Monday, September 1, 2008
The virtual body and the cyborized mind
“From Frankenstein to the Visible Human Project, the body is continually reinterpreted as a limit to what it means to be human.”
In this day and age the definition of ‘human’ is changing at a rapid rate. Through technology the human form has been augmented and enhanced in so many ways that it begs the question of where human stops and technology begins. To examine this idea I have to first address how we define human. Is human defined through a body, through emotions or is it through intelligence? If a machine possesses all these qualities can they too be considered human? By examining the implications of technology and its effects on the body and mind (which are undeniably linked) and then moving on to study the evolution of man to machine and machine to man I found that the line that divides human and machine is not as defined as we might think.
Over the Horizon: Potential Impact of Emerging Trends in Information and Communication Technology on Disability Policy and Practice
This executive summary follows the emerging trends of technology and its impact on people with disabilities. The summary covers how technology is evolving by becoming smaller and more powerful and explores new trends such as virtual reality/ies and intelligent assistance technology (AT). ‘A potential for new “intelligent AT” is emerging that was previously not possible. Translating and transforming technologies will be able to take information that is not perceivable or understandable to many with sensory or cognitive impairments, and render it into a form that they can use.’ However, while the summary looks at the potential new and more powerful technology can have, it also makes attention of issues, barriers and concerns regarding the pace and evolution of technology. The summary leads to the conclusion that technology generally favours the UN-impaired (whether mentally or physically) and people able to afford access to computers and the internet. Additionally the article voices concerns about the rapid mainstream turn over of a technology that mean neither assistive technology nor government policy can keep up with the ever changing pace. The summary goes on to list suggested actions that can/and should be taken to ease the stress and ensure fair access for disabled (physically, mentally, and financially) people.
Haptic Interfaces and Devices
This article covers the idea of Haptic devices, by using analogies of a computer, mouse and user to explain how the technology works, and its current and potential uses. Essentially Haptic devices operate by simulating feedback from a machine or computer to its user through touch. The low-end and most recognisable form of Haptic technology are game consuls and joysticks that vibrate in players hands. By simulating the forces of touch Haptic technology makes way for incredibly realistic virtual environments that can be used in fields such as education and training and medicine. When reading this article with the question of human limitation in mind, we can see how breakthroughs in Haptic technology could see the computer/machine becoming more and more integrated with the human body. Is it possible that one day computers and technology are no longer seen as tools, but some kind of extension of the human body? With the feedback design of Haptic technology, a computer can act as a fifth limb to the human body by crossing the boundary from virtual to physical by simulating the human nervous system like any other part of the body would.
Sony takes 3-D cinema directly to the brain
While short, this article from Times Online explores the possibility of creating a device that can transmit sensory data directly into the human brain. This means that people could watch movies or play video games without the need to interact with the physical world. ‘The first step towards a real-life version [of the Matrix], in which cyber-reality is projected into the brains of people via an electrode feed, could be just over the horizon.‘ The article claims that Sony is working on a theory in which Ultrasonic pulses to invoke a sensory response in the brain. This begs the question of how this technology could effect human lives if it was created. Could it be used for an ultra new style of video conferencing or perhaps like a telephone? And of course, it would make a huge impact in gaming and virtual realities. Would people shift into virtual spaces, and how real could they become if we could experience taste, smell, sound and visual stimuli with this technology?
How Exoskeletons Will Work.
This website has a fantastic overview of the exoskeleton idea. Most notably it is aided by pitchers and videos provided by DARPA, Discover Channel and Reuters. Of particular interest is the Land Warrior computer system video that is linked at the top of the ‘Morphing Man and Machine’ segment of the Bonsor’s article. The video examines the current Land Warrior technology that uses radio, live video and GPS to plot the location of a soldier, his comrades and enemy troops on the field. Additionally, the Land Warrior system can allow a soldier to operate weaponry without stepping in the line of fire to shoot – essentially the Land Warrior system enhances sight and hearing to allow weapons to become and extension of the human body. The exoskeleton article also has a variety of links to other similar articles on the website such as the SpringWalker Body Amplifier. However, while the article by Bonsor provides an excellent outline of what an exoskeleton is, how it augments the human form and technical challenges faced in the exoskeleton’s design, the information lacks some more complex detail of specific models and their exact capabilities and specs.
The Indimate Machine, Web Feature: Intelligent by Design
Scientific American covers a long article about A.I. and the challenges faced in developing Artificial Intelligence without getting too technical. It has several case studies of how different scientists have approached A.I. challenge. The article covers potential uses that A.I.’s could have in the future and where the technology is headed and its development. The article explains how simple things that we take for granted, such as ‘seeing, hearing and hand-eye coordination, were more difficult to write code for than the first A.I. programs [that played chess].’ It also covers some ethical and moral dilemmas and allows the reader to consider them. ‘Teams of robots […] could wage war, execute dangerous search and rescue operations, pick produce in the most efficient way, explore other planets, or even play games against teams of humans just for fun.’ While this seems perfectly innocent, the article provokes thought on the future ramifications that such a technology could have impact on how the human race defines human. If A.I. are human in all but body (i.e. not of flesh and blood), is it wrong to use them as expendable persons and war fodder?
Conclusion:
We are in the process of being assimilated. Human and machine can no longer be thought of as separate entities, but one and the same. Through the constant development and evolution of technology the human body can no longer be considered purely flesh and blood. Thus our ability to define ourselves by our bodies is lost. Should we then, relinquish our claims of humanity and consider ourselves machines? Or can we define our humanity through our ability to think and feel? What then of Artifical Intelligence? Ironically it is by agumenting the body with technology that humans could soon have the potentiual to separate mind from body by will alone. The possibilty that the human body could be lost all together suggests that with the current changes and evolution of technology there is no dividing limit to what is human and what is machine. The limit to being human is something that will continue to expand to encompass both humans and technology.
Bibliography
Bonsor, Kevin. ‘How Exoskeletons Will Work.’ HowStuffWorks.com, 07 February 2001. <http://science.howstuffworks.com/exoskeleton.htm> 17 August 2008
John R. Vaughn, ‘Over the Horizon: Potential Impact of Emerging Trends in Information and Communication Technology on Disability Policy and Practice’, National Council on Disability, December 19 2006, http://www.ncd.gov/, available at: <http://www.ncd.gov/newsroom/publications/2006/emerging_trends.htm> 25 August 2008
Hayward, Vincent. Astley, Oilver R. Cruz-Hernadez, Manuel. Grant, Danny and Robles-De-La-Torre, Gabreiel. ‘Haptic Interfaces and Devices’, Sensor Review, Vol. 24, No. 1, 2004, Emerald Group Publishing Limited, available online <http://www.roblesdelatorre.com/gabriel/VH-OA-MC-DG-GR-04.pdf> 22 August 2008
Horsnell, Michael. ‘Sony takes 3-D cinema directly to the brain’, The Times Online April 7, 2005,available at: <http://www.timesonline.co.uk/tol/news/uk/article378077.ece> 22 August 2008
Mitchell, Jacqueline S., The Indimate Machine, Web Feature: Intelligent by Design. Scientific American Frontiers, October 22, 2002, available at: <http://www.pbs.org/saf/1303/features/AI.htm> 25 August 2008
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment