We are quickly passing through the historical moment when people work in front of a single computer, dominated by a small CRT and focused on tasks involving only local information. Networked computers are becoming ubiquitous and are playing increasingly significant roles in our lives and in the basic infrastructure of science, business, and social interaction. For human-computerinteraction o advance in the new millennium we need to better understand the emerging dynamic of interaction in which (...) the focus task is no longer confined to the desktop but reaches into a complex networked world of information and computer-mediated interactions. We think the theory of distributed cognition has a special role to play in understanding interactions between people and technologies, for its focus has always been on whole environments: what we really do in them and how we coordinate our activity in them. Distributed cognition provides a radical reorientation of how to think about designing and supporting human-computerinteraction. As a theory it is specifically tailored to understanding interactions among people and technologies. In this article we propose distributed cognition as a new foundation for human-computerinteraction, sketch an integrated research framework, and use selections from our earlier work to suggest how this framework can provide new opportunities in the design of digital work materials. (shrink)
We are quickly passing through the historical moment when people work in front of a single computer, dominated by a small CRT and focused on tasks involving only local information. Networked computers are becoming ubiquitous and are playing increasingly significant roles in our lives and in the basic infrastructure of science, business, and social interaction. For human-computerinteraction o advance in the new millennium we need to better understand the emerging dynamic of interaction in which (...) the focus task is no longer confined to the desktop but reaches into a complex networked world of information and computer-mediated interactions. We think the theory of distributed cognition has a special role to play in understanding interactions between people and technologies, for its focus has always been on whole environments: what we really do in them and how we coordinate our activity in them. Distributed cognition provides a radical reorientation of how to think about designing and supporting human-computerinteraction. As a theory it is specifically tailored to understanding interactions among people and technologies. In this article we propose distributed cognition as a new foundation for human-computerinteraction, sketch an integrated research framework, and use selections from our earlier work to suggest how this framework can provide new opportunities in the design of digital work materials. (shrink)
This paper analyzes epistemological and ontological dimensions of Human-ComputerInteraction (HCI) through an analysis of the functions of computer systems in relation to their users. It is argued that the primary relation between humans and computer systems has historically been epistemic: computers are used as information-processing and problem-solving tools that extend human cognition, thereby creating hybrid cognitive systems consisting of a human processor and an artificial processor that process information in tandem. In this role, computer (...) systems extend human cognition. Next, it is argued that in recent years, the epistemic relation between humans and computers has been supplemented by an ontic relation. Current computer systems are able to simulate virtual and social environments that extend the interactive possibilities found in the physical environment. This type of relationship is primarily ontic, and extends to objects and places that have a virtual ontology. Increasingly, computers are not just information devices, but portals to worlds that we inhabit. The aforementioned epistemic and ontic relationships are unique to information technology and distinguish human-computer relationships from other human-technology relationships. (shrink)
In this paper we review some problems with traditional approaches for acquiring and representing knowledge in the context of developing user interfaces. Methodological implications for knowledge engineering and for human-computerinteraction are studied. It turns out that in order to achieve the goal of developing human-oriented (in contrast to technology-oriented) human-computer interfaces developers have to develop sound knowledge of the structure and the representational dynamics of the cognitive system which is interacting with the computer.We show that (...) in a first step it is necessary to study and investigate the different levels and forms of representation that are involved in the interaction processes between computers and human cognitive systems. Only if designers have achieved some understanding about these representational mechanisms, user interfaces enabling individual experiences and skill development can be designed. In this paper we review mechanisms and processes for knowledge representation on a conceptual, epistemological, and methodologieal level, and sketch some ways out of the identified dilemmas for cognitive modeling in the domain of human-computerinteraction. (shrink)
Human-computerinteraction today has got a touch of magic: Without understanding the causal coherence, using a computer seems to become the art to use the right spell with the mouse as the magic wand â the sorcerer's staff. Goethes's poem admits an allegoric interpretation. We explicate the analogy between using a computer and casting a spell with emphasis on teaching magic skills. The art to create an ergonomic user interface has to take care of various levels (...) of skills for the human operators. The problem of logical discontinuities as opposed to continuous control is the most serious obstacle for human-computerinteraction. (shrink)
Brain Computer Interfaces (BCIs) enable one to control peripheral ICT and robotic devices by processing brain activity on-line. The potential usefulness of BCI systems, initially demonstrated in rehabilitation medicine, is now being explored in education, entertainment, intensive workflow monitoring, security, and training. Ethical issues arising in connection with these investigations are triaged taking into account technological imminence and pervasiveness of BCI technologies. By focussing on imminent technological developments, ethical reflection is informatively grounded into realistic protocols of brain-to-computer communication. (...) In particular, it is argued that human-machine adaptation and shared control distinctively shape autonomy and responsibility issues in current BCI interaction environments. Novel personhood issues are identified and analyzed too. These notably concern (i) the “sub-personal” use of human beings in BCI-enabled cooperative problem solving, and (ii) the pro-active protection of personal identity which BCI rehabilitation therapies may afford, in the light of so-called motor theories of thinking, for the benefit of patients affected by severe motor disabilities. (shrink)
Introduction : the computer as a mode of mediation -- The unworkable interface -- Software and ideology -- Are some things unrepresentable? -- Disingenuous informatics -- Postscript : we are the gold farmers.
What is an avatar -- More than just another pretty face : the avatar effect -- Interview with the virtual cannibal -- Virtual presence -- X-reality, a conclusion.
In light of the fact that social dynamics and unexpected uses of technology can inspire innovation, this book proposes a research model of design for emergence, ...
In den USA ist die anthropologische, ethnographische und philosophische Diskussion uber posthumanes Menschsein in vollem Gange, in Deutschland eher verhalten.
Psychological attitudes towards service and personal robots are selectively examined from the vantage point of psychoanalysis. Significant case studies include the uncanny valley effect, brain-actuated robots evoking magic mental powers, parental attitudes towards robotic children, idealizations of robotic soldiers, persecutory fantasies involving robotic components and systems. Freudian theories of narcissism, animism, infantile complexes, ego ideal, and ideal ego are brought to bear on the interpretation of these various items. The horizons of Human-robot Interaction are found to afford new and (...) fertile grounds for psychoanalytic theorizing beyond strictly therapeutic contexts. (shrink)
The automatic tendency to anthropomorphize our interaction partners and make use of experience acquired in earlier interaction scenarios leads to the suggestion that social interaction with humanoid robots is more pleasant and intuitive than that with industrial robots. An objective method applied to evaluate the quality of human–robot interaction is based on the phenomenon of motor interference (MI). It claims that a face-to-face observation of a different (incongruent) movement of another individual leads to a higher variance (...) in one’s own movement trajectory. In social interaction, MI is a consequence of the tendency to imitate the movement of other individuals and goes along with mutual rapport, sense of togetherness, and sympathy. Although MI occurs while observing a human agent, it disappears in case of an industrial robot moving with piecewise constant velocity. Using a robot with human-like appearance, a recent study revealed that its movements led to MI, only if they were based on human prerecording (biological velocity), but not on constant (artificial) velocity profile. However, it remained unclear, which aspects of the human prerecorded movement triggered MI: biological velocity profile or variability in movement trajectory. To investigate this issue, we applied a quasi-biological minimum-jerk velocity profile (excluding variability in the movement trajectory as an influencing factor of MI) to motion of a humanoid robot, which was observed by subjects performing congruent or incongruent arm movements. The increase in variability in subjects’ movements occurred both for the observation of a human agent and for the robot performing incongruent movements, suggesting that an artificial human-like movement velocity profile is sufficient to facilitate the perception of humanoid robots as interaction partners. (shrink)
Computers have far to go to match human strengths, and our estimates will depend on analogy and extrapolation. Fortunately, these are grounded in the first bit of the journey, now behind us. Thirty years of computer vision reveals that 1 MIPS can extract simple features from real-time imagery--tracking a white line or a white spot on a mottled background. 10 MIPS can follow complex gray-scale patches--as smart bombs, cruise missiles and early self-driving vans attest. 100 MIPS can follow moderately (...) unpredictable features like roads--as recent long NAVLAB trips demonstrate. 1,000 MIPS will be adequate for coarse-grained three-dimensional spatial awareness--illustrated by several mid-resolution stereoscopic vision programs, including my own. 10,000 MIPS can find three-dimensional objects in clutter--suggested by several "bin-picking" and high-resolution stereo-vision demonstrations, which accomplish the task in an hour or so at 10 MIPS. The data fades there--research careers are too short, and computer memories too small, for significantly more elaborate experiments. (shrink)
While it is commonly accepted that corporations have negative duties to respect human rights, the question of whether rights also imply positive duties for corporations is contentious. The recent reports of the United Nations special representative on business and human rights contend that corporations do not have positive duties, but the arguments this is based on are flawed from an ethical point of view. In particular, the reports fail to consider the implications of interactions between corporations and states. For rights (...) to be secured, corporations may face duties to use their power to pressure governments into performing their assigned duties, and duties not to undermine the role of the government. The interaction of corporations and governments also has implications for choosing effective instruments to advance human rights. International initiatives that do not take this interaction into account will be ineffective or, at worst, counterproductive. (shrink)
The proliferation of computers in the business realm may lead to ethical problems between individual and societal rights, and the organization's need to control costs. In an attempt to explore the causes of this potential conflict, this study examined the varying levels of sensitivity 223 respondents assigned to different types of information typically stored in computer-based human resource information systems. It was found that information most directly related to the job — pay rate, fringe benefits, educational history — was (...) considered to be the most sensitive. Participants, however, were more concerned about certain types of individuals/groups accessing these systems than about the kinds of information contained in them. Implications of these findings are discussed. (shrink)
The human ability to represent, conceptualize, and reason about mind and behavior is one of the greatest achievements of human evolution and is made possible by a “folk theory of mind” — a sophisticated conceptual framework that relates different mental states to each other and connects them to behavior. This chapter examines the nature and elements of this framework and its central functions for social cognition. As a conceptual framework, the folk theory of mind operates prior to any particular conscious (...) or unconscious cognition and provides the “framing” or interpretation of that cognition. Central to this framing is the concept of intentionality, which distinguishes intentional action (caused by the agent’s intention and decision) from unintentional behavior (caused by internal or external events without the intervention of the agent’s decision). A second important distinction separates publicly observable from publicly unobservable (i.e., mental) events. Together, the two distinctions define the kinds of events in social interaction that people attend to, wonder about, and try to explain. A special focus of this chapter is the powerful tool of behavior explanation, which relies on the folk theory of mind but is also intimately tied to social demands and to the perceiver’s social goals. A full understanding of social cognition must consider the folk theory of mind as the conceptual underpinning of all (conscious and unconscious) perception and thinking about the social world. (shrink)
Detractors of Searle’s Chinese Room Argument have arrived at a virtual consensus that the mental properties of the Man performing the computations stipulated by the argument are irrelevant to whether computational cognitive science is true. This paper challenges this virtual consensus to argue for the first of the two main theses of the persons reply, namely, that the mental properties of the Man are what matter. It does this by challenging many of the arguments and conceptions put forth by the (...) systems and logical replies to the Chinese Room, either reducing them to absurdity or showing how they lead, on the contrary, to conclusions the persons reply endorses. The paper bases its position on the Chinese Room Argument on additional philosophical considerations, the foundations of the theory of computation, and theoretical and experimental psychology. The paper purports to show how all these dimensions tend to support the proposed thesis of the persons reply. (shrink)
The paper reports our research aiming at utilization of human interactive communication modeling principles in application to a novel interaction paradigm designed for brain–computer/machine-interfacing (BCI/BMI) technologies as well as for socially aware intelligent environments or communication support systems. Automatic procedures for human affective responses or emotional states estimation are still a hot topic of contemporary research. We propose to utilize human brain and bodily physiological responses for affective/emotional as well as communicative interactivity estimation, which potentially could be used (...) in the future for human–machine/environment interaction design. As a test platform for such an intelligent human–machine communication application, an emotional stimuli paradigm was chosen to evaluate brain responses to various affective stimuli in an emotional empathy mode. Videos with moving faces expressing various emotional displays as well as speech stimuli with similarly emotionally articulated sentences are presented to the subjects in order to further analyze different affective responses. From information processing point of view, several challenges with multimodal signal conditioning and stimuli dynamic response extraction in time frequency domain are addressed. Emotions play an important role in human daily life and human-to-human communication. This is why involvement of affective stimuli principles to human–machine communication or machine-mediated communication with utilization of multichannel neurophysiological and periphery physiological signals monitoring techniques, allowing real-time subjective brain responses evaluation, is discussed. We present our preliminary results and discuss potential applications of brain/body affective responses estimation for future interactive/smart environments. (shrink)
This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of (...) power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computerinteraction and cyberculture. (shrink)
This chapter investigates the computational consequences of a broadly Gricean view of language use as intentional activity. In this view, dialogue rests on coordinated reasoning about communicative intentions. The speaker produces each utterance by formulating a suitable communicative intention. The hearer understands it by recognizing the communicative intention behind it. When this coordination is successful, interlocutors succeed in considering the same intentions— that is, the same representations of utterance meaning—as the dialogue proceeds. In this paper, I emphasize that these intentions (...) can be formalized; we can provide abstract but systematic representations that spell out what a speaker is trying to do with an utterance. Such representations describe utterances simultaneously as the product of our knowledge of grammar and as actions chosen for a reason. In particular, they must characterize the speaker’s utterance in grammatical terms, provide the links to the context that the grammar requires, and so arrive at a contribution that the speaker aims to achieve. Because I have implemented this formalism, we can regard it as a possible analysis of conversational processes at the level of computational theory. Nevertheless, this analysis leaves open what the nature of the biological computation involved in inference to intentions is, and what regularities in language use support this computation. (shrink)
This article addresses prospective and retrospective responsibility issues connected with medical robotics. It will be suggested that extant conceptual and legal frameworks are sufficient to address and properly settle most retrospective responsibility problems arising in connection with injuries caused by robot behaviours (which will be exemplified here by reference to harms occurred in surgical interventions supported by the Da Vinci robot, reported in the scientific literature and in the press). In addition, it will be pointed out that many prospective responsibility (...) issues connected with medical robotics are nothing but well-known robotics engineering problems in disguise, which are routinely addressed by roboticists as part of their research and development activities: for this reason they do not raise particularly novel ethical issues. In contrast with this, it will be pointed out that novel and challenging prospective responsibility issues may emerge in connection with harmful events caused by normal robot behaviours. This point will be illustrated here in connection with the rehabilitation robot Lokomat. (shrink)
My anthropological analysis of bionics is basedon the representations of engineers concerningthe definition of humankind and its future. Thedifference between repairing and improving onhuman beings is disappearing and we strive toreach a kind of `perfection', whose criteriaare evolving with technical developments.Nowadays, in the so-called information society,information is described as the best value: aperfect human being would be a free braindirectly connected to the web, and without abody because it is considered as an impedimentto the circulation of information. But what isconsidered (...) as good today won't be good enoughtomorrow. And `improving' the human being moreand more could make it evolve into a verydifferent human being, or even into a newspecies: post-humankind. For some people, thisis not a problem, because the goal is to be`better' than we are, human or not. As for me,I think that we risk losing something veryimportant: our social ability. (shrink)
The theory of embodied cognition can provide HCI practitioners and theorists with new ideas about interac-tion and new principles for better designs. I support this claim with four ideas about cognition: (1) interacting with tools changes the way we think and perceive – tools, when manipulated, are soon absorbed into the body schema, and this absorption leads to fundamental changes in the way we perceive and conceive of our environments; (2) we think with our bodies not just with our brains; (...) (3) we know more by doing than by seeing – there are times when physically performing an activity is better than watching someone else perform the activity, even though our motor resonance system fires strongly during other person observa-tion; (4) there are times when we literally think with things. These four ideas have major implications for interaction design, especially the design of tangible, physical, context aware, and telepresence systems. (shrink)
The present study explores the idea that human linguistic communication co-opted a pre-existing population-wide behavioural system that was shared among social group members and whose structure reflected the structure of the environment. This system is hypothesized to have emerged from interactions among individuals who had evolved the capacity to imitate arbitrary, functionless behaviour. A series of agent-based computer simulations test the separate and joint effects of imitation, pattern completion behaviour, environment structure and level of social interaction on such (...) a population-wide behavioural system. The results support the view that a system that could be co-opted for linguistic communication might arise in a population of agents equipped with arbitrary imitation for the purposes of pattern completion interacting in certain kinds of structured environments. Such pre-linguistic behavioural system could have bootstrapped communication and paved the way for biological capacities widely believed to be necessary for communication, such as shared intentionality and symbolicity, to evolve. (shrink)
In this paper we describe the development of the Interaction Space Theory developed as part of the SANE project. EU framework 5 IST project sustainable accommodation for the new economy, IST 2000-25-257 The EU funded project provided an inter-disciplinary context for the study of interactions in the hybrid workplace where physical work environment is enhanced with information and communication technologies (ICT) which enable collaboration with remote partners. We explain how the theoretical approach, empirical work and methodological strategy employed by (...) SANE researchers contribute toward the social intelligence design approach through the development of the methodology for identification of workplace requirements for mobile knowledge workers. In addition, we demonstrate how empirical findings, based upon our theoretical approach, can lead to development of novel methods and techniques for evaluating the impact of new and emerging technologies in the workplace. (shrink)
Abstract Brain-Computer Interface (BCI) research and (future) applications raise important ethical issues that need to be addressed to promote societal acceptance and adequate policies. Here we report on a survey we conducted among 145 BCI researchers at the 4 th International BCI conference, which took place in May–June 2010 in Asilomar, California. We assessed respondents’ opinions about a number of topics. First, we investigated preferences for terminology and definitions relating to BCIs. Second, we assessed respondents’ expectations on the marketability (...) of different BCI applications (BCIs for healthy people, BCIs for assistive technology, BCIs-controlled neuroprostheses and BCIs as therapy tools). Third, we investigated opinions about ethical issues related to BCI research for the development of assistive technology: informed consent process with locked-in patients, risk-benefit analyses, team responsibility, consequences of BCI on patients’ and families’ lives, liability and personal identity and interaction with the media. Finally, we asked respondents which issues are urgent in BCI research. Content Type Journal Article Category Original Paper Pages 1-38 DOI 10.1007/s12152-011-9132-6 Authors Femke Nijboer, Human Media Interaction, University of Twente, Enschede, the Netherlands Jens Clausen, Institute for Ethics and History of Medicine, University of Tübingen, Tübingen, Germany Brendan Z. Allison, Laboratory of Brain-Computer Interfaces, Graz University of Technology, Graz, Austria Pim Haselager, Donders Institute for Brain, Cognition and Behaviour, Radboud University, Nijmegen, the Netherlands Journal Neuroethics Online ISSN 1874-5504 Print ISSN 1874-5490. (shrink)
In this paper, the results of a pilot interview study with 19 subjects participating in an EEG-based non-invasive brain–computer interface (BCI) research study on stroke rehabilitation and assistive technology and of a survey among 17 BCI professionals are presented and discussed in the light of ethical, legal, and social issues in research with human subjects. Most of the users were content with study participation and felt well informed. Negative aspects reported include the long and cumbersome preparation procedure, discomfort with (...) the cap and the wet electrodes, problems concerning BCI control, and strains during the training sessions. In addition, some users reflected on issues concerning system security. When asked for morally problematic issues in this field of non-invasive BCI research, the BCI professionals stressed the need for correct information transfer, the obligation to avoid unrealistic expectations in study participants, the selection of study participants, benefits and strains of participation, BCI illiteracy, the possibility of detrimental brain modifications induced by BCI use, and problems that may arise at the end of the trials. Furthermore, privacy issues were raised. Based on the results obtained, psychosocial and ethical aspects of EEG-based non-invasive BCI research are discussed and possible implications for future research addressed. (shrink)
Since the beginning of the last century, with the development of the Theory of Relativity, an ever-growing gap has come into being between our knowledge about the structure of the world around us and our ability to conceptualize it. Because language plays a major role in our ability to describe the world and our role within it, a need has been created to match the capabilities of language to the knowledge we currently possess about the world we inhabit. This article (...) will focus on two main arguments: (A) our ability to describe and conceptualize the world using a language that is limited, problematic and finite and (B) The possibility of developing a new language based on other principles than those governing verbal speech, which can deal with these limitations and problems and which is better suited to describing the world as we know it today. (shrink)
This paper contributes to the normative debate over capital punishment by looking at whether the role of executioner is one in which it is possible and proper to take pride. The answer to the latter question turns on the kind of justification the agent can give for what she does in carrying out the role. So our inquiry concerns whether the justifications available to an executioner could provide him with the kind of justification necessary for him to take pride in (...) what he does. If they cannot, I argue, this sheds some light on their adequacy as justifications. The main argument of the paper is that social control arguments for the death penalty fail to provide an adequate justification. I also give some consideration to retributive justifications. The argument is developed through close attention to the depiction of Albert Pierrepoint in the film, Pierrepoint: The Last Hangman. (shrink)
The increasing popularity of blogs and blogging, as well as their integration into the mainstream media mix, has sparked an ongoing discussion of whether a code of blog ethics is necessary or even feasible. In this article, I draw upon new communication technology ethics scholarship and an exploratory survey of bloggers to propose such a code. This code, unlike previous proposals, recognizes interactivity and the importance of prioritizing the human element in computer-mediated communication as the core values in blogging (...) ethics. (shrink)
The question of how to conceive and represent the context of work is explored from the theoretical perspective of distributed cognition. It is argued that to understand the office work context we need to go beyond tracking superficial physical attributes such as who or what is where and when and consider the state of digital resources, people’s concepts, task state, social relations, and the local work culture, to name a few. In analyzing an office more deeply, three concepts are especially (...) helpful: entry points, action landscapes, and coordinating mechanisms. An entry point is a structure or cue that represents an invitation to enter an information space or office task. An activity landscape is part mental construct and part physical; it is the space users interactively construct out of the resources they find when trying to accomplish a task. A coordinating mechanism is an artifact, such as a schedule or clock, or an environmental structure such as the layout of papers to be signed, which helps a user manage the complexity of his task. Using these three concepts we can abstract away from many of the surface attributes of work context and define the deep structure of a setting—the invariant structure that many office settings share. A long-term challenge for context-aware computing is to operationalize these analytic concepts. (shrink)
Multimedia technology offers instructional designers an unprecedented opportunity to create richly interactive learning environments. With greater design freedom comes complexity. The standard answer to the problems of too much choice, disorientation, and complex navigation is thought to lie in the way we design interactivity in a system. Unfortunately, the theory of interactivity is at an early state of development. After critiquing the decision cycle model of interaction—the received theory in human computerinteraction—I present arguments and observational data (...) to show that humans have several ways of interacting with their environments, which resist accommodation in the decision cycle model. These additional ways of interacting include: preparing the environment, maintaining the environment, and reshaping the cognitive congeniality of the environment. Understanding how these actions simplify the computational complexity of our mental processes is the first step in designing the right sort of resources and scaffolding necessary for tractable learner controlled learning environments. (shrink)
Contemporary production of machine-based images relay gradually on the autonomy of computing machines. Autonomous computing machines require the interaction with users like Human-Computer-Interaction technology and other interface technologies, especially computing machine-based images must also ask for viewer as an inter-actor, viewer’s participations. Whether this interaction of viewer-user is with machines or with images, if it is an interaction with each individual that have autonomy or self-organization, its interaction will be the interaction of each (...) ecosystem. And the forms of this environmental interaction are an exchange of energy in natural ecosystem or aesthetic communication in art. Hence the aesthetics of future autonomous machine-based images need to focus on a number of mesh-works and the ways of interactions between the aesthetic individuals and their structures, i.e. aesthetic ecosystems. (shrink)
'Affective computing' is a branch of computing concerned with the theory and construction of machines which can detect, respond to, and simulate human emotional states. It is an interdisciplinary field spanning the computer sciences, psychology, and cognitive science. Affective computing is a rapidly developing field within industry and science. There is now a great drive to make technologies such as robotic systems, avatars in service-related human computerinteraction, e-learning, game characters, or companion devices more marketable by endowing (...) the 'soulless' robots or agents with the ability to recognize and adjust to the user's feelings as well as to be able to communicate appropriate emotional signals. -/- A Blueprint for Affective Computing: A sourcebook and manual is the very first attempt to ground affective computing within the disciplines of psychology, affective neuroscience, and philosophy. This book illustrates the contributions of each of these disciplines to the development of the ever-growing field of affective computing. In addition, it demonstrates practical examples of cross-fertilization between disciplines in order to highlight the need for integration of computer science, engineering and the affective sciences. -/- Focusing on a topic at the frontiers of human computerinteraction research, this book will be of great interest to students and researchers in psychology, neuroscience, computational neuroscience, computer science, and artificial intelligence. (shrink)
It has been proposed that the design of robots might benefit from interactions that are similar to caregiver-child interactions, which is tailored to children's respective capacities to a high degree. However, so far little is known about how people adapt their tutoring behaviour to robots and whether robots can evoke input that is similar to child-directed interaction. The paper presents detailed analyses of speakers' linguistic behaviour and non-linguistic behaviour, such as action demonstration, in two comparable situations: In one experiment, (...) parents described and explained to their nonverbal infants the use of certain everyday objects; in the other experiment, participants tutored a simulated robot on the same objects. The results, which show considerable differences between the two situations on almost all measures, are discussed in the light of the computer-as-social-actor paradigm and the register hypothesis. Keywords: child-directed speech (CDS); motherese; robotese; motionese; register theory; social communication; human-robot interaction (HRI); computers-as-social-actors; mindless transfer. (shrink)
Color has been studied for centuries, but has never been completely understood. Digital technology has recently sparked a burgeoning interdisciplinary interest in color. The fact that color is a quality of perception rather than a physical quality brings up a host of interesting questions of interest to both artists and scholars. This volume--the ninth in the Vancouver Studies in Cognitive Science series--brings together chapters by psychologists, philosophers, computer scientists, and artists to explore the nature of human color perception with (...) the aim to further our understanding of color by encouraging interdisciplinary interaction. (shrink)
In this paper I will discuss a certain philosophical and conceptual program -- that I have called philosophy of social action writ large -- and also show in detail how parts of the program have been, and is currently being carried out. In current philosophical research the philosophy of social action can be understood in a broad sense to encompass such central research topics as action occurring in a social context (this includes multi-agent action); shared we-attitudes (such as we-intention, mutual (...) belief) and other social attitudes expressing collective intentionality and needed for the explication and explanation of social action; social macro-notions, such as actions performed by social groups and properties of social groups such as their goals and beliefs; social practices, and institutions (see e.g. Tuomela, 1995, 2000a, 2001). The theory of social action understood analogously in a broad sense would then involve not only philosophical but all other relevant theorizing about social action. Thus, in this sense, such fields of Artificial Intelligence (AI) as Distributed AI (DAI) and the theory of Multi-Agent Systems (MAS) fall within the scope of the theory of social action. DAI studies the social side of computer systems and includes various well-known areas ranging from human-computerinteraction, computer-supported cooperative work, organizational processing, and distributed problem solving to the simulation of social systems. (shrink)
This paper proposes an approach to the question of meaning and understanding based on the idea of constitutive rules and their relationship to the social objects they are used to create. This approach implicates mutual attention as an essential aspect of the social processes constitutive of social objects and mutual intelligibility. Social objects as such include the meaning, perception and coherence of things, identities and talk, etc. There is a relatively unexplored but important line of argument in sociology that has, (...) from the beginning, explained the coherence and mutual intelligibility of social objects and associations in terms of constitutive practices and social facts. This line of argument begins with Emile Durkheim (1893) and carries through the work of Harold Garfinkel to current studies of work and interaction, human computerinteraction and talk. The argument is that we use constitutive practices (Constitutive rules or constitutive background expectancies) to create social objects and make coherent and shared meanings. To act is in this sense for Garfinkel ([1948]2006) to “mean”. Explaining the consistency of social objects and orders in terms of constitutive orders, rules, or practices is an approach that meets the challenges posed to social science and philosophy by Ludwig Wittgenstein (1953), Peter Winch (1958) and Paul Grice (1989). (shrink)
In current philosophical research the term 'philosophy of social action' can be used - and has been used - in a broad sense to encompass the following central research topics: 1) action occurring in a social context; this includes multi-agent action; 2) joint attitudes (or "we-attitudes" such as joint intention, mutual belief) and other social attitudes needed for the explication and explanation of social action; 3) social macro-notions, such as actions performed by social groups and properties of social groups such (...) as their goals and beliefs; 4) social norms and social institutions (see Tuomela, 1984, 1995). The theory of social action understood analogously in a broad sense would then involve not only philosophical but all other relevant theorizing about social action. Thus, in this sense, such fields of Artificial Intelligence (AI) as Distributed AI (DAI) and the theory of Multi-Agent Systems (MAS) fall within the scope of the theory of social action. DAI studies the social side of computer systems and includes various well-known areas ranging from Human ComputerInteraction, Computer-Supported Cooperative Work, Organizational Processing, Distributed Problem Solving to Simulation of Social Systems and Organizations. Even if I am a philosopher with low artificial intelligence I will below try to say something about what the scope of DAI should be taken to be on conceptual and philosophical grounds. (In the later sections of the paper the central notion of joint intention will be the main topic - in order to illustrate how philosophers and DAI-researchers approach this issue.) Let us now consider the relationship between philosophy - especially philosophy of social action - and DAI. Both are concerned with social matters and in this sense seem to have a connection to social science proper. What kinds of questions should these areas of study be concerned with? In principle, ordinary social science should study all aspects of social life (in various societies and cultures), try to describe it and create general theories to explain it. (shrink)
Recently, there has been a resurgence of interest in general, comprehensive models of human cognition. Such models aim to explain higher-order cognitive faculties, such as deliberation and planning. Given a computational representation, the validity of these models can be tested in computer simulations such as software agents or embodied robots. The push to implement computational models of this kind has created the field of artificial general intelligence (AGI). Moral decision making is arguably one of the most challenging tasks for (...) computational approaches to higher-order cognition. The need for increasingly autonomous artificial agents to factor moral considerations into their choices and actions has given rise to another new field of inquiry variously known as Machine Morality, Machine Ethics, Roboethics, or Friendly AI. In this study, we discuss how LIDA, an AGI model of human cognition, can be adapted to model both affective and rational features of moral decision making. Using the LIDA model, we will demonstrate how moral decisions can be made in many domains using the same mechanisms that enable general decision making. Comprehensive models of human cognition typically aim for compatibility with recent research in the cognitive and neural sciences. Global workspace theory, proposed by the neuropsychologist Bernard Baars (1988), is a highly regarded model of human cognition that is currently being computationally instantiated in several software implementations. LIDA (Franklin, Baars, Ramamurthy, & Ventura, 2005) is one such computational implementation. LIDA is both a set of computational tools and an underlying model of human cognition, which provides mechanisms that are capable of explaining how an agent’s selection of its next action arises from bottom-up collection of sensory data and top-down processes for making sense of its current situation. We will describe how the LIDA model helps integrate emotions into the human decision-making process, and we will elucidate a process whereby an agent can work through an ethical problem to reach a solution that takes account of ethically relevant factors. (shrink)
‘‘COGNITIVE ECOLOGY’’ is a fruitful model for Shakespearian studies, early modern literary and cultural history, and theatrical history more widely. Cognitive ecologies are the multidimensional contexts in which we remember, feel, think, sense, communicate, imagine, and act, often collaboratively, on the fly, and in rich ongoing interaction with our environments. Along with the anthropologist Edwin Hutchins,1 we use the term ‘‘cognitive ecology’’ to integrate a number of recent approaches to cultural cognition: we believe these approaches offer productive lines of (...) engagement with early modern literary and historical studies.2 The framework arises out of our work in extended mind and distributed cognition.3 The extended mind hypothesis arose from a post-connectionist philosophy of cognitive science. This approach was articulated in Andy Clark’s Being There: Putting Brain, Body, and World Together Again, and further developed by Susan Hurley and Mark Rowlands, among others.4 The distributed cognition approach arose independently, from work in cognitive anthropology, HCI (Human-ComputerInteraction), the sociology of education and work, and science studies. The principles of distributed cognition were articulated in Hutchins’s ethnography of navigation, Cogni- tion in the Wild,5 and developed by theorists such as David Kirsh and Lucy Suchman.6 These models share an anti-individualist approach to cognition. In all these views, mental activities spread or smear across the boundaries of skull and skin to include parts of the social and material world. In remembering, decision making, and acting, whether individually or in small groups, our complex and structured activities involve many distinctive dimensions: neural, affective, kines-. (shrink)
The Accreditation Board of Engineering and Technology (ABET) has declared that to achieve accredited status, “engineering programs must demonstrate that their graduates have an understanding of professional and ethical responsibility.” Many engineering professors struggle to integrate this required ethics instruction in technical classes and projects because of the lack of a formalized ethics-in-design approach. However, one methodology developed in human-computerinteraction research, the Value-Sensitive Design approach, can serve as an engineering education tool which bridges the gap between design (...) and ethics for many engineering disciplines. The three major components of Value-Sensitive Design, conceptual, technical, and empirical, exemplified through a case study which focuses on the development of a command and control supervisory interface for a military cruise missile. (shrink)
Parallels to Shanker & King's (S&K's) proposal for a model of language teaching that values dyadic interaction have long existed in language development, for the neotenous human infant requires care, which is inherently interactive. Interaction with talking caregivers facilitates language learning. The “new” paradigm thus has a decidedly familiar look. It would be surprising if some other paradigm worked better in animals that have no evolutionary linguistic history.
This interdisciplinary book presents recent work on emotions in neuroscience, cognitive science, philosophy, computer science, artificial intelligence, and...
The convergence of biomedical and information technology holds the potential to alter the discourses of identity, or as is argued here, to turn us inside out. The advent of digital networks makes it possible to ‘see inside’ people in ways not anticipated and thus create new performance arenas for the expression of identity. Drawing on the ideas of Butler and Foucault and theories of performativity, this paper examines a new context for human-computerinteraction and articulates potentially disturbing issues (...) with monitoring health rather than wellbeing. It argues that by adopting explicitly social framings we can see beyond the idea of medical interventions for health to recognize the political implications of the new categorizations and their implementation in code. In the process, it critiques traditional ways of understanding machine-body relations within the field of technology design. (shrink)
A major cognitive framework for individuating, visualizing, and keeping track of different items of knowledge (such as who said what in a conference or what items of data go with what) is the use of real 3D spatial locations. We use space both literally (as in the desktop or office model of data organization) and also figuratively. Examples of the latter includes such techniques as mentally locating different facts and premises in certain imagined spatial loci -- a technique widely used (...) in mnemonic aids, and the use of spatial location in reasoning where so-called "spatial paralogic" provides an important scheme for keeping track of different components of a problem. The use of distinct spatial loci in reasoning and visualizing can be enhanced and its effectiveness in communication increased if distinct spatial locations can be shared. This, of course, happens routinely when people use gestures, pointing, and carving shapes in the air when they converse. Sharing a common workspace and conceptual space is now becoming technologically feasible through the use of interactive multimedia workstations, in which sound and 3D visual locations can be communicated and spatial indicators such as pointing in space can form part of the human-computerinteraction. (shrink)
How traditional human-computer-interaction methodologies augmented with theories and experimental findings from cognitive science address challenges posed by multimodal interaction using vision, haptics, and sound in conventional and immersive computer graphics environments. Attendees learn the theory and practice of multimodal interaction design in a multidisciplinary setting.
Visual analytics is a new interdisciplinary field of study that calls for a more structured scientific approach to understanding the effects of interaction with complex graphical displays on human cognitive processes. Its primary goal is to support the design and evaluation of graphical information systems that better support cognitive processes in areas as diverse as scientific research and emergency management. The methodologies that make up this new field are as yet ill defined. This paper proposes a pathway for development (...) of visual analytics as a translational cognitive science that bridges fundamental research in human/computer cognitive systems and design and evaluation of information systems in situ. Achieving this goal will require the development of enhanced field methods for conceptual decomposition of human/computer cognitive systems that maps onto laboratory studies, and improved methods for conducting laboratory investigations that might better map onto real-world cognitive processes in technology-rich environments. (shrink)
This study investigates the effects of cultural orientation and the degree of disdain for robots on the preferred conversational styles in human-to-robot interactions. 203 participants self-reported on questionnaires through a computer-based online survey. The two requesting situations were intended to simulate the participants' interactions with humanoid social robots through an Internet video-phone medium of communication. Structural equation modeling was performed to examine the mediating role of mechanistic disdain between multicultural orientation and conversational constraints. The findings reveal that between the (...) two dimensions of multicultural orientation, only open-mindedness inversely influences mechanistic disdain. Mechanistic disdain, in turn, negatively affects three face-related conversational constraints, thereby leading to a lesser concern for robots' feelings, for minimizing impositions on robots, and for avoiding robots' negative evaluations. The implications of our findings on humans' relations with virtual robot entities and on the future development of humanoid robots are discussed. (shrink)
We describe how Intuitionistic Linear Logic can be used to provide a unified logical account for agents to find and execute plans. This account supports the modelling of agent interaction, including dialogue; allows agents to be robust to unexpected events and failures; and supports significant reuse of agent specifications. The framework has been implemented and several case studies have been considered. Further applications include human–computer interfaces as well as agent interaction in the semantic web.
Dramatic advances in 3D Web technologies have recently led to widespread development of virtual world Web browsers and 3D content. A natural question is whether 3D thumbnails can be used to find one’s way about such 3D content the way that text and 2D thumbnail images are used to navigate 2D Web content. We have conducted an empirical experiment that shows interactive 3D thumbnails, which we call worldlets, improve travelers’ landmark knowledge and expedite wayfinding in virtual environments.
The machine in the ghost -- A computer art form -- Live wires: computing interaction -- Work to rule -- Artist to audience -- Computer art poetics -- Atari to art -- Envoi.
If you start taking courses in contemporary cognitive science, you will soon encounter a particular picture of the human mind. This picture says that the mind is a lot like a computer. Specifically, the mind is made up of certain states and certain processes. These states and processes interact, in accordance with certain general rules, to generate specific behaviors. If you want to know how those states and processes got there in the first place, the only answer is that (...) they arose through the interaction of other states and processes, which arose from others... until, ultimately, the chain goes back to factors in our genes and our environment. Hence, one can explain human behavior just by positing a collection of mental states and psychological processes and discussing the ways in which these states and processes interact. This picture of the mind sometimes leaves people feeling deeply uncomfortable. They find themselves thinking something like: 'If the mind actually does work like that, it seems like we could never truly be morally responsible for anything we did. After all, we would never be free to choose any behavior other than the one we actually performed. Our behaviors would just follow inevitably from certain facts about the configuration of the states and processes within us.' Many philosophers think that this sort of discomfort is fundamentally confused or wrongheaded. They think that the confusion here can be cleared up just by saying something like: 'Wait! It doesn't make any sense to say that the interaction of these states and processes is preventing you from controlling your own life. The thing you are forgetting is that the interaction of these states and processes – this whole complex system described by cognitive science – is simply you. So when you learn that these states and processes control your behavior, all you are learning is that you are controlling your behavior. There is no reason at all to see these discoveries as a threat to your freedom or responsibility.'2 Philosophers may regard this argument as a powerful one, perhaps even irrefutable.. (shrink)
It is remarkable how much robotics research is promoted by appealing to the idea that the only way to deal with a looming demographic crisis is to develop robots to look after older persons. This paper surveys and assesses the claims made on behalf of robots in relation to their capacity to meet the needs of older persons. We consider each of the roles that has been suggested for robots in aged care and attempt to evaluate how successful robots might (...) be in these roles. We do so from the perspective of writers concerned primarily with the quality of aged care, paying particular attention to the social and ethical implications of the introduction of robots, rather than from the perspective of robotics, engineering, or computer science. We emphasis the importance of the social and emotional needs of older persons—which, we argue, robots are incapable of meeting—in almost any task involved in their care. Even if robots were to become capable of filling some service roles in the aged-care sector, economic pressures on the sector would most likely ensure that the result was a decrease in the amount of human contact experienced by older persons being cared for, which itself would be detrimental to their well-being. This means that the prospects for the ethical use of robots in the aged-care sector are far fewer than first appears. More controversially, we believe that it is not only misguided, but actually unethical, to attempt to substitute robot simulacra for genuine social interaction. A subsidiary goal of this paper is to draw attention to the discourse about aged care and robotics and locate it in the context of broader social attitudes towards older persons. We conclude by proposing a deliberative process involving older persons as a test for the ethics of the use of robots in aged care. (shrink)
A recent set of experiments of ours supported the notion of a transition in experience from readiness-to-hand to unreadiness-tohand proposed by phenomenological philosopher Martin Heidegger. They were also an experimental demonstration of an extended cognitive system. We generated and then temporarily disrupted an interaction- dominant system that spans a human participant, a computer mouse, and a task performed on the computer screen. Our claim that this system was interaction dominant was based on the detection of 1/f (...) noise at the hand-tool interface. The inference from the presence of 1/f noise to the presence of an interaction-dominant system is occasionally disputed. Increasing evidence suggests that inference from multifractality to interaction dominance is more certain than 1/f- like scaling alone. In this paper, we reanalyze the data using the wavelet transform modulus maxima method, showing that the human-mouse system displays multifractality. This reinforces our claims that the system is interaction dominant. (shrink)
Leibniz has almost universally been represented as denying that created substances, including human minds and the souls of animals, can causally interact either with one another or with bodies. Yet he frequently claims that such substances are capable of interacting in the special sense of what he calls 'ideal' interaction. In order to reconcile these claims with their favored interpretation, proponents of the traditional reading often suppose that ideal action is not in fact a genuine form of causation but (...) instead a merely apparent influence which serves to 'save the appearances.' I argue that this traditional reading distorts Leibniz's thought and that he actually considers ideal action a genuine (though non-standard) form of causation. (shrink)
Machine generated contents note: Part I. Historical Context - Gödel's Contributions and Accomplishments: 1. The impact of Gödel's incompleteness theorems on mathematics Angus Macintyre; 2. Logical hygiene, foundations, and abstractions: diversity among aspects and options Georg Kreisel; 3. The reception of Gödel's 1931 incompletabilty theorems by mathematicians, and some logicians, to the early 1960s Ivor Grattan-Guinness; 4. 'Dozent Gödel will not lecture' Karl Sigmund; 5. Gödel's thesis: an appreciation Juliette C. Kennedy; 6. Lieber Herr Bernays!, Lieber Herr Gödel! Gödel on (...) finitism, constructivity, and Hilbert's program Solomon Feferman; 7. Computation and intractability: echoes of Kurt Gödel Christos H. Papadimitriou; 8. From the entscheidungsproblem to the personal computer - and beyond B. Jack Copeland; 9. Gödel, Einstein, Mach, Gamow, and Lanczos: Gödel's remarkable excursion into cosmology Wolfgang Rindler; 10. Physical unknowables Karl Svozil; Part II. A Wider Vision - The Interdisciplinary, Philosophical, And Theological Implications of Gödel's Work: 11. Gödel and physics John D. Barrow; 12. Gödel, Thomas Aquinas, and the unknowability of God Denys A. Turner; 13. Gödel's mathematics of philosophy Piergiorgio Odifreddi; 14. Gödel's ontological proof and its variants Petr Hájek; 15. The Gödel theorem and human nature Hilary Putnam; 16. Gödel, the mind, and the laws of physics Roger Penrose; Part III. New Frontiers - Beyond Gödel's Work in Mathematics and Symbolic Logic: 17. Gödel's functional interpretation and its use in current mathematics Ulrich Kohlenbach; 18. My forty years on his shoulders Harvey M. Friedman; 19. My interaction with Kurt Gödel: the man and his work Paul J. Cohen; 20. The transfinite universe W. Hugh Woodin; 21. The Gödel phenomena in mathematics: a modern view Avi Wigderson. (shrink)
Interaction mining is about discovering and extracting insightful information from digital conversations, namely those human?human information exchanges mediated by digital network technology. We present in this article a computational model of natural arguments and its implementation for the automatic argumentative analysis of digital conversations, which allows us to produce relevant information to build interaction business analytics applications overcoming the limitations of standard text mining and information retrieval technology. Applications include advanced visualisations and abstractive summaries.
Persons are biological beings who participate in social environments. Is human sociality different from that of insects? Is human sociality different from that of a computer or robot with elaborate rules for social interaction in its program memory? What is the relationship between the biology of humans and the sociality of persons? I argue that persons constitute an emergent ontological level that develops out of the biological and psychological realm, but that is largely social in its own constitution. (...) This requires a characterization of the relationships between the bio/psychological and the social, and of the developmental process of emergence. It also requires a framework for modeling the bio/psychological level that makes any such emergence possible. Neither attachment theory nor information processing frameworks, for example, will do — the major orientations toward human sociality today make understanding that sociality ultimately impossible. Only an action framework, such as that of Peirce or Piaget2, suffices. (shrink)
In this paper an attempt is made to draw out an outline of present social evils generated from Caste-Discrimination and this system is the misinterpreted conception of Varynavyavastha where the four varnas are divided on the basis of division of labour and since history it converted to caste system. With these Human Rights issues are directly related and human rights are an important concept in civilized and democratic society. But from the part of Government and judiciary the above said both (...) are separated and cannot be treated equally and it can be see in the latest examples of inhuman acts with Dalits in Haryana. First this paper also highlights the schemes and policies of the government to eliminate this system and their failure in part of unavailability to socially deprived persons. These policies are only in the paper form and cannot become part of practical concerns. Secondly these problems related to caste- discrimination can be solved only by social awareness and social interaction among different communities but not only by policies and schemes. Since independence there is not a single case of social awareness programme conducted by political parties and government and this become the root cause of social inequality till now. The present examples of violation and injustice with poor and deprived persons show the failure of our judiciary system and so-called democratic & secular society. With this background some recommendations will be discussed in the last of the paper so that a humane society can be modeled according to our constitutional commitment of social equality, freedom and brotherhood. (shrink)
This paper reports a longitudinal study on the ontogeny of triadic cooperative interactions (involving coordinations of objects and people) in a hand-reared lowland gorilla ( Gorilla gorilla gorilla ) from 6 months to 36 months of age. Using the behavioural categories developed by Hubley and Trevarthen (1979) to characterize the origins of “secondary intersubjectivity” in human babies between 8-12 months of age, I chart the emergence of comparable coordinations of gestures and actions with objects and acts of dyadic communication. The (...) findings show that the categories and concepts of secondary intersubjectivity are applicable to the gorilla, who engages with people in cooperative actions with objects. The ontogeny of triadic interaction in the gorilla was very similar to that described in human infants, but more extended in time and with some peculiarities, such as the absence of pointing and showing gestures, some of whose functions might be taken over by contact gestures which in human infants may appear later in development. The results do not support claims of human uniqueness in the development of cooperative action, but suggest a heterochrony in some aspects of the ontogeny of triadic interactions leading to a divergence between gorilla and human infants within secondary intersubjectivity. (shrink)
The Prisoner’s Dilemma (PD) is widely used to model social interaction between unrelated individuals in the study of the evolution of cooperative behaviour in humans and other species. Many effective mechanisms and promotive scenarios have been studied which allow for small founding groups of cooperative individuals to prevail even when all social interaction is characterised as a PD. Here, a brief critical discussion of the role of the PD as the most prominent tool in cooperation research is presented, (...) followed by two new objections to such an exclusive focus on PD-based models of social interaction. It is highlighted that only 2 of the 726 combinatorially possible strategically unique ordinal 2x2 games have the detrimental characteristics of a PD and that the frequency of PD-type games in a space of games with random payoffs does not exceed about 3.5%. Although these purely mathematical considerations do not compellingly imply that the relevance of PDs is overestimated, it is proposed that, in the absence of convergent empirical information about the ancestral human social niche, this finding can be interpreted in favour of a so far rather neglected answer to the question of how the founding groups of human cooperation themselves came to cooperate: Behavioural and/or psychological mechanisms which evolved for other, possibly more frequent, social interaction situations might have been applied to PD-type dilemmas only later. Human cooperative behaviour might thus partly have begun as a cooptation. (shrink)
Computer modelling of personality and behaviour is becoming increasingly important in many fields of computer science and psychology. Personality and emotion-driven Believable Agents are needed in areas like human–machine interfaces, electronic advertising and, most notably, electronic entertainment. Computer models of personality can help explain personality by illustrating its underlying structure and dynamics. This work presents a neuralnetwork model of personality and personality change. The goals are to help understand personality and create more realistic and (...) believable characters for interactive video games. The model is based largely on trait theories of personality. Behaviour in the model results from the interaction of three components: (1) personality-based predispositions for behaviour, (2) moods/emotions and (3) environmental situations. Personality develops gradually over time depending on the situations encountered. Modelling personality change produces interesting and believable virtual characters whose behaviours change in psychologically plausible ways. (shrink)
Software agents that play a role in E-commerce and E-government applications involving the Internet often contain information about the identity of their human user such as credit cards and bank accounts. This paper discusses whether this is necessary: whether human users and software agents are allowed to be anonymous under the relevant legal regimes and whether an adequate interaction and balance between law and anonymity can be realised from both the perspective of Computer Systems and the perspective of (...) Law. (shrink)
Large-scale transnational land acquisition of agricultural land in the global south by rich corporations or countries raises challenging normative questions. In this article, the author critically examines and advocates a human rights approach to these questions. Mutually reinforcing, policies, governance and practice promote equitable and secure land tenure that in turn, strengthens other human rights, such as to employment, livelihood and food. Human rights therefore provide standards for evaluating processes and outcomes of transnational land acquisitions and, thus, for determining whether (...) they are ethically unacceptable land grabs. A variety of recent policy initiatives on the issue have evoked human rights, most centrally through the consultation and negotiation of the Voluntary Guidelines on the Responsible Governance of Tenure of Land, Fisheries and Forests concluded in 2012. However, a case of transnational land appropriation illustrates weak host and investor state enforcement of human rights, leaving the parties to in interaction with local groups in charge of protecting human rights. Generally, we have so far seen limited direct application of human rights by states in their governance of transnational land acquisition. Normative responses to transnational land acquisition—codes of conduct, principles of responsible agricultural investment or voluntary guidelines—do not in themselves secure necessary action and change. Applying human rights approaches one must therefore also analyze the material conditions, power relations and political processes that determine whether and how women and men can secure the human rights accountability of the corporations and governments that promote large-scale, transnational land acquisition in the global south. (shrink)
This paper advocates the importance of an ethical choice in the design of a given technology. As—among various possible examples—the history of the Internet shows, the intersection between trust, law, and technology can become either an empowering factor for business and individuals or a tool for infringing human rights. It is of utmost importance not to lose focus on the fact that every technology is a human byproduct, and that when a technology fails, it is mainly a human fault.