GPT models’ learning and disclosure of personal data: An experimental vulnerability analysis

GPTf-PDVS banner (centered)

Medium.com • April 10, 2023

SUMMARY: The possible gathering, retention, and later dissemination of individuals’ personal data by AI systems utilizing Generative Pretrained Transformers (GPTs) is an area that’s of growing concern from legal, ethical, and business perspectives. To develop a better understanding of at least one aspect of the privacy risks involved with the rapidly expanding use of GPT-type systems and other large language models (LLMs) by the public, we conducted an experimental analysis in which we prepared a series of GPT models that were fine-tuned on a Wikipedia text corpus into which we had purposefully inserted personal data for hundreds of imaginary persons. (We refer to these as “GPT Personal Data Vulnerability Simulator” or “GPT-PDVS” models.) We then used customized input sequences (or prompts) to seek information about these individuals, in an attempt to ascertain how much of their personal data a model had absorbed and to what extent it was able to output that information without confusing or distorting it. The results of our analysis are described in this article. They suggest that – at least with regard to the class of models tested – it’s unlikely for personal data to be “inadvertently” learned by a model during its fine-tuning process in a way that makes the data available for extraction by system users, without a concentrated effort on the part of the model’s developers. Nevertheless, the development of ever more powerful models – and the existence of other avenues by which models might possibly absorb individuals’ personal data – means that the findings of this analysis are better taken as guideposts for further scrutiny of GPT-type models than as definitive answers regarding any potential InfoSec vulnerabilities inherent in such LLMs.

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“Modal Hints” for ManaGPT: Better AI Text Generation Through Prompts Employing the Language of Possibility, Probability, and Necessity

ManaGPT banner (centered)

Medium.com • March 12, 2023

SUMMARY: The crafting of optimal input sequences (or “prompts”) for large language models is an art and a science. In this article, we conduct an exploratory analysis of 4,080 sentence-completion responses generated by ManaGPT-1020. This model is an LLM that has been fine-tuned on a corpus of scholarly and popular works from the domain of management and organizational foresight, with the aim of engineering a model that can produce texts containing novel insights into the emerging impact of advanced AI, social robotics, virtual reality, and other “posthumanizing” technologies on the structure of organizations and our human experience of organizational life. More particularly, we investigate how the length and quality of texts generated by the model vary in relation to “modal hints” that are supplied by a user’s input sequences. Such hints take the form of modal verbs and phrases that suggest the degree of possibility, probability, or logical or moral necessity that a completed sentence should reflect. Our preliminary analysis suggests that such “modal shading” of prompts can have at least as great an impact on the nature of the generated sentences as the identity of the subject that a user has chosen for a given sentence.

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8-Bit Mystique: An Ingardenian Aesthetic Analysis of the Appeal of Retro Computer Games

“8-Bit Mystique: An Ingardenian Aesthetic Analysis of the Appeal of Retro Computer Games”

In Roman Ingarden’s Aesthetics and Ontology, edited by Leszek Sosnowski and Natalia Anna Michna • London: Bloomsbury, 2023

ABSTRACT: Recent years have seen revived interest in 8-bit computer games developed in the 1980s and the increasing popularity of “8-bit-style” or “retro” games designed to imitate their look. Judged objectively, 8-bit games appear far more “primitive” than typical contemporary video games, leading some to suggest that they are deficient works of art whose resurgent popularity results solely from nostalgia. However, by drawing on Ingarden’s analysis of artworks as schematic constructs, we argue that 8-bit-style games’ “primitiveness” is actually a form of indeterminacy that can generate singularly meaningful aesthetic experiences by allowing (and requiring) players to perform a uniquely enjoyable kind of concretization that is impossible with more “sophisticated” contemporary games. We also draw on Ingarden’s account of the “life cycle” of a work of art to show how 8-bit games’ pattern of initial popularity, neglect, and revival reflects an organic vitality demonstrated not by kitsch but by exceptional artwork.

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8-Bit Mystique: An Ingardenian Aesthetic Analysis of the Appeal of Retro Computer Games

8-Bit Mystique

Roman Ingarden and Our Times: An International Philosophical Congress • Uniwersytet Jagielloński, Kraków • April 12, 2021

ABSTRACT: Recent years have seen a revival of interest in 8-bit computer games developed in the 1980s, along with the rising popularity of “8-bit-style” or “retro” games that are created using current technologies but designed to imitate the look and feel of such historical games. Judged objectively, 8-bit games appear far more “primitive” than typical contemporary video games, which often include hyperrealistic 3D graphics, lush orchestral scores, and sophisticated literary plots. For this reason, some have suggested that 8-bit games are relatively deficient as works of art, with their resurgent popularity being understandable only as a form of nostalgia, as older gamers seek to revisit the experiences of their youth. Here, however, we draw on Ingarden’s thought to argue that 8-bit-style games’ supposed “crudeness” is not a weakness; rather, it is a form of indeterminacy that possesses rich artistic value and can give rise to singularly meaningful aesthetic experiences. By analyzing Ingarden’s account of how the recipient of a work of art “concretizes” a schematic construct by filling in areas of indeterminacy through imagination and judgment, it is shown that the act of playing an 8-bit-style game both allows and requires players to perform a kind of concretization that is impossible with more “sophisticated” contemporary games and which can give rise to uniquely enjoyable aesthetic experiences.

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Revisiting Ingarden’s Theoretical Biological Account of the Literary Work of Art: Is the Computer Game an ‘Organism’?

Horizon: Studies in Phenomenology 9, no. 2 (2020)

ABSTRACT: From his earliest published writings to his last, Roman Ingarden displayed an interest in theoretical biology and its efforts to clarify what distinguishes living organisms from other types of entities. However , many of his explorations of such issues are easily overlooked, because they don’t appear in works that are primarily ontological, metaphysical, or anthropological in nature but are “hidden” within his works on literary aesthetics, where Ingarden sought to define the nature of living organisms in order to compare literary works to such entities. This article undertakes a historical textual analysis that traces the evolution of Ingarden’s thought regarding the nature of the literary work of art as an organism-like entity and uncovers its links with the simultaneous development of his systems theory and its central concept of the “relatively isolated system”: for Ingarden, a literary work and an organism are each a systematically transforming, “living, ” functional-structural whole that comprises a system of hierarchically arranged and partially isolated (yet interdependent) elements whose harmonious interaction allows the literary work or organism to fulfill its chief function. Having completed that historical analysis, we test Ingarden’s assessment of works of art as organism-like entities in a novel context by investigating the organism-like qualities of the contemporary computer game; insofar as their AI-driven behavior displays a form of agency, such games might appear to be even more “alive” than traditional works of art. We show that Ingarden’s conceptual framework provides a useful tool for understanding the “organicity” of such games as works of art, despite the fact that they differ qualitatively from those art forms with which Ingarden was directly familiar.

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The Self-Revelation and Cognition of VR-Facilitated Virtual Worlds: Towards a Phenomenology of Virtual Habitation

Three Axes of a VR-Facilitated Virtual World

AVANT: Trends in Interdisciplinary Studies 11, no. 2 (2020)

ABSTRACT: In this text it is argued that immersion in virtual reality (VR) with the aid of contemporary VR equipment may offer access to novel types of virtual worlds that differ qualitatively from the “real” world and from other types of fictional worlds. The text begins by (a) distinguishing between VR systems, virtual environments, and virtual worlds; (b) showing how the virtual worlds facilitated by VR systems resemble and differ from the “virtual worlds” created in one’s mind when, for example, reading a novel or watching a film; and (c) identifying necessary and optional elements of a VR-facilitated virtual world. Employing a phenomenological approach that draws on the thought of Ingarden and Norberg-Schulz, it is shown that a visitor to a VR-facilitated virtual world can (and frequently does) shift his or her conscious attention along three different “axes”. First, one’s attention can move “horizontally” between the media that disclose the virtual world through different senses. Second, one’s attention can shift “vertically” between the virtual world’s different ontological strata, including its layers of myriad atomic stimuli; distinguishable elements that possess spatiotemporal extension; assemblages of elements that have a context and relations but lack individual meaning; glimpses that build up a lattice of meaning and contribute to one’s knowledge of the world; and the virtual world envisioned as a coherent mentally concretized whole. Third, one’s attention can shift “interspatially” between the many different overlapping constituent spaces of the virtual world, including its perceptual, concrete, natural, built, identifiable, technological, emotional, social, economic, political, cultural, ecological, and possibility spaces. This triaxial phenomenological framework can shed new light on the rich and diverse ways in which VR-facilitated virtual worlds manifest themselves as emergent wholes constituted within human consciousness; also, it suggests approaches by which visitors might more proactively mentally explore and come to inhabit such virtual worlds.

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Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers

Phenomenology of the Gameworld (front cover)

ISBN 978-1-944373-74-0 • Defragmenter Media, 2019 • 362 pages

Good video games transport us to incredible new worlds. We don’t just enter such unforgettable “gameworlds” when we play first-person RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with retro visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical.

The process by which a particular gameworld emerges is a symbiosis between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcend what’s actually appearing onscreen.

This book is meant for developers who want to create games that will evoke richer and more memorable gameworlds in the minds of their players. Drawing on insights from ontology and philosophical aesthetics, it provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players.

Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again.

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Beyond Buildings: A Systems-Theoretical Phenomenological Aesthetics of ‘Impossible’ Architectural Structures for Computer Games

Beyond Buildings (figure)

In Proceedings of the European Society for Aesthetics: Volume 11, edited by Connell Vaughan and Iris Vidmar Jovanović • European Society for Aesthetics, 2019

ABSTRACT: This work draws on Ingarden’s systems theory to develop a phenomenological aesthetic account of the kinds of reason-defying buildings that cannot exist as physical structures in the real world but which are frequently encountered within the virtual gameworlds of computer games. Such “impossible” buildings might, for example, take the form of colossal biological entities or violate established principles of physics or geometry. First, the evolution of Ingarden’s systems theory is traced, and an account of his mature systems theory is presented: pivotal is his concept of the “relatively isolated system” whose contents are partially engaged with and partially sheltered from the external environment via the system’s complex array of semipermeable boundaries. By applying Ingarden’s thought in a novel way, a systems-theoretical phenomenological architectural aesthetics is then formulated that conceptualizes the “building” as a set of overlapping physical, informational, and psychosocial boundaries that generate interior spaces that possess rich structures and dynamics and mediate their occupants’ relationships with the world. Using this conceptual framework, it is shown how the systems-theoretical properties of real-world buildings and virtual gameworld buildings can (and often do) radically differ. Three types of “impossible” gameworld buildings are analyzed: (1) the floating castle that is a recurring element of fantasy games; (2) the shapeshifting haunted mansion that appears not infrequently in horror games; and (3) the high-tech facility that functions as the gigantic “body” of an AI, which is common in science-fiction-themed games. This aesthetic framework may be of value to game developers seeking to employ techniques of “hyperdeconstruction,” “hyperfolding,” or architectural posthumanization to design more memorable and meaningful gameworlds.

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Twarde światło i architektura kosmiczna: Analiza fenomenologiczno-estetyczna filmu Tron jako wzorca paradygmatu ‘Siatki Cyberprzestrzennej’

Twarde światło i architektura kosmiczna: Analiza fenomenologiczno-estetyczna filmu Tron jako wzorca paradygmatu ‘Siatki Cyberprzestrzennej’ (M. Gladden, 2019)

In Rejestry Kultury (Perspektywy Ponowoczesności, vol. 9), edited by Ksenia Olkusz, pp. 481-501 • Wrocław: Facta Ficta Research Centre, 2019

ABSTRACT: W niniejszym rozdziale przedstawiona zostanie fenomenologiczno-estetyczna analiza sposobu, w jaki użycie namacalnego, „ucieleśnionego” światła jako budulca architektonicznego w filmie Disneya Tron z 1982 roku przyczyniło się do założenia paradygmatu konstrukcji i wizualizacji immersyjnych światów elektronicznych. Paradygmat ten (Siatka Cyberprzestrzenna) pozostaje aktualny w dzisiejszej erze rosnącej popularności technologii rzeczywistości wirtualnej. Analiza obejmuje dwie części. Po pierwsze, rozważane będzie użycie „twardego światła” jako elementu architektonicznego w świecie elektronicznym, przedstawionym w filmie Tron. Druga część analizy obejmie sposób, w jaki użycie twardego światła w Tronie przyczyniło się do stworzenia jednego z podstawowych paradygmatów albo metafor konstruowania cyberprzestrzeni i wizualizacji środowisk wirtualnych, to jest, paradygmatu Siatki Cyberprzestrzennej.

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Society 5.0: The Human-Centered “Super Smart Society” in Theory and Practice (LinkedIn Group)

Society 5.0 LinkedIn group logo

The LinkedIn group on “Society 5.0: The Human-Centered ‘Super Smart Society’ in Theory and Practice” was created to facilitate conversation and networking among thought leaders in this area. More information about the group is presented below. If you would enjoy participating in the group, please visit its LinkedIn page and click the button that says “Request to join.” We welcome you to join the conversation! Description of the group The group provides a platform for networking…

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Novel Forms of ‘Magical’ Human-Computer Interaction Within the Cyber-Physical Smart Workplace: Implications for Usability and User Experience

International Journal of Research Studies in Management (2019)

ABSTRACT: The growing use of advanced AI, ambient intelligence, augmented reality (AR), and virtual reality (VR) technologies of the sort found within the emerging cyber-physical smart workplace has been described as enabling new forms of human-computer interaction (HCI) that are “magical” in nature. This study shows that from an anthropological perspective, such a workplace environment can indeed be understood as “magical”; however, that “magicality” is a double-edged sword that can potentially both enhance and damage user experience (UX) for workers and other occupants of such environments. First, by analyzing existing social anthropological and philosophical anthropological accounts of magic, typical elements of magical practice are identified. Using Nielsen’s empirical analysis of HCI usability heuristics as a basis, a prospective heuristic evaluation is then carried out for the usability of a generic “magical” environment, in order to identify elements of magical practice that might be expected to enhance or impair user experience when they are required for interaction with the environment. A more specific heuristic usability evaluation is then performed for the “magical” aspects of HCI created by two kinds of constituent technologies that are typical for a cyber-physical smart workplace: those of (a) ambient intelligence and IoT-enabled systems and (b) AR and VR systems. It is shown that the magical aspects of HCI within the emerging cyber-physical smart workplace differ significantly in their potential UX impacts from the magicality involved with earlier forms of computing, and the implications of this fact for the management of future workplaces are identified and discussed.

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Megacorp: From Cyberdystopian Vision to Technoeconomic Reality

Megacorp (front cover)

ISBN 978-1-944373-30-6 • Defragmenter Media, 2019 • 322 pages

The image of the “megacorp” – the ruthless, sinister, high-tech global conglomerate that’s grown so large and powerful that it has acquired the characteristics of a sovereign state – is one of the iconic elements of cyberpunk fiction. Such a megacorp maintains its own army, creates its own laws and currency, grants citizenship to employees and customers, and governs vast swaths of cyberspace and the physical world. If it allows traditional governments to survive in some vestigial form, it’s only so they can handle those mundane tasks that the megacorp doesn’t want to deal with itself. By these standards, contemporary companies like Amazon, Apple, Facebook, Google, Microsoft, ExxonMobil, and Walmart aren’t (yet) “megacorps”; they’re the playthings that megacorps gobble up to use for spare parts.

This volume develops a comprehensive intellectual history of the megacorp. It locates forebears of the cyberpunk megacorp not only in earlier fictional works like Čapek’s R.U.R. (1921) and Von Harbou’s Metropolis (1925) but in a string of real-world organizations ranging from the 17th-Century British and Dutch East India Companies to the Pullman Palace Car Company, the Ford Motor Company, and late 20th-Century Japanese keiretsu and South Korean chaebol – as well as in the nearly indestructible oligopolistic “megacorp” described in the pioneering theory of American economist Alfred Eichner.

By investigating the nature of the cyberpunk megacorp as a political entity, commercial entity, producer and exploiter of futuristic technologies, and generator or manipulator of culture, differences are highlighted between the megacorps of “classical” cyberpunk and post-cyberpunk fiction. Classical cyberpunk megacorps – portrayed in novels like Gibson’s Sprawl trilogy, films like RoboCop and Johnny Mnemonic, and games like Cyberpunk, Cyberspace, and Syndicate – are often ostentatiously malevolent and obsessed with short-term financial profits to the exclusion of all else; the over-the-top depictions of such companies serve a dramatic purpose and are not offered by their authors as serious futurological studies. On the other hand, the more nuanced and philosophically rich portrayals of megacorps in post-cyberpunk works like Shirow’s manga The Ghost in the Shell reveal companies that are less overtly evil, possess a broader and more plausible range of long-term strategic goals, and coexist alongside conventional governments in a state of (begrudging) mutual respect. Yet other works like the game Shadowrun depict companies that combine elements of both classical cyberpunk and post-cyberpunk megacorps.

Drawing on such analyses, the volume concludes by exploring how the idea of the post-cyberpunk megacorp anticipated a new type of real-world megacorp – the unfathomably large, fast, and complex “rhizocorp” – that’s now being made possible through ongoing revolutions in the exploitation of robotics, AI, and the Internet of Things – and which threatens to become the dominant economic, political, and sociocultural power of our technologically posthumanized future world.

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Beyond Buildings: Developing an Ingardenian Systems-Theoretical Aesthetics of Future Biomimetic, Interactive Architectural Entities

Beyond Buildings: Developing an Ingardenian Systems-Theoretical Aesthetics of Future Biomimetic, Interactive Architectural Entities

The European Society for Aesthetics Conference 2019 • University of Warsaw, Warsaw • June 13, 2019

ABSTRACT: For millennia, the buildings created by human architects largely displayed traits of solidity, immobility, passivity, limited interactivity, and reliance on fairly simple geometrical shapes to constitute their core structure. As a result, the field of architectural aesthetics could take for granted the fact that a “building” was such a motionless, non-interactive shell; the philosophical frameworks developed to analyze buildings thus had very little in common with those used to analyze, say, living organisms or moral agents.

This paper begins by showing how such historical assumptions are now being undermined through the development of technologies that enable the creation of types of buildings that would previously have been impossible. For example:

• Augmented reality technologies increasingly allow buildings to create perceived and experienced structures that differ wildly from the buildings’ actual physical components.
• Developments in ambient intelligence and social robotics allow a building to create intimately interactive spaces that interpret their occupants’ moods and unspoken thoughts and respond through physical changes, speech, and other social behaviors.
• AI-guided parametric design (championed by figures like Zaha Hadid and Patrik Schumacher) is enabling the creation of highly complex, asymmetrical, curvilinear, resilient, biomimetic architectural forms that no human mind could design.

The building of the dawning future is more than just a “building”: it is a biomimetic, interactive architectural entity that is richly “biomimetic” not simply because of its curvilinear surface but because of its dynamism, agency, and role as an intelligent, autonomous social actor. Depending on its AI, such a building may even constitute a “person” capable of meaningful social relationships. In the language of Herbrechter’s critical posthumanism, such buildings are posthuman agents that create new types of posthumanized architectural spaces.

The emergence of such architectural entities requires the development of new conceptual frameworks for investigating them from the perspective of philosophical aesthetics. One popular paradigm employed to analyze parametrically designed architecture is that of Deleuze’s fold, which Deleuze illustrated in Le Pli: Leibnitz et le Baroque (1988) through his allegory of the “Baroque house.” The Deleuzian fold is active, curvilinear, and mediating; it thus possesses some properties common to biomimetic, parametrically designed buildings. However, we argue that Deleuze’s Baroque house allegory fails to capture the agency, dynamism, mutability, and interactivity of the emerging architectural entities described here; the need thus remains for new frameworks to describe them. We propose one such approach that draws on elements of Ingarden’s later thought that have been largely overlooked within the field of aesthetics.

The Polish philosopher Roman Ingarden (1893-1970) is known in the field of architectural aesthetics primarily for the “classical” phenomenological frameworks that he developed in the 1920s and 1930s, which analyze the stratification of the architectural object (i.e., the “building”) as a work of art, the ontological status of the building as a purely intentional object, and the role of concretization in aesthetic experience. Today – after a century of developments in aesthetics – the ontological suppositions of those frameworks are seen as increasingly antiquated, and it is often presumed that Ingarden has little to offer for the analysis of posthumanized architectural entities.

In this paper, however, it is argued that the opposite is true, as the conventional view of Ingarden overlooks innovative strains of thought (a sort of “Ingarden 2.0”) that arose in his later years, as he explored ongoing scientific and technological advances. For example, we show how Ingarden foresaw future VR technologies, analyzed what today would be called “computational aesthetics,” and made one of his last (unfinished) projects the reworking of his earlier writings to account for new discoveries in neuroscience. Moreover, his work in systems theory proved so influential that he is considered a pioneering figure of Polish cybernetics.

Ingarden died before applying his mature systems theory (and especially, his model of the “relatively isolated system”) to aesthetics; as a result, it has been largely ignored by later aestheticians. However, we argue that it is not only possible to formulate a “systems-theoretical aesthetics” grounded in Ingarden’s systems theory, but that it offers a valuable tool for analyzing emerging biomimetic, interactive architectural entities.

Developing an Ingardenian systems-theoretical architectural aesthetics. As the foundation for its proposed systems-theoretical aesthetics, this paper analyzes Ingarden’s concept of the “relatively isolated system” by tracing its development over decades and providing translations of some passages previously available only in Polish. Sources analyzed include:

• Ingarden’s account of the membranes that partially isolate bodily organs from one another other, which is presented in O poznawaniu dzieła literackiego (1937).
• Ingarden’s model of a living organism as an enduring core surrounded by outer layers that arise and are destroyed throughout one’s life, as presented in Spór o istnienie świata, vol. 1 (1941).
• Ingarden’s model of the “partially isolated system” and the role played by semipermeable boundaries that regulate an object’s engagement with its environment, as described in a plan (1945-46) for Spór o istnienie świata, vol. 3. This concept was influenced by Ingarden’s reading of Bertalanffy’s Theoretische Biologie.
• Ingarden’s concept of the “relatively closed system,” found in preliminary notes (1950-54) for Spór o istnienie świata, vol. 3.
• Ingarden’s mature concept of the “relatively isolated system,” presented in Über die Verantwortung: Ihre ontischen Fundamente (1970).

Drawing on the multifaceted concept of space found in Christian Norberg-Schulz’s Heideggerian architectural phenomenology, we demonstrate how a systems-theoretical aesthetics grounded in Ingarden’s concept of the relatively isolated system identifies the emerging biomimetic, interactive architectural entity as a system that creates, encompasses, animates, and regulates a nexus of overlapping three-dimensional, experiential, informational, technological, social, and ecological spaces. Such an approach categorizes, compares, and evaluates architectural entities according to the nature of their semipermeable membranes and their openings.

In a manner consonant with contemporary environmental aesthetics, this approach locates a building’s aesthetic properties in the “porousness” of its external and internal physical, informational, and social boundaries – which include not only structures like walls, windows, and stairwells but also the topologies of Wi-Fi networks; information security mechanisms; air circulation patterns; elements that regulate colonization of the space by plant or animal species; social networks; enforced social conventions; and the relationships between a building’s human occupants and the artificial agents that enliven it. The definition and exploration of this approach represents this paper’s central achievement.

The paper concludes by discussing strengths and weaknesses of this proposed approach. It is argued that it can prove useful for analyzing the design and aesthetic experience of buildings transformed through the incorporation of artificial agency and biomimetic dynamics.

It is hoped that this paper can contribute to aesthetic discourse in several ways. First, it shows how diverse technologies are combining to create biomimetic, interactive, posthumanized architectural entities that differ qualitatively from buildings of earlier ages. Second, it formulates an Ingardenian systems-theoretical aesthetics whose foundations in emergentist theoretical biology render it at least as suitable for describing such entities as paradigms like the Deleuzian fold. Finally, the text presents a historical-textual analysis of aspects of Ingarden’s thought that are little known within philosophical aesthetics, thereby shedding new light on a leading 20th-century aesthetician.

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Who Will Be the Members of Society 5.0? Towards an Anthropology of Technologically Posthumanized Future Societies

Toward Society 5.0: The Dynamics of Posthumanization

Social Sciences 8, no. 5 (2019)

ABSTRACT: The Japanese Government’s “Society 5.0” initiative aims to create a cyber-physical society in which (among other things) citizens’ daily lives will be enhanced through increasingly close collaboration with artificially intelligent systems. However, an apparent paradox lies at the heart of efforts to create a more “human-centered” society in which human beings will live alongside a proliferating array of increasingly autonomous social robots and embodied AI. This study seeks to investigate the presumed human-centeredness of Society 5.0 by comparing its makeup with that of earlier societies. By distinguishing “technological” and “non-technological” processes of posthumanization and applying a phenomenological anthropological model, the study demonstrates: (1) how the diverse types of human and non-human members expected to participate in Society 5.0 differ qualitatively from one another; (2) how the dynamics that will shape the membership of Society 5.0 can be conceptualized; and (3) how the anticipated membership of Society 5.0 differs from that of Societies 1.0 through 4.0. The study describes six categories of prospective human and non-human members of Society 5.0 and shows that all six have analogues in earlier societies – which suggests that social scientific analysis of past societies may shed unexpected light on the nature of Society 5.0.

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Istoty inaczej-ludzkie, quasi-ludzkie i nie-ludzkie jako członkowie przyszłych społeczeństw: Analiza dynamiki posthumanizacji technologicznej

Świat sposthumanizowany

The International Conference on Humans in a Technological World: The Anthropology of Technics • Jagiellonian University, Kraków • May 10, 2019

ABSTRACT: Procesy „posthumanizacji” mogą być rozumiane jako dynamika, za pomocą której społeczeństwo ludzkie włącza do siebie poza „naturalnymi” biologicznymi istotami ludzkimi innych członków, którzy przyczyniają się do struktury, działalności albo znaczenia tego społeczeństwa.
Dzisiaj posthumanizacja identyfikowana jest głównie z włączeniem w ludzkie społeczeństwo zaawansowanej sztucznej inteligencji i robotów społecznych, które ludzie zapraszają do swoich domów i miejsc pracy jako asystentów, współpracowników i towarzyszy. Rozmaite projekty badawcze stwierdzają sposoby, w jakie takie łączenie nie-ludzkiej sprawczości do ludzkiego społeczeństwa stwarza nowe wymiary społecznej rzeczywistości. W niniejszej prezentacji natomiast twierdzimy, że chociaż taka „posthumanizacja technologiczna” faktycznie jest fenomenem dość nowym, może być ona porównana z procesami „posthumanizacji nietechnologicznej,” które od dawna poszerzały społeczeństwa ludzkie o wiele typów nie-ludzkiej sprawczości. Na przykład, wszystkie społeczeństwa, w których ludzie zamieszkiwali i pracowali z zwierzętami domowymi; wierzyli w aniołów, demony albo potwory; albo starali się rozmawiać z zmarłymi krewnymi mogą być rozumiane jako społeczeństwa (nietechnologicznie) posthumanizowane. Starożytne formy posthumanizacji nietechnologicznej i rozwijające się formy posthumanizacji technologicznej będą zidentyfikowane, zanalizowane, i porównane przy zastosowaniu podejścia fenomenologicznego. Prezentacja pokaże, jak społeczeństwa posthumanizowane zarówno technologicznie jak i nietechnologicznie włączają różnych członków, których można klasyfikować jako „naturalne” biologiczne istoty ludzkie, sztucznie rozszerzone istoty ludzkie lub meta-ludzkie, epi-ludzkie, para-ludzkie, albo nie-ludzkie istoty.

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A Phenomenological Framework of Architectural Paradigms for the User-Centered Design of Virtual Environments

Virtual Architectural Paradigms

Multimodal Technologies and Interaction 2, no. 4 (2018)

ABSTRACT: In some circumstances, immersion in virtual environments with the aid of virtual reality (VR) equipment can create feelings of anxiety in users and be experienced as something “frightening”, “oppressive”, “alienating”, “dehumanizing”, or “dystopian”. Sometimes (e.g., in exposure therapy or VR gaming), a virtual environment is intended to have such psychological impacts on users; however, such effects can also arise unintentionally due to the environment’s poor architectural design. Designers of virtual environments may employ user-centered design (UCD) to incrementally improve a design and generate a user experience more closely resembling the type desired; however, UCD can yield suboptimal results if an initial design relied on an inappropriate architectural approach. This study developed a framework that can facilitate the purposeful selection of the most appropriate architectural approach by drawing on Norberg-Schulz’s established phenomenological account of real-world architectural modes. By considering the unique possibilities for structuring and experiencing space within virtual environments and reinterpreting Norberg-Schulz’s schemas in the context of virtual environment design, a novel framework was formulated that explicates six fundamental “architectural paradigms” available to designers of virtual environments. It was shown that the application of this framework could easily be incorporated as an additional step within the UCD process.

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Ingarden’s Concept of the Relatively Isolated System and the Aesthetics of Biomimetic Virtual Forms

An Ingardenian systems aesthetics of architecture

Roman Ingarden and His Times: An International Phenomenological Conference 2018 • Uniwersytet Jagielloński, Kraków • October 27, 2018

ABSTRACT: As virtual reality technology becomes more sophisticated, there is growing recognition of the importance of Ingarden’s thought for the aesthetic analysis of architecture in virtual worlds. For example, his distinction between the ‘building’ that is constituted as an intentional object and its physical ontic foundation provides a useful tool for understanding virtual buildings, whose unique character results largely from their novel ontic basis. Moreover, it has been noted that Ingarden’s envisioning of future technologies for the ‘illusory embodiment’ of buildings in “O dziele architektury” §2 foresaw immersive VR technologies that are only now becoming feasible.

Here, however, we argue that a different aspect of Ingarden’s thought – the concept of the relatively isolated system – may hold even more promise as a tool for analyzing innovations in virtual architecture. We trace Ingarden’s development of this concept over three decades, from his description of the ‘organism’ as a hierarchical structural functional system (1937) to his model of the human being as a stable core with changing outer layers (ca. 1941), his analysis of Bertalanffy’s ‘open system’ model (1943), his notion of the ‘partially isolated system’ (1945-46), his description of the ‘relatively closed system’ (1950-54), and the mature concept of the ‘relatively isolated system’ developed in Über die Verantwortung: Ihre ontischen Fundamente (1968-70).

We then investigate the concept’s significance for virtual architecture. A growing trend is the use of computer-aided ‘form-finding’ techniques in which the shape of a building’s exterior ‘skin’ is not intentionally planned by a human architect but emerges organically through posthumanized processes of evolutionary computation; the resulting forms often display ‘Deleuzian’ curvilinear shapes resembling the bodies of biological organisms. In “O dziele architektury,” Ingarden had noted that in practice, human architecture never displays the organic irregularity and curvilinearity seen in living trees or in the ‘cities’ built by insects, because (1) functional considerations render such forms suboptimal for human inhabitation, and (2) human architects have been historically conditioned to believe that every building they design is ‘supposed to’ harmoniously concretize regular geometric shapes. However, Ingarden’s reasoning can be interpreted as anticipating precisely those radically irregular organic structures that are now becoming possible, as innovative AI technologies allow the task of form-finding to be separated from the anthropic intentional processes of a human architect and entrusted to non-human agents.

Moreover, such biomimetic design can be carried even further in virtual environments, whose looser constraints allow the construction (and aesthetic experiencing) of buildings whose forms would be impractical to fabricate in the ‘real’ world; such virtual surfaces can serve as sites of sensation and response that mediate between interior and exterior domains, reflecting the form and function of a living organism’s skin. We argue that Ingarden’s concept of the relatively isolated system provides a powerful framework for analyzing such virtual structures, thanks to its grounding in theoretical biology and its rich analysis of the outer ‘membrane’ that selectively shelters an entity’s inner workings from external causality. Such architectural applications represent another way in which Ingarden’s thought continues to bear new and unexpected fruit.

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A Phenomenological “Aesthetics of Isolation” as Environmental Aesthetics for an Era of Ubiquitous Art

The Polish Journal of Aesthetics 49 (2018), pp. 11-25; MNiSW 2016 List B: 12 points

ABSTRACT: Here the concept of the human being as a “relatively isolated system” developed in Ingarden’s later phenomenology is adapted into an “aesthetics of isolation” that complements conventional environmental aesthetics. Such an aesthetics of isolation is especially relevant, given the growing “aesthetic overload” brought about by ubiquitous computing and new forms of art and aesthetic experience such as those involving virtual reality, interactive online performance art, and artificial creativity.

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Neuromarketing Applications of Neuroprosthetic Devices: An Assessment of Neural Implants’ Capacities for Gathering Data and Influencing Behavior

In Business Models for Strategic Innovation: Cross-Functional Perspectives, edited by S.M. Riad Shams, Demetris Vrontis, Yaakov Weber, and Evangelos Tsoukatos, pp. 11-24 • London: Routledge, 2018

ABSTRACT: Neuromarketing utilizes innovative technologies to accomplish two key tasks: 1) gathering data about the ways in which human beings’ cognitive processes can be influenced by particular stimuli; and 2) creating and delivering stimuli to influence the behavior of potential consumers. In this text, we argue that rather than utilizing specialized systems such as EEG and fMRI equipment (for data gathering) and web-based microtargeting platforms (for influencing behavior), it will increasingly be possible for neuromarketing practitioners to perform both tasks by accessing and exploiting neuroprosthetic devices already possessed by members of society.

We first present an overview of neuromarketing and neuroprosthetic devices. A two-dimensional conceptual framework is then developed that can be used to identify the technological and biocybernetic capacities of different types of neuroprosthetic devices for performing neuromarketing-related functions. One axis of the framework delineates the main functional types of sensory, motor, and cognitive neural implants; the other describes the key neuromarketing activities of gathering data on consumers’ cognitive activity and influencing their behavior. This framework is then utilized to identify potential neuromarketing applications for a diverse range of existing and anticipated neuroprosthetic technologies.

It is hoped that this analysis of the capacities of neuroprosthetic devices to be utilized in neuromarketing-related roles can: 1) lay a foundation for subsequent analyses of whether such potential applications are desirable or inappropriate from ethical, legal, and operational perspectives; and 2) help information security professionals develop effective mechanisms for protecting neuroprosthetic devices against inappropriate or undesired neuromarketing techniques while safeguarding legitimate neuromarketing activities.

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Światło ucieleśnione i zaciemniający parametryzm: Analiza fenomenologiczno-estetyczna praktyki architektonicznej w ‘świecie elektronicznym’

Ogólnopolska konferencja naukowa ‘Wszechświat Disneya’ • Instytut Filologii Polskiej Wydziału Filologicznego Uniwersytetu Pedagogicznego and the Facta Ficta Research Centre, Kraków • December 9, 2017

ABSTRACT: W niniejszej prezentacji przedstawione jest zastosowanie podejścia fenomenologicznego w celu przestudiowania dwóch zagadnień podnoszonych przez praktyki architektoniczne obrazowane w filmach Tron (1982) i Tron: Legacy (2010). Po pierwsze, rozważamy użycie światła ucieleśnionego jako składnika budowlanego w obrazowanym w tych filmach ‘świecie elektronicznym’ (lub ‘drugim wszeczświecie’). Ludzki programista i programy komputerowe przedstawieni jako główni architekci świata elektronicznego stosują światło ucieleśnione jako kluczowy element fizyczny budynków, mostów, dróg, pojazdów, ubrań i innych przedmiotów, albo stwarzając, albo nakreślając namacalne kształty wśród ciemności poza tym niezróżnicowanej. Światło wykorzystowane jest n.p. do stworzenia platform, na których mogą stać postacie, oraz pionowych murów, które stoją na przeszkodzie innym fizycznym przedmiotom ‘zderzającym się’ z nimi. Porównujemy ten fenomen z historycznym w świecie rzeczywistym użyciem światła jako elementu architektonicznego o roli ozdobnej, przedstawiającej, dydaktycznej i funkcjonalnej oraz, w szczególności, z użyciem oświetlenia, aby symulować istnienie dużych fizycznych konstrukcji architektonicznych, które w rzeczywistości nie istnieją. Architektoniczne zastosowanie światła ucieleśnionego inspiruje pytania estetyczne i ontologiczne, które można badać przy pomocy podejścia fenomenologicznego.

Po drugie, badamy sposób, w jaki architektura w świecie elektronicznym omawianych filmów przedstawiona jest jako coś współprojektowanego przez istoty ludzkie i sztucznie inteligentne programy komputerowe przeznaczone do tej roli. W omawianych filmach, ludzki programista wybrał ogólne jakości estetyczne, które mają się przejawiać w architekturze świata elektronicznego i powierzył programom AI rolę przełożenia tych celów na konkretne konstrukcje architektoniczne, automatyzując w ten sposób proces budowania świata spełniającego dane parametry estetyczne. Tron: Legacy prezentuje szczegółowe debaty między ludzkim a AI współarchitektem dotyczące zalet wyboru jakości estetycznych takich, jak swoboda, otwartość, piękno, porządek, doskonalność, skuteczność funkcjonalna, regularność, przewidywalność i chaotyczność, jako cele i parametry dla architektury systemu. Film argumentuje za tym, że dla wspieranego przez AI architektonicznego projektowania parametrycznego wybór jakości estetycznych, które same w sobie wydają się pożądane, może jednakże powodować powstanie struktur z nieprzewidzianymi i bardzo niepożądanymi właściwościami. Wspierany przez sztuczną inteligencję proces architektoniczny, do którego już robił aluzję Tron i który wyraźniej poznany został w Tron: Legacy, może być więc interpretowany (chociaż niezamierzenie) przepowiednia i krytyka współczesnych technik projektowania generatywnego i parametrycznego oraz szczególnego ruchu Parametryzmu.

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