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    The Scandal in Academia is a large-scale fictional ethical case study of around 17,000 words and fourteen separate revelations. They are delivered as newspaper extracts from a newspaper reporting on an ongoing crisis at a Scottish educational institution. The scandal case as presented on the ethical issues raised, concentrating instead on providing the scenario in isolation. This paper is a companion piece to that case study, discussing the third and fourth revelations with reference to the issues raised, the mainstream media, and the formal academic literature. The discussion presented here is not intended to be exhaustive or definitive. It is instead educational context, and illustrative of the kind of discussions that ideally emerge from the effective use of the material

    Musings on misconduct: a practitioner reflection on the ethical investigation of plagiarism within programming modules.

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    Tools for algorithmically detecting plagiarism have become very popular, but none of these tools offers an effective and reliable way to identify plagiarism within academic software development. As a result, the identification of plagiarism within programming submissions remains an issue of academic judgment. The number of submissions that come in to a large programming class can frustrate the ability to fully investigate each submission for conformance with academic norms of attribution. It is necessary for academics to investigate misconduct, but time and logistical considerations likely make it difficult, if not impossible, to ensure full coverage of all solutions. In such cases, a subset of submissions may be analyzed, and these are often the submissions that have most readily come to mind as containing suspect elements. In this paper, the authors discuss some of the issues with regards to identifying plagiarism within programming modules, and the ethical issues that these raise. The paper concludes with some personal reflections on how best to deal with the complexities so as to ensure fairer treatment for students and fairer coverage of submissions

    Do you feel like a hero yet?

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    Video games have a long tradition of including elements of moral decision making within their ludic and narrative structures. While the success of these endeavours has been mixed, the systems used to express moral choices within a game have grown more popular. However, these morality systems are inherently restricted and limited by ludic and business considerations. Coupled to this is the concept of the magic circle in which games are considered to be morally discontinuous spaces where the normal rules of what actions are and are not permitted are different. Moral choices then become flattened down into mere narrative flavouring rather than a reflection of an individuals ethical makeup. Moral choices within games are thus shallow and lack the ability to truly offer us an opportunity to reflect on the actions we have taken. Rather than offering insight, they instead cheapen and simplify nuanced topics and concepts. However, several games released in the past few years have made an effort to break free of this mould by explicitly externalising moral choices. In this paper we discuss two of these games: Popes 2013 title Papers, Please and Yager Developments 201

    Effect before cause: supramodal recalibration of sensorimotor timing.

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    YesBackground: Our motor actions normally generate sensory events, but how do we know which events were self generated and which have external causes? Here we use temporal adaptation to investigate the processing stage and generality of our sensorimotor timing estimates. Methodology/Principal Findings: Adaptation to artificially-induced delays between action and event can produce a startling percept¿upon removal of the delay it feels as if the sensory event precedes its causative action. This temporal recalibration of action and event occurs in a quantitatively similar manner across the sensory modalities. Critically, it is robust to the replacement of one sense during the adaptation phase with another sense during the test judgment. Conclusions/Significance: Our findings suggest a high-level, supramodal recalibration mechanism. The effects are well described by a simple model which attempts to preserve the expected synchrony between action and event, but only when causality indicates it is reasonable to do so. We further demonstrate that this model successfully characterises related adaptation data from outside the sensorimotor domain

    Ethics in computer science.

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    Ethics within the field of computer science represents a rich and vibrant topic with almost universal applicability both within and without the profession. In this chapter, the author discusses some of features that combine to give the topic unique nuance: the frictionless nature of data transmission; the ease of automation; the power of privacy and anonymity; and the increasing speed and affordability of computing resources. Regardless of the topicality and reach, it can be difficult to communicate the need for professional understanding of computer ethics. This chapter also discusses how advocates of computer ethics as a ongoing topic for professional development can help contextualise and communicate the need to reflection to others

    Ethical and professional complications in the construction of multi-developer hobbyist games.

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    The modern availability of powerful video game development frameworks has resulted in something of an indie renaissance. Within this blossoming of small scale development are numerous hobbyist developers who build games for their own inherent satisfaction rather than with the expectation of any financial remuneration. While many of these individuals labour in isolation, some have undertaken projects of sufficient scale and complexity to require the recruitment of multiple developers over long periods of time. The lack of direct payment for volunteered efforts in such environments creates numerous interpersonal issues that must be considered?these relate to aspects of intellectual property ownership and the treatment of developers, as well as to the expectations of those players who may invest their time in a hobbyist title. The nature of recruitment for such projects is such that formal experience in software development or games design cannot be assumed, and the management complexities this paradigm introduces are of sufficient complexity that few tools are available to ensure the coherent development of a game. This paper is a reflective analysis of the issues that emerged through the development of one such game. The observations contained within however are applicable to all multi-developer projects where financial compensation for contributions are likely to be non-existent

    All of your co-workers are gone: story, substance, and the empathic puzzler.

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    Narrative games such as The Walking Dead, Gone Home, Dear Esther and The Stanley Parable are difficult to situate into the general framework of game genres that are popularly, albeit informally, understood by mainstream audiences. They are too unabashedly contrarian with reference to the generally accepted definitions that the field uses”indeed, questions have been raised as to whether or not they can even truly be considered games at all. In this paper, the authors argue that these games are properly differentiated into two key categories. The Walking Dead and The Stanley Parable are branching narratives that are spiritual successors to the Choose Your Own Adventurer style game-books. Dear Esther and Gone Home are freeform narratives that are best understood as tools for generating, interrogating and integrating empathy through the exploration of characterisation through situated spatiality within an emotionally resonant environment. It is the very lack of narrative structure in any linear or branching format that argues for these to be considered as a game genre of their own”one we have termed the empathic puzzler. They are related to more engineered narrative structures, but their design offers unique opportunities for emotional reflection. This paper argues for an encompassing definition of game that is appreciative of the different intentions that may be perceived in structure and freeform narratives”that the substance of such titles is found in the largely unparalleled opportunities they present for exploring issues of choice, agency, and empathy within video games

    Twitter response to televised political debates in Election 2015.

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    The advent of social media such as Twitter has revolutionised our conversations about live television events. In the days before the Internet, conversation about television programmes was limited to those sitting on the sofa with you and people you met the next morning – so-called ‘water-cooler conversation’. Now, however, it is possible to discuss events on the screen in real time with people all over the country – three out of five UK twitter users tweet while watching television (Nielsen, 2013). Thus it is not surprising to find that the General Election’s television events generated debate and discussion on twitter
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