This paper provides a phenomenological analysis of postphenomenological philosophy of technology. While acknowledging that the results of its analyses are to be recognized as original, insightful, and valuable, we will argue that in its execution of the empirical turn, postphenomenology forfeits a phenomenological dimension of questioning. By contrasting the postphenomenological method with Heidegger’s understanding of phenomenology as developed in his early Freiburg lectures and in Being and Time, we will show how the postphenomenological method must be understood as mediation (...) theory, which adheres to what Heidegger calls the theoretical attitude. This leaves undiscussed how mediation theory about ontic beings involves a specific ontological mode of relating to beings, whereas consideration of this mode is precisely the concern of phenomenology. This ontological dimension is important to consider, since we will argue that postphenomenology is unwittingly technically mediated in an ontological way. The upshot of this is that in its dismissal of Heidegger’s questioning of technology as belonging to “classical philosophy of technology,” postphenomenology implicitly adheres to what Heidegger calls technology as Enframing. We argue that postphenomenology overlooks its own adherence to the theoretical attitude and ultimately to Enframing, and we will conclude with calling for a phenomenological questioning of the dimension that postphenomenology presently leaves unthought, meaning that we will develop a plea for a rehabilitation of the ontological dimension in the philosophy of technology. (shrink)
In Husserl’s Missing Technologies, Don Ihde urges us to think deeply and critically about the ways in which the technologies utilized in contemporary science structure the way we perceive and understand the natural world. In this paper, I argue that we ought to extend Ihde’s analysis to consider how such technologies are changing the way we perceive and understand ourselves too. For it is not only the natural or “hard” sciences which are turning to advanced technologies for help in carrying (...) out their work, but also the social and “human” sciences. One set of tools in particular is rapidly being adopted—the family of information technologies that fall under the umbrella of “big data.” As in the natural sciences, big data is giving researchers in the human sciences access to phenomena which they would otherwise be unable to experience and investigate. And like the former, the latter thereby shape the ways those scientists perceive and understand who and what we are. Looking at two case studies of big data-driven research in the human sciences, I begin in this paper to suggest how we might understand these phenomenological and hermeneutic changes. (shrink)
This article elucidates the neutrality of social media in the discourse of philosophy of technology. I prefer to Don Ihde’s postphenomenology and Andrew Feenberg’s critical theory of technology for opening discourse and criticizing the status of neutrality in social media. This article proves that social media cannot be neutral because there are internal contradictions in technocracy that view social media merely as an instrument. Through postphenomenology, social media becomes non-neutral because it has the relation intensionality between human and (...) technology based on four basic forms of technological mediation: embodiment relations, hermeneutic relations, alterity relations, and background relations. In another side, the critical theory of technology will be bringing discourse in instrumentalization theory, post-technological rationality, and technological democratization perspective. I conclude this article by describing social media users in Indonesia have to actualize in the democratization of the social media through active participation in the critical reasoning framework and sensitivity feeling in the public sphere. (shrink)
Our lives are guided by habits. Most of the activities we engage in throughout the day are initiated and carried out not by rational thought and deliberation, but through an ingrained set of dispositions or patterns of action—what Aristotle calls a hexis. We develop these dispositions over time, by acting and gauging how the world responds. I tilt the steering wheel too far and the car’s lurch teaches me how much force is needed to steady it. I come too close (...) to a hot stove and the burn I get inclines me not to get too close again. This feedback and the habits it produces are bodily. They are possible because the medium through which these actions take place is a physical, sensible one. The world around us is, in the language of postphenomenology, an opaque one. We notice its texture and contours as we move through it, and crucially, we bump up against it from time to time. The digital world, by contrast, is largely transparent. Digital media are designed to recede from view. As a result, we experience little friction as we carry out activities online; the consequences of our actions are often not apparent to us. This distinction between the opacity of the natural world and the transparency of the digital one raises important questions. In this chapter, I ask: how does the transparency of digital media affect our ability to develop healthy habits online? If the digital world is constructed precisely not to push back against us, how are we supposed to gauge whether our actions are good or bad, for us and for others? The answer to this question has important ramifications for a number of ethical, political, and policy debates around issues in online life. For in order to advance cherished norms like privacy, civility, and fairness online, we need more than good laws and good policies—we need good habits, which dispose us to act in ways conducive to our and others’ flourishing. (shrink)
This Master’s thesis explores the relationship between Brain-Computer Interfaces (BCIs) and their human users from a functional, epistemological and phenomenological perspective. The analysis has four steps. I start out with a technical description of BCI systems in which I conceptually analyze different types of BCI applications. This results in the development of a taxonomy of applications which is the point of departure for further philosophical analysis. Thereafter, I explore the functional relationship between BCI applications and their users. That is to (...) say, I analyze functions of BCI applications, relate them to abilities of their users and explore how they extend these abilities. After that, the epistemological relation between BCI systems and their users is conceptualized by analyzing how they contribute to cognitive processes of their users, which is done by using the distributed cognition framework. And lastly, a postphenomenological framework is adapted to investigate how BCIs mediate the experiences of their users. This thesis ends with a reflection in which (1) possible developments in BCI research are placed in a broader historical-anthropological perspective, and (2) a moral consideration is given on the desirability of BCIs. (shrink)
The traditional presentation about historical time-passing consists in a linear succession of facts in which some aspects of the lifeworld evolve from others in anirreversible manner. The presentation of change is connected to the presentation of gradual or revolutionary linear changes that areirrevocable. I believe that this presentation could be considered correct for living organisms, but does not take account of some important aspects of demonstrative presentations about artefacts and technologies. For example, we can ontologically assume that “hammer-beating” evolved from (...) “stone-beating”. In this sense, the “hammer-beating-time” could be considered contemporary-time and the “stone-beating-time” could be considered past-time. However, we still beat things with stones and stone-like artefacts. The technology of the stone-beating is still been used. That means that relationship between the stone and the hammer cannot be seen as “evolutive” in the same sense that organisms “evolve” from each other. We must assume then, that the stone and the hammer must be interchangeable technologies which do not overshadow each other. This family of technologies and artefacts are contemporary to each other. Time-passing metaphors must then be substituted with metaphors of a “technological instability” that can be associated to a foundational cultural explosion. (shrink)
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.”. (shrink)
Technological artefacts have, in recent years, invited increasingly intimate ways of interaction. But surprisingly little attention has been devoted to how such interactions, like with wearable devices or household robots, shape our minds, cognitive capacities, and moral character. In this thesis, I develop an embodied, enactive account of mind--technology interaction that takes the reciprocal influence of artefacts on minds seriously. First, I examine how recent developments in philosophy of technology can inform the phenomenology of mind--technology interaction as seen through an (...) enactivist lens. Second, I show how an enactive account of remembering can improve operationalizations of the memory palace mnemonic through virtual reality devices. Third, I draw on virtue ethics to argue that an enactivist approach allows us to better grasp the morally shaping aspects of artefacts by looking at social robots. Fourth, I fend off an underlying metaphysical concern about enactivism by arguing that an embodied, enactive account is compatible with the multiple realization of cognitive processes. This principle is often seen as a crucial test favouring accounts such as extended functionalism over enactivism and I argue that some forms of enactivism pass this test as well. Finally, I conclude by considering what the future relationship between enactivism and functionalism may have in store for the study of mind--technology interaction. (shrink)
The article proposes to model the phenomenon of the cell phone as a wall-window. This model aims at explicating some of the perceptions and experiences associated with cellular technology. The wall-window model means that the cell phone simultaneously separates the user from the physical surroundings (the wall), and connects the user to a remote space (the window). The remote space may be where the interlocutor resides or where information is stored (e.g. the Internet). Most cell phone usage patterns are modeled (...) as a single dimension according to the level of distraction or attention of the user. In order to accommodate nuanced situations such as augmented reality, I suggest a two-dimensional layout: the wall-window. The wall represents the attention to the immediate physical environment, while the window represents the attention to a remote space. The wall-window model further evolves once a screen is woven into this layout. This addition is easily understood due to the screen’s etymology, which is associated with the concepts of shield or barrier. From a technical perspective, the screen has become an integral part of the cell phone. Furthermore, a screen itself is both a wall and a window. Lastly, once a cell phone is supplemented with a screen, it is easier to refer to it as media. And again, media fits into the wall-window model. (shrink)
This article connects value-sensitive design to Gibson’s affordance theory: the view that we perceive in terms of the ease or difficulty with which we can negotiate space. Gibson’s ideas offer a nonsubjectivist way of grasping culturally relative values, out of which we develop a concept of political affordances, here understood as openings or closures for social action, often implicit. Political affordances are equally about environments and capacities to act in them. Capacities and hence the severity of affordances vary with age, (...) health, social status and more. This suggests settings are selectively permeable, or what postphenomenologists call multistable. Multistable settings are such that a single physical location shows up differently – as welcoming or hostile – depending on how individuals can act on it. In egregious cases, authoritarian governments redesign politically imbued spaces to psychologically cordon both them and the ideologies they represent. Selective permeability is also orchestrated according to business interests, which is symptomatic of commercial imperatives increasingly dictating what counts as moral and political goods. (shrink)
As access to the internet continues to grow, so do concerns about its effects on individuals. This digital revolution is not without its religious implications, and it appears that opinions are divided on how religiosity is being affected. On the one hand, it is possible that the emergence of virtual Islam could lead to an increase in extremism. On the other hand, with more exposure to diverse perspectives, religious tolerance may be bolstered. This article examines the potential effects of the (...) internet and social media on religious thought, drawing upon insights from the contemporary philosophy of technology, specifically postphenomenology. In this framework, technology is seen as an active agent, influencing both the subject and the object. Additionally, this article seeks to explain the logic underlying the conflicting views in the literature. (shrink)
During the second half of the twentieth century, several philosophers of technology argued that their predecessors had reflected too abstractly and pessimistically on technology. In the view of these critics, one should study technologies empirically in order to fully understand them. They developed several strategies to empirically inform the philosophy of technology and called their new approach the empirical turn. However, they provide insufficient indications of what exactly is meant by empirical study in their work. This leads to the critical (...) question of what counts as an empirically informed philosophy of technology in the empirical turn. In order to answer this question, we first elaborate on the problems that the empirical turn philosophers tried to address; secondly, we sketch their solutions, and, thirdly, we critically discuss their conceptions of empirical study. Our critical analysis of the empirical turn contributes to new efforts to engage in an empirically informed philosophy of technology. (shrink)
Mobile phones are reportedly the most rapidly expanding e-reading device worldwide. However, the embodied, cognitive and affective implications of smartphone-supported fiction reading for leisure (m-reading) have yet to be investigated empirically. Revisiting the theoretical work of digitization scholar Anne Mangen, we argue that the digital reading experience is not only contingent on patterns of embodied reader–device interaction (Mangen, 2008 and later) but also embedded in the immediate environment and broader situational context. We call this the situation constraint. Its application to (...) Mangen’s general framework enables us to identify four novel research areas, wherein m-reading should be investigated with regard to its unique affordances. The areas are reader–device affectivity, situated embodiment, attention training and long-term immersion. (shrink)
Create an account to enable off-campus access through your institution's proxy server.
Monitor this page
Be alerted of all new items appearing on this page. Choose how you want to monitor it:
Email
RSS feed
About us
Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.