6 research outputs found

    Ambient intelligence and problems with interferring desires from behaviour

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    In this paper the authors argue that many of the ethical problems raised by Ambient Intelligence stems from presupposing a behaviourist conception of the relation between human desires and behaviour. Insofar as Ambient Intelligence systems take overt, natural behaviour as input, they are likely to suffer from many of the same problems that have fuelled the widespread criticism of behaviourist explanations of human behaviour. If these limitations of the technology are not sufficiently recognized, the technology is likely to be insufficiently successful in supporting the needs and desires of human users. We will focus on four distinct challenges that result from this behaviourist presupposition, all of which ought to be taken into consideration at the design stage: reciprocal adaptation, bias towards isolated use, culture-specific behaviour, and inability to manually configure the system. By considering these issues, our purpose is to raise awareness of the ethical problems that can arise because of intelligent user interfaces that rely on natural, overt behaviour

    Gaming the gamer? – The ethics of exploiting psychological research in video games

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    Purpose The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/approach The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics. Findings Finally, the author concludes that the corresponding ethical problems cannot – and should not – be addressed by means of regulation or rating systems. The author argues instead that a more promising countermeasure lies in using the same psychological research to educate gamers (children in particular) and thereby increase their capacity for meta-cognition. Originality/value The importance of this lies in the tremendous effect these behavior-modifying technologies may have upon our self-determination, well-being and social relations, as well as corresponding implications for the society

    EU Policy recommendations for Responsible Research and Innovation in Health and Ageing

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    This document, aimed at EU policy makers, comprises the third of three documents of a Framework for implementing Responsible Research and Innovation (RRI) in Information and Communication Technologies (ICT) for an ageing society. It presents the benefits of implementing RRI in industry in the area of ICT for an ageing society and recommendations for implementation. The document is based on extensive consultation with international representatives from research, industry and civil society. It consists of a set of recommendations and procedures for the facilitation of RRI in industry. More information can be found at the project site: http://www.responsible-industry.eu/activities/framework-for-implementing-rr

    Questioning the Virtual Friendship Debate: Fuzzy Analogical Arguments from Classification and Definition

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