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Augmented Ontologies or How to Philosophize with a Digital Hammer

机译:增强本体或如何用数字锤进行哲学化

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Could a person ever transcend what it is like to be in the world as a human being? Could we ever know what it is like to be other creatures? Questions about the overcoming of a human perspective are not uncommon in the history of philosophy. In the last century, those very interrogatives were notably raised by American philosopher Thomas Nagel in the context of philosophy of mind. In his 1974 essay What is it Like to Be a Bat?, Nagel offered reflections on human subjectivity and its constraints. Nagel's insights were elaborated before the social diffusion of computers and could not anticipate the cultural impact of technological artefacts capable of materializing interactive simulated worlds as well as disclosing virtual alternatives to the "self." In this sense, this article proposes an understanding of computers as epistemological and ontological instruments. The embracing of a phenomenological standpoint entails that philosophical issues are engaged and understood from a fundamentally practical perspective. In terms of philosophical praxis, or "applied philosophy," I explored the relationship between human phenomenologies and digital mediation through the design and the development of experimental video games. For instance, I have conceptualized the first-person action-adventure video game Haerfest (Technically Finished 2009) as a digital re-formulation of the questions posed in Nagel's famous essay. Experiencing a bat's perceptual equipment in Haerfest practically corroborates Nagel's conclusions: there is no way for humans to map, reproduce, or even experience the consciousness of an actual bat. Although unverifiable in its correspondence to that of bats, Haerfest still grants access to experiences and perceptions that, albeit still inescapably within the boundaries of human kinds of phenomenologies, were inaccessible to humans prior to the advent of computers. Phenomenological alterations and virtual experiences disclosed by interactive digital media cannot take place without a shift in human kinds of ontologies, a shift which this study recognizes as the fundamental ground for the development of a new humanism (I deem it necessary to specify that I am not utilizing the term "humanism" in its common connotation, that is to say the one that emerged from the encounter between the Roman civilization and the late Hellenistic culture. According to this conventional acceptation, humanism indicates the realization of the human essence through "scholarship and training in good conduct" (Heidegger 1998, p. 244). However, Heidegger observed that this understanding of humanism does not truly cater to the original essence of human beings, but rather "is determined with regard to an already established interpretation of nature, history, world, and [...] beings as a whole." (Heidegger 1998, p. 245) The German thinker found this way of embracing humanism reductive: a by product of Western metaphysics. As Heidegger himself specified in his 1949 essay Letter on Humanism, his opposition to the traditional acceptation of the term humanism does not advocate for the "inhuman" or a return to the "barbaric" but stems instead from the belief that the humanism can only be properly understood and restored in culture as more original way of meditating and caring for humanity and understanding its relationship with Being.). Additionally, this study explicitly proposes and exemplifies the use of interactive digital technology as a medium for testing, developing and disseminating philosophical notions, problems and hypotheses in ways which are alternative to the traditional textual one. Presented as virtual experiences, philosophical concepts can be accessed without the filter of subjective imagination. In a persistent, interactive, simulated environment, I claim that the crafting and the mediation of thought takes a novel, projective (In Martin Heidegger's 1927 Being and Time, the term "projectivity" indicates the way a Being opens to the world in terms of its possibilities of being (Heidegger 1962, pp. 184-185, BT 145). Inspired by Heidegger's and Vilem Flusser's work in the field of philosophy of technology as well as Helmuth Plessner's anthropological position presented in his 1928 book Die Stufen des Organischen und der Mensch. Einleitung in die philosophische Anthropologie, this study understands the concept of projectivity as the innate openness of human beings to construct themselves and their world by means of technical artefacts. In this sense, this study proposes a fundamental understanding of technology as the materialization of mankind's tendency to overcome its physical, perceptual and communicative limitations.) dimension which I propose to call "augmented ontology."
机译:一个人会超越人类这个世界的感觉吗?我们能否知道成为其他生物是什么感觉?关于克服人类观点的问题在哲学史上并不罕见。在上个世纪,美国哲学家托马斯·内格尔(Thomas Nagel)在心智哲学的背景下特别提出了这些疑问。内格尔(Nagel)在1974年的论文中,成为蝙蝠是什么感觉?他对人类的主观性及其制约因素进行了反思。内格尔的见解是在计算机社会传播之前进行阐述的,无法预见能够实现交互式模拟世界以及公开“自我”的虚拟替代品的技术文物的文化影响。从这个意义上讲,本文提出了对计算机作为认识论和本体论工具的理解。接受现象学观点意味着必须从根本上实际的角度来参与和理解哲学问题。在哲学实践或“应用哲学”方面,我通过设计和开发实验视频游戏探索了人类现象学与数字中介之间的关系。例如,我已经将第一人称动作冒险视频游戏Haerfest(技术完成于2009年)概念化为对Nagel著名论文中提出的问题的数字化重新表达。在Haerfest中体验蝙蝠的感知设备实际上证实了Nagel的结论:人类没有办法绘制,复制甚至体验实际蝙蝠的意识。尽管与蝙蝠的对应关系无法验证,但哈尔菲斯特仍然允许人们获得经验和看法,尽管这些经验和看法仍不可避免地在人类现象学的范围内,但是在计算机出现之前人类是无法获得的。交互式数字媒体所揭示的现象学改变和虚拟体验,如果不改变人类本体论就不可能发生,这一转变被本研究认为是发展新人类主义的根本基础(我认为有必要指明我不是以“人文主义”一词的共同含义来表达,即从罗马文明与希腊文化后期相遇而来。根据这种传统的接受,人文主义通过“奖学金和知识”来表示人类本质的实现。 (《海德格尔》,1998年,第244页)。但是,海德格尔观察到,这种对人本主义的理解并不能真正满足人类的原始本质,而是“对已经确立的对自然的解释是确定的, daccess-ods.un.org daccess-ods.un.org历史,世界和整个人类。”(Heidegger 1998,p。245)德国思想家发现了这种拥抱人文主义的方式。感性的:西方形而上学的副产品。正如海德格尔本人在1949年的《关于人文主义的信》中所指出的那样,他反对传统地接受“人文主义”一词并不主张“不人道”或回归“野蛮”,而是基于这样的信念,即人文主义只能是在文化中得到适当的理解和恢复,这是冥想和关爱人类并理解其与存在的关系的更原始的方式。)此外,这项研究明确提出并举例说明了交互式数字技术作为一种测试,发展和传播哲学概念,问题和假设的媒介的方式,该媒介可以替代传统的文本技术。作为虚拟体验呈现的哲学概念可以在没有主观想象力过滤的情况下进行访问。在一个持续的,交互式的,模拟的环境中,我声称思想的创造和调解需要一种新颖的投射性(在马丁·海德格尔(Martin Heidegger)1927年的《存在与时间》中,“投射性”一词表示存在以一种方式向世界开放。 (Heidegger 1962,pp。184-185,BT 145)。受到海德格尔和维莱姆·弗瑟(Vilem Flusser)在技术哲学领域的工作以及赫尔默斯·普莱斯特纳(Helmuth Plessner)在人类学上的地位的启发,他在1928年出版的《有机组织与著作》中提出了这一观点。 Mensch。Einleitung在《人类哲学》中,这项研究将投射性概念理解为人类通过技术手工艺品来构建自己和世界的天生开放性,从这个意义上说,这项研究提出了对技术的基本理解,作为对人类技术的物质化。人类倾向于克服其物理,感知和交流方面的限制。)我建议将其称为“增强本体”。

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