Online Communities vs. Traditional Communities Cybertechnology has made it possi
ID: 3604183 • Letter: O
Question
Online Communities vs. Traditional Communities
Cybertechnology has made it possible to extend, or perhaps even ignore, the
geographical boundaries of traditional community life. This, in turn, causes us to
reexamine the concept of community; individuals physically separated by continents
and oceans can now interact regularly in SNSs and other online forums to discuss topics
that bind them together as a community. Not surprisingly then, more recent definitions of
“community” focus on the common interests of groups rather than on geographical and
physical criteria.
Rheingold points out that because of the social contracts and collaborative negotiations
that happened when members met online, the WELL became a community in that
setting. He notes, for example, that in the WELL, norms were “established, challenged,
changed, reestablished, rechallenged, in a kind of speeded up social evolution.” When the
members decided to get together occasionally at physical locations in the greater San
Francisco Bay area, the WELL became a “hybrid community,” spanning both physical
and virtual space. But some “pure” online communities also continue to thrive along side
the hybrid communities. As Michelle White (2002) notes, these electronic-only forums
also seem like “real communities” because they offer their members “social exchange,
emotional support, and learning environments.”
Avery popular mode of online communication for both young and older Internet users is
a forum called the blog (or Web log). According to the (online) Merriam Webster
Dictionary, a blog is “a Web site that contains an online personal journal with reflections,
comments, and often hyperlinks provided by the writer.” How do blogs facilitate
interactions in, and function as, online communities? While some blogs function as
online diaries, others provide commentary on a particular topic or news story. Based on
their topics, blogs are often organized into categories such as personal blogs, political
blogs, corporate blogs, health blogs, literary blogs, travel blogs, etc
Blogs can be maintained by either individuals or organizations. The community of
blogs is often referred to as the “blogosphere.” Online communities such as myBlogLog
and Blog Catalog connect bloggers, whereas search engines such as Bloglines, Blog-
Scope, and Technorati assist users in finding blogs. Blogging has become popular because
it is an easy way to reach many people, but it has also generated some social and ethical
controversies.4 For example, we saw in our analysis of the Washingtonienne scenario (in
Chapter 1) that a number of privacy-related concerns arose, which affected not only
Jessica Cutler but also the six men implicated in her personal online diary. Other
controversies arise in response to political blogs—for instance, some bloggers have
been responsible for breaking news stories about political scandals and thus influencing
public opinion. However, some of these bloggers also had political agendas to advance
and were eager to spread negative stories about politicians whose views they opposed,
and in some cases these stories have not been accurate
Assessing Pros and Cons of Online Communities
Those who see these communities in a favorable light could point to the fact that on SNSs
such as Facebook, users can make new “friends” and meet prospective college roommates
before setting foot on campus; they can also possibly find future romantic partners
in online dating services such as eHarmony. Additionally, users can join and form online
medical support groups, as well as various blogs designed to disseminate material to likeminded
colleagues. Through these online services and forums, users can communicate
with people they might not otherwise communicate with by physical mail or telephone.
Gordon Graham (1999) believes that online communities also promote individual
freedom because members can more easily disregard personal attributes, such as gender
and ethnicity, which are more obvious in traditional communities.
However, online communities have also had some negative effects. In addition to
threatening traditional community life, they have
A. facilitated social polarization (because of the very narrow focus of some groups),
B. minimized the kind of face-to-face communications (that have defined traditional
friendships),
C. facilitated anonymity and deception (thereby enabling some forms of socially
and morally objectionable behavior that would not be tolerated in traditional
communities).
Onl Wehave noted some ways cybertechnology provides us with choices about which kinds of
online communities we wish to join; this would seem to contribute positively to human
interaction by enabling us to come together with like-minded individuals we otherwise
might not meet. However, some online communities, especially those whose focus tends
to be on topics and issues that are divisive and narrow, can also contribute to social
polarization. Mitch Parsell (2008) argues that “extremely narrowly focused” online
communities can be dangerous because they “can polarize attitudes and prejudices,”
which can lead to increased division and “social cleavage.” He worries that the narrow
focus of many online communities presents us with cause for concern. Parsell expresses
this concern in the form of the following argument:
1. People tend to be attracted to others with like opinions.
2. Being exposed to like opinions tends to increase our own prejudices.
3. This polarizing of attitudes can occur on socially significant issues. . . .
4. Thus, where the possibility of narrowing focus on socially significant issues is
available, increased community fracture is likely.5
So, even though online communities can empower individuals by providing them
with greater freedom and choice in terms of their social interactions, they can also foster
increased polarization in society.ine Communities and Social Polarization
Frien A
related, and very important, question that also arises has to do with the implications that
online-only communication between individuals may have for our traditional understanding
of friendship. In other words, is it possible for people who interact only in virtual
(or purely online) contexts to be “real friends”?
To what extent, if any, is physical interaction between individuals necessary for true
friendships to develop and flourish? At one time, the notion of “disembodied friends”
might have seemed strange. But today, we hear about so-called “friends” who communicate
regularly online but have never met in physical space.dships in Online Communities
The authors argue
that it is not possible to realize close friendships in a “virtual world” because purely
computer-mediated contexts (a) facilitate voluntary self-disclosure and (b) enable people
to choose and construct a highly controlled “self-presentation” or identity. Because of
these factors, essential elements of a person’s character, as well as the “relational self
ordinarily developed through those interactions in friendship” are distorted and lost. For
example, they point out that in off-line contexts, we involuntarily disclose aspects of
ourselves through indicators or “cues” in our interactions with others. And because
interactions in these contexts are acts of “nonvoluntary self-disclosure,” one has less
control over the way one presents oneself to others. As a result, important aspects of our
true personalities are involuntarily revealed, which makes close friendships possible in
off-line contexts but not in virtual ones.
Deception in Online Communities
Some critics believe that online communities reveal a “darker side” of the Internet
because people can, under the shield of anonymity, engage in behavior that would not be
tolerated in most physical communities. For instance, individuals can use aliases and
screen names when they interact in online forums, which makes it easier to deceive others
about who actually is communicating with them. We briefly examine a scenario that is
now a classic case for illustrating how online anonymity, pseudonymity, and deception
can contribute to the darker side of online communities
What is Virtual Reality (VR)?
Philip Brey (1999, 2008) defines virtual reality, or VR, as “a three dimensional interactive
computer generated environment that incorporates a first person perspective.” Notice
three important features in Brey’s definition of VR:
_ interactivity,
_ a three-dimensional environment,
_ a first-person perspective
First,
interactivity requires that users be able to navigate and manipulate the represented
environment. Because a three-dimensional environment is required in VR, neither textbased
computer-generated environments nor two-dimensional graphic environments will
qualify. Brey also points out that a first-person perspective requires a single locus from
which the environment is perceived and interacted with; the first-person perspective also
requires an immersion in the virtual world rather than simply an “experience” of that
world as an “object that can be (partially) controlled by the outside.”
Ethical Are ethical issues involving behavior in VR applications, including online games,
different from those associated with morally controversial acts displayed on television
or played out in board games? Consider that television programs sometimes display
violent acts and some board games allow participants to act out morally controversial
roles—how are VR applications different? Brey (1999) points out that in VR applications,
users are actively engaged, whereas television viewers are passive.VRusers are not
spectators; rather, they are more like actors, as are board game players, who also act out
roles in certain board games. This common feature suggests that there might not be much
difference between the two kinds of games; however, Brey notes that VR applications,
unlike board games, simulate the world in a way that gives it a much greater appearance
of reality. And in VR, the player has a first-person perspective of what it is like to perform
certain acts and roles, including some that are criminal or immoral, or bothControversies Involving Behavior in VR Applications and Games
Violent and Sexually Offensive Acts in MMORPGs and MMOGs
In addition to concerns about sexually offensive behavior in online games, many
worry about the kinds of violent acts that are also carried out in these environments.
Monique Wonderly (2008) suggests that some forms of violence permitted in online
games may be “more morally problematic” than pornography and other kinds of sexually
offensive behavior in virtual environments. She points out, for example, that relatively
few video games “permit sexual interaction between characters,” and even fewer allow
“d Morgan Luck (2009) notes that while most people agree that murder is
wrong, they do not seem to be bothered by virtual murder in MMORPGs. He points out,
for example, that some might see the virtual murder of a character in a video game as no
different from the “taking of a pawn in a chess game.” But Luck also notes that people
have different intuitions about acts in virtual environments that involve morally objectionable
sexual behavior, such as child pornography and pedophilia. And he worries that
the kind of reasoning used to defend virtual murder in games could, unwittingly, be
extended to defend virtual pedophilia. For example, he notes that the following line of
reasoning, which for our purposes can be expressed in standard argument form, may
unintentionally succeed in doing this.
1. Allowing acts of virtual murder will not likely increase the number of actual
murders.
2. Allowing acts of virtual pedophilia may significantly increase the amount of
actual pedophilia.
3. Therefore, virtual pedophilia is immoral, but virtual murder is noteviant sexual conduct.”
different kind of rationale for why virtual child pornography should be prohibited
has been offered by Per Sandin (2004), who argues that it can cause significant harm to
many people who find it revolting or offensive. But Brey (2008) points out that a problem
with Sandin’s argument is that it “gives too much weight to harm caused by offense.” As
Brey puts it, “If actions should be outlawed whenever they offend a large group of
people, then individual rights would be drastically curtailed, and many things, ranging
from homosexual behavior to interracial marriage, would still be illegal.”15 Hence, none
of the arguments considered so far can show why acts that are morally objectionable in
physical space either should or should not be allowed in virtual environments.
Assessing the Nature of “Harm” in Virtual Environments
Can a plausible argument be constructed to show why it is wrong to perform acts in virtual
environments that would be considered immoral in real life? We have seen some
difficulties with arguments that tried to show that allowing morally objectionable actions
in virtual environments will likely lead to an increase (or decrease) in those actions in the
real world. Other arguments have tried to link, or in some cases delink, the kind of harm
caused in virtual environments with the sense of harm one might experience in the real
world. For example, some arguments have tried to show that sexually offensive acts in
virtual environments can cause harm to vulnerable groups (such as children and women)
in the real world.16 However, the individual premises used to support the conclusions to
these arguments typically lack sufficient empirical evidence to establish the various claims
being made. On the contrary, some arguments claim that no one is physically harmed in
virtual murder or, for that matter, in any act performed only in a virtual environment. But
these arguments have also been criticized for lacking sufficient evidence to establish their
conclusions.
Brey (1999) believes that we can use two different kinds of arguments to
show why it is wrong to engage in immoral acts in virtual environments:
a. The argument “from moral development.”
b. The argument from “psychological harm
The argument from psychological harm suggests that the way we refer to characters
that represent a particular group can cause harm to actual members of the group.
Consider a cartoon depicting a woman being raped: Actual (flesh-and-blood) women
may suffer psychological harm from seeing, or possibly even knowing about, this cartoon
image, even though none of them, as flesh-and-blood individuals, is being raped, either
physically or as represented by the cartoon. Extending this analogy to virtual space, it
would follow that the “rape” of a virtual woman in a virtual environment, such as a MOO,
MMOG, MMORPG, etc., can also cause psychological harm to flesh-and-blood women.
Virtual Economies and “Gold Farming”
Kai Kimppa and Andrew Bisset (2008) define gold farming as “playing an online
computer game for the purpose of gaining items of value within the internal economy of
the game and selling these to other players for real money.”17 These items can include
“desirable items” as well as in-game money (where the rules defining the game’s internal
economy permit this); they can also include “highly developed” game characters. All of
these items can also be sold via online auctions or designated Web sites. Kimppa and
Bisset point out that the 2009 “in-game gold market” globally was estimated at 7 billion
dollars; they also note that the practice of gold farming is most popular in countries such
as China and Mexico that have both low-average income levels and “relatively good
access to the Internet.”
Misrepresentation, Bias, and Indecent Representations in VR Applications
So far, we have examined some behavioral, or what Brey (1999) also refers also refers to as
“interactive,” controversies regarding ethical dimensions of VR applications. The other
ethical aspect that needs to be considered, in Brey’s VR model, has to do with the ways in
which virtual characters and virtual objects are represented in these applications. Note
that this set of ethical concerns includes not only virtual characters in games but also
features of VR applications used to simulate and model objects in the physical world.
Brey (2008) argues that representations can become morally problematic when
they are
1. misrepresentations (that can cause harm by failing to uphold standards of
accuracy),
2. biased representations (that fail to uphold standards of fairness),
3. indecent representations (that violate standards of decency and public morality
Misrepresenting entities with respect to descriptive features, however, can be
distinguished from (otherwise accurate) representations that favor certain values or
interests over others. Brey calls the latter biased representation; it can result from the
choice of model. For example, “softbots” (or “bots”) in the form of avatars on computer
screens, which often display human-like features and qualities, could be used in a VR
application to represent members of a racial or minority group; even though the
representation may be structurally accurate, if the avatar is used in a way that suggests
a racial stereotype, it can fail to accurately portray a member of the racial group
However, Brey also points out that the context in which a representation take place
can also be a factor in determining whether it is considered decent. He uses the example
of a representation of open heart surgery to illustrate this point, noting that a representation
of this procedure in the context of a medical simulator may not be offensive to
someone considering whether to undergo the surgery. However, it could be deemed
offensive in other contexts, such as using the representation as a background in a
music video.
CYBER IDENTITIES AND CYBER SELVES: PERSONAL IDENTITY
AND OUR SENSE OF SELF IN THE CYBER ERA
Social scientists have described various ways that the use of cybertechnology can impact
personal identity. One (now classic) incident, in the 1980s, that quickly caught their
attention involved a male psychologist who joined an online forum for disabled persons,
where he identified himself as a woman who had become crippled as a result of an
automobile accident. Under this alias, “she” soon engaged in romantic exchanges with a
few of the forum’s members. When “her” true identity was later discovered, however,
many of the participants in this electronic forum were outraged. Some felt manipulated
by the psychologist’s use of a fraudulent identity, and others complained that they were
victims of “gender fraud.” Lindsy Van Gelder (1991) describes this incident as “the
strange case of the electronic lover.”
Cybertechnology as a “Medium of Self-Expression”
Turkle’s early studies focused mainly on the role that stand-alone, or non-networked,
computers played in the relationship between personal identity and computers. Her
subsequent research in this area has centered on interactions involving networked
computers; in particular, her studies examine how behavior in networked environments
significantly impacts our relationships with our “selves” as we conceive them. To illustrate
several of her key points,
“MUD Selves” and Distributed Personal Identities
In MUDs, users can be (i.e., can represent themselves textually or graphically as)
characters that are very different from their actual selves; Turkle notes, for example,
that the obese can be slender, and the old can be young. She also points out that MUD
users can express multiple, and often unexplored, aspects of the self, and that they can
“play with their identity” by trying out new roles.
Acts in which individuals assume different identities or different gender roles are
hardly unique to the world of MUDs and virtual environments; for example, a male
transgendered person in physical space can selectively represent himself as a member of
the opposite sex in contexts of his choosing
Turkle notes that some of her research subjects in MUDs experience their world
through interactions in “multiple windows”; real life (or “RL”) is considered by some
MUD participants as simply “one more window.” One of Turkle’s research subjects,
whom she refers to as Doug, remarked that RL is not typically his “best window.” Turkle
points out that in MUDs, we can “project ourselves into our own dramas in which we are
producer, director, and star”; in this sense, she believes that MUDs provide a “new
location for acting out our fantasies.
The Impact of Cybertechnology on Our Sense of Self
We have examined some effects that one’s interactions in virtual or computer-mediated
environments, including MOOs and MUDs, can have for one’s personal identity. In this
section, we focus on the impact that cybertechnology has for our sense of self (as humans)
vis-_a-vis two factors:
a. our relation to nature,
b. our relation to (and sense of place in) the universe.
With regard to (a), social scientists often describe this relation in terms of three major
epochs in human civilization: the agricultural age, the industrial age, and the information
age. Each has been characterized by revolutionary technological breakthroughs in
gaining control over nature. At the dawn of the agricultural age, people who had
previously led nomadic lives developed technology that enabled them to control the
production of crops by controlling elements of nature rather than conforming to nature’s
seasonal rotations, which often required migrating to different locations. In the industrial
age, humans harnessed steam power. With steam power, people were no longer
compelled to set up communities close to large bodies of water that provided much
of their energy. We recently entered a phase (i.e., the third great epoch) that social
scientists call “the information age,” which, as we will see, has also significantly influenced
the way we now conceive of ourselves in relation to nature
how has this relatively recent technology already
begun to define us as human beings? J. David Bolter (1984) believes that, historically,
people in Western cultures have seen themselves through the prism of a defining
technology, which “develops links, metaphorical or otherwise, with a culture’s science,
philosophy, or literature.”27 Philosophers and humanists have used metaphors associated
with a particular “defining technology” to describe both human beings and the universe
they inhabit in a given age or time period. Bolter identifies three eras in Western culture
where a defining technology has played a key role: the ancient Greek world, the
Renaissance, and the contemporary computer age. Our interest, of course, is with
the third era.
To support Bolter’s thesis that we have come to see ourselves more and more in
computer-like ways, we have only to reflect for a moment on some of the expressions that
we now use to describe ourselves. For example, Bolter points out that when psychologists
speak of “input and output states of the brain,” or of the brain’s hardware and software,
they exemplify Turing’s men. And when cognitive psychologists study the “mind’s
algorithm for searching long-term memory,” or when linguists treat human language
as if it were a programming code, they, too, are “Turing’s men.” Psychologists and
cognitive scientists who suggest that the human mind is like a computer in that
it “encodes, stores, retrieves, and processes information” are also, in Bolter’s view,
Turing’s men.
What is AI? A Brief Overview
John Sullins (2005) defines AI as “the science and technology that seeks to create
intelligent computational systems.” Sullins notes that AI researchers have aimed at
building computer systems that can duplicate, or at least simulate, the kind of intelligent
behavior found in humans. The official birth of AI as an academic field is often traced to a
conference at Dartmouth College in 1956, which was organized by AI pioneers John
McCarthy and Marvin Minsky. Since then, the field has advanced considerably and has
also spawned several subfields
The classical AI approach was eventually criticized by researchers in the field who
argued that human intelligence cannot be reduced merely to symbolic manipulation
(captured in software programs) and that something additional was needed. For example,
one school argued that an artificial brain with neural networking (that could
“perceive” and “learn” its environment)—was also required for a machine to learn
and understand the world and thus potentially duplicate the way that humans think.
Whereas the latter scheme in AI is often described as a “bottom-up” (or inductive)
approach to machine learning, the classical/symbolic AI model is typically viewed as a
“to Another division in the field arose when a group of AI researchers argued that it was
not critical to build machines that were as intelligent as humans (or that thought in the
same way humans did); rather, they believed that a legitimate goal for AI research would
be to develop systems that were “expert” in performing specific tasks that required a high
level of intelligence in humans. For example, a system such as an “expert doctor” could
be highly competent in diagnosing medical diseases, although it would be unable to
perform any tasks outside that very narrow domain. (p-down” (or deductive) approach.
One concern that arose early in AI research, which was more sociological than
technological in nature, had to do with how we might react to a world where machines
would be as intelligent, or possibly even more intelligent, than humans
The Turing Test and John Searle’s “Chinese Room” Argument
In 1950, Alan Turing confidently predicted that by the year 2000 a computing machine
would be able to pass a test, which has come to be called “The Turing Test,” demonstrating
machine intelligence. Turing envisioned a scenario in which a person engaged in
a conversation with a computer (located in a room that was not visible to the human) was
unable to tell—via a series of exchanges on a computer screen—whether he or she
was conversing with another human or with a machine. He believed that if the computer
was able to answer questions and communicate with the person at the other end in a way
that the person there could not be sure whether this entity was a human or a computer,
then we would have to attribute some degree of human-like intelligence to the computer.
Unfortunately, an extended discussion of key questions involving both Watson and
the Turing test, as well as an in-depth discussion of the history of AI itself, are beyond the
scope of this chapter. AI’s history, though relatively brief, is fascinating, and several
excellent resources are available; so, fortunately, there is no need to replicate that
discussion here.31 We limit our further analysis of AI and AI-related ethical issues to two
broad questions: (1) What is the nature of the human-machine relationship (in the
development of cyborgs and other AI entities)? (2) Do at least some (i.e., highly
sophisticated) AI entities warrant moral consideration?
The classical AI approach was eventually criticized by researchers in the field who
argued that human intelligence cannot be reduced merely to symbolic manipulation
(captured in software programs) and that something additional was needed. For example,
one school argued that an artificial brain with neural networking (that could
“perceive” and “learn” its environment)—was also required for a machine to learn
and understand the world and thus potentially duplicate the way that humans think.
Whereas the latter scheme in AI is often described as a “bottom-up” (or inductive)
approach to machine learning, the classical/symbolic AI model is typically viewed as a
“top-down” (or deductive) approach.
Another division in the field arose when a group of AI researchers argued that it was
not critical to build machines that were as intelligent as humans (or that thought in the
same way humans did); rather, they believed that a legitimate goal for AI research would
be to develop systems that were “expert” in performing specific tasks that required a high
level of intelligence in humans. For example, a system such as an “expert doctor” could
be highly competent in diagnosing medical diseases, although it would be unable to
perform any tasks outside that very narrow domain. (Recall our brief discussion of expert
systems in Chapter 10, in connection with cybertechology and work.) However, many
other AI researchers believed that it was still possible to achieve the original goal of
emulating, (general) human intelligence in machines. Some of these researchers, including
those working on the CYC project, use an approach that builds on classical/symbolic
AI by designing software programs that manipulate large databases of factual information.
Others, such as “Connectionists,” have designed neural networks that aim at
modeling the human brain, with its vast number of neurons and arrays of neural
pathways, which exhibit varying degrees of “connection strengths.” And some AI
researchers focus on building full-fledged robots that can include artificial emotions
as well.2
The Turing Test and John Searle’s “Chinese Room” Argument-In 1950, Alan Turing confidently predicted that by the year 2000 a computing machine
would be able to pass a test, which has come to be called “The Turing Test,” demonstrating
machine intelligence. Turing envisioned a scenario in which a person engaged in
a conversation with a computer (located in a room that was not visible to the human) was
unable to tell—via a series of exchanges on a computer screen—whether he or she
was conversing with another human or with a machine. He believed that if the computer
was able to answer questions and communicate with the person at the other end in a way
that the person there could not be sure whether this entity was a human or a computer,
then we would have to attribute some degree of human-like intelligence to the computer.
While most AI researchers would concede that Turing’s prophecy has not yet been
fully realized, they also point to the significant progress and achievements that have been
made in the field so far. For example, in 1997 an IBM computer program called Deep Blue
defeated Gary Kasparov, then reigning champion, in the competition for the world chess
title. And in 2011, another IBM computer program, called Watson, defeated two human
opponents in the TV game show Jeopardy in a championship match. (This humancomputer
competition was viewed by millions of people around the world.)
Watson, like Deep Blue, is a disembodied AI, i.e., a highly sophisticated set of
computer programs. Unlike Deep Blue, which could be viewed as an “expert system”
that is highly skilled at playing chess (but not necessarily competent in other areas),
Watson was capable of answering a wide range of questions posed in natural language.
Some believe that Watson’s skills at least simulate human intelligence in the broad or
general sense. But did Watson, in defeating its human challengers, also exhibit the skills
necessary to pass the Turing test? And even if Watson could pass the Turing test, would
that necessarily show that Watson possessed (human-like) intelligence.
Cyborgs and Human-Machine Relationships-So far, we have considered whether machines could, in principle at least, possess humanlike
intelligence. We have also considered how our answer to this question can affect our
sense of what it means to be human. Next, we see how the development of cyborgs and
the concerns it raises about human-machine relationships may also have a similar effect
on us.
The Challenge in Distinguishing AI Entities from Humans: Are Computers Becoming
More Human-Like-Even though they are merely virtual
entities, some exhibit human-like features when viewed on screens or when heard on electronic devices. Also consider that some avatars (and AI bots), which now act on our
behalf, exhibit characteristics and stereotypic traits associated with humans in certain
professions. For example, an avatar in the form of an AI “agent” designed to interact with
other AI agents as well as with humans, such as a “negotiation agent,” may look like and
have the persona of a (human) broker This confusion in interacting with artificial entities will likely become more exacerbated
as we move from our interactions with virtual entities on screens (of computers and
devices) to interacting more regularly with physical AI entities—viz., robots. Consider
that sophisticated robots of the near future will not only look more human-like but may
also exhibit sentient characteristics; that is, these robots, like humans and animals, would
(arguably, at least) be capable of simulating the experiences of sensation, feeling, and
emotion. Robots and other kinds of AI entities of the not-too-distant future may also
exhibit, or appear to exhibit, consciousness. Many AI researchers have questioned the
nature of consciousness; for example, cognitive scientists and philosophers ask whether
consciousness is a uniquely human attribute. Some also question whether it might be
an emergent property—that is, a property capable of “emerging” (under the right
conditions) in nonhuman entities, such as advanced AI systems.
Do (At Least Some) AI Entities Warrant Moral Consideration?- If some AI entities are capable of exhibiting (or simulating) rationality and intelligence
(and possibly even consciousness)—characteristics that traditionally have been reserved
to describe only humans—it would not seem unreasonable to ask whether these entities
might also warrant moral status. And if some of these entities can exhibit (or simulate)
human-like emotion and needs, as in the case of the artificial boy in the movie AI, would
that also be a relevant factor to consider in understanding and addressing concerns about
moral consideration for AI entities? An important question, then, is whether we will need
to expand the conventional realm of moral consideration to include these entities. In
answering this question, however, two additional, and perhaps more basic, questions
need to be examined:
i. Which kinds of beings, or entities, deserve moral consideration?
ii. Why do those beings/entities warrant it?
Prior to the twentieth century, ethicists and lay persons in the Western world
generally assumed that only human beings deserved moral consideration; all other
entities—animals, trees, natural objects, etc.—were viewed merely as resources for
humans to use (and misuse/abuse) as they saw fit. In other words, humans saw these
“resources” simply as something to be used and disposed of as they wished, because they
believed that they had no moral obligations toward them.
On a second front, some environmentalists made an even bolder claim, arguing that
we should extend ethical consideration to include new “objects,” or entities. Hans Jonas
(1984) argued that because modern technologies involving atomic and nuclear power
have presented us with tools of destruction that could devastate our planet on a scale
never before imaginable, we needed to expand our sphere of moral obligation to include
“new objects of moral consideration.” These “objects” included natural objects such as
trees, land, and the environment itself, as well as abstract objects such as “future
generations of humans” that will inherit the planet.
Luciano Floridi (2002) has suggested that we need to grant some level of moral
consideration to at least certain kinds of informational objects or entities. Initially, one
might find Floridi’s assertion strange, perhaps even preposterous, but we have seen that
some sophisticated AI entities already exhibit a form of rationality that parallels that of
humans. The question that concerns us here is whether these artificial entities merit moral
consideration because they, like humans, have rational abilities. If our primary justification
for granting moral consideration to humans is based on the premise that humans are
rational entities, and if certain artificial entities also qualify as “rational entities,” then we
can make a compelling case for granting at least some moral consideration to them. For
example, even if they do not qualify as full-blown moral agents (as typical adult humans
do), they may nevertheless meet the threshold of what Floridi calls “moral patients.”
Please write summary of this article in your own words
Explanation / Answer
trying to come up with the shapes to extrude in order to create a continent "skin" for wireframe globe.
a ten foot diameter wireframe globe, to be made of pipe, will have plating that is cut out in shapes of the continents, rolled to match, then attached.
the flate layouts should be easy to derive, but i need the "curved" continents extrusions, in place, for my wireframe in order for presentation.
Related Questions
Navigate
Integrity-first tutoring: explanations and feedback only — we do not complete graded work. Learn more.