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European Conference on Computing And Philosophy
- , - une , on pe er, rance
In An Other World Could You TellThe Difference?
n orma on cs an r ua
School of Innovation, Design and Engineering,Mälardalen University Sweden
http://www.idt.mdh.se/personal/gdc
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, ,
We are engaged, both on the workplaceand at home in virtual di ital
informational worlds, making thingswhich are impossible to do in reality.
“ ”
c an ac ons are un one. everse.Cut and paste. Visit a virtual museum.Play a game. Borrow money. Send an
instant message to hundreds ofrec p en s. uy a oo .
Model and simulate a problem. Add asound. Animate, emulate, and createartificial worlds. Interact throu h virtualcommunities.
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We are taking part in an interesting
rocess in which central functions of
information society are shifting fromhard, real, and physical to soft, virtual,
and s mbolic.
We are spending an increasing part of
our lives in virtual digital worlds,,
roles, taking various characters, making
things impossible to perform in reality.
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Reality, Representation,
Simulation
Simulations of reality can be made in variety ofways and with different purposes intechnology, science, business,entertainment and many other areas.
Simulations/emulations can never replace the- ,and events but in lack of those, simulationscan be very attractive substitutes.
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The Info-Computationalist View
The info-computational understandingof cognition: the world, be it real or
virtual, is taken as a source of
n orma on or an agen . gency n e
world means the process of information
structuring through interactiveprocesses.
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Virtual Worlds And RealMemory And Perception
a o we now a ou ow o ec e on w a s reawhen all we think and feel is information. All ourinput data are informational, be they caused by
“natural” events or a simulation/emulation (“virtual”).
In the limiting case in a Matrix-like virtual world allinteractions with the physical reality are replaced by
,
the brain which is not able to discern.
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n erac ve a ure ogn on
Memor And Perce tion
,is how we learn to know the world.
complexity of the physical, to handle environmental conditions with avariety of responses by adaptation, variation, selection, learning, and/ orreasoning for which we use our physical bodies as information processingmachines.
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Interactive Nature Of Cognition
Virtual Worlds And Realemory n ercep on
ncreas ng y comp ex v ng organ sms ar seas a consequence of evolution. They areable to register inputs (data) from theenvironment, to structure those into
ScienceDaily (Jun. 13, 2008) —
Less than a week after Los Alamos
' n orma on, an , n more eve opeorganisms, into knowledge, all of whichis essential for survival.
supercomputer began operating at
world-record petaflop-per-second
As on the present stage of the developmentwe are relying more and more on pre-processed information, often in a form of
- ,
Alamos researchers are already
using the computer to mimic
new emerging realities formsinformational eco-systems (Floridi).
processes.
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Hierarchical models and their inversionTop-down messages Bottom-up messages
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http://www.fil.ion.ucl.ac.uk/Friston/Karl Friston, Wellcome Trust Centre for Neuroimaging
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Neuronal hierarchies and hierarchical models
lateral
Backward Forward
(nonlinear) (linear)
Processing hierarchy
http://www.fil.ion.ucl.ac.uk/Friston/Karl Friston, Wellcome Trust Centre for Neuroimaging
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How To Make The Difference?
In this informational ecology
with real and virtual origins,
what is the limit where we
connections with the
physical world?
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Can a world exist
where all
n orma on s
virtual and no direct
human experience
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Games And Arts – Embodied
ogn t on
At the same time as cognition is influenced byinformation used to produce knowledge, atleast as much it is affected by our bodilyreactions to the worlds we are immersed to – our feelings and emotions. They are mostmanifestly present in arts and games.
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The Importance Of Emotion – ames n r s
A virtual world designer is aMagister Ludi of Hesse’s TheGlass Bead Game, who decidesthe available set of possibilitiesof meanings and experienceswithin a world. This includes theinteraction modes iven b therules of the game.
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By modeling the relation of an act to itsconsequences, the designer signalssocial significance, ethicalframework value s stem and similar. In this way, a sound ethicalmodel may, (or may not), be builtinto the virtual world, affecting the
.
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The Ethics Of The Virtual
consequences of the virtual, arguing for a broadspectrum of views, the frequent ones being
variations on the theme “it makes no difference it
is anyway not real” which amounts to the claim
that we just have to keep a clear distinction
between the real (to which usual norms apply) andvirtual (which represents a space of unrestricted
choices).
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Summary: Questions On
Living in both physical and virtual worlds how canwe make the difference?
We are clearly able to distinguish betweenfictional characters and real people. Thequestion is how to make difference betweenfictional/softbots/s nthetic a ents and real people when we never meet in real world?
Do we need to make a difference betweenn e gen agen s, rea an v r ua
http://www.sciencedaily.com/releases/2005/11/051101223046.htm
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Our morals depend crucially on information about ”what is the case”?
What sort of information in a mixed real/synthetic world can we rely on?
Is a scenario possible where humans cut off direct contacts with physicalenvironment and let the intelligent machinery do the job? Robots designing
survive in a virtual world?
What about cognitive enhancements and humans converging towardsmachines – a smooth transition to a mixed human-machine society?
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Conclusions
Our experiences (given hardware we areborn/grown/enhanced into will form
, ,
and reaction forms.Coming from both real and virtual
worlds, the are informationprocessing similar in character so wehave good reasons to be careful
when forming the “rules of the game”or e v r ua as v r ua s ncreas ng ybecoming constitutive for a human.
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Info-computationalist approach makesevident the need of ethical judgment ofour current state of affairs, as it points
function on a basic level, and howmuch potential choices can be for thefuture development.
The question is not only if a user feelsgood in the given virtual environment,
but also what kind of long-termconsequences life in the increasinglyvirtual world may cause for thehumanity and civilization.