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Flashcards in test 3 basics Deck (15):
1

Transhumanism

- study of ramifications
- beyong human
- implies merging of human and machine/ artificial intelligence

2

Computational theory of mind

- philosophical theory
- brain is information processing system, thinking is form of computing

3

Artificial intelligence

- use of digital tech to create systems capable of performing tasks commonly thought to require intelligence

4

Persuasive technologies

- increasingly smart and intimate tech that coerce, seduce, or otherwise move ppl towards a belief, position, or course of action

5

Societies of control

- evolving form of power
- controls without confinement

6

Neuropolitics of control

- economic and social political condition
- views humans as brains and neural networks that can be coded, decoded, and recoded

7

7 forces that are re-engineering our brain

1) Digital mirrors
2) Automated/ Autonomous networks
3) Biometric technologies
4) Adaptive interfaces
5) Gaming interfaces & cultures
6) Immersive reality technologies
7) Neural augmentation

8

Digital mirrors

- algorithms
- health records, fitness logs, social contact lists, media prefs

9

Automated/ Autonomous networks

- increasingly automated steady-stream networks
- no human oversight
- create new baselines for normalcy as users compare their own data w group or crowd-sourced data

10

Biometric technologies

- sensory technologies that detect images, heat, motion
- border security tech, self-driving cars, geo-located advertising

11

Adaptive interfaces

- personalized user interfaces adapt according to needs of user
- "no click" interfaces that make decisions for user
- Urbanspoon

12

Gaming interfaces and cultures

- designed to entertain, persuade and impart a point of view to their players through ideologies embedded in their core logic and narratives
- e.g. first-person shooter games w embedded military doctrines

13

Immersive reality technologies

- tools that dramatically expand capacities to visualize our environments and ourselves in augmented reality
- e.g. VR headsets

14

Neural augmentation

- bio and nano neurotechnologies that are implanted surgically to augment intelligence

15

Proteus effect

phenomenon in which behaviour of an individual within virtual worlds is changed by characteristics of their avatar