The aim of this work is to analyze the constitution of a new collective subject thanks to wearable computers. Wearable computers are emerging technologies which are supposed to become pervasively used in the near future. They are devices designed to be on us every single moment of our life and to capture every experience we have. Therefore, we need to be prepared to such intrusive devices and to analyze potential effect they will have on us and our society. Thanks to (...) a phenomenological and postphenomenological analysis, we will show how these technologies are able to generate a new collective subject with its different collective needs and appetites by merging the living body of many subjects into one. The world becomes dwelled by these new collective subjects, and we will feed their own peculiar needs. (shrink)
Technology always provides a new perception of the world. However, it is not clear when technology produces “mere” new informations and when it provides something more such as a production of new objects in our world which start to “live” around us. The aim of this paper is to study how technology shapes our surrounding world. The questions which we are going to answer are: Is it really adding new objects to our world? If yes, does every technology have this (...) potentiality? We are going to tackle the problem using a phenomenological and post-phenomenological approach focussing our attention on the perceptual level. Using Husserl’s philosophy we will study how technology are deeply involved in our perception and, thanks to post-phenomenology and its concept of “embodiment relations,” we will be able to determine which kind of technologies have the potentiality to change our surrounding world introducing and producing new objects in it. (shrink)
The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming pervasively used thanks to the application for mobile devices Pokémon Go by Niantic. We will study this game and other similar applications to shed light on their possible effects on our lives (...) and on our everyday world from a phenomenological perspective. In the first part, we will show how these digital objects are visualised as merged in the surroundings. We will point out that even if they are visualised as part of the everyday world, they are not part of it because they are still related to the fictional world generated by the game. In the second part, we will show how the existence of these objects in their fictional world has effects on the everyday world where everybody lives. The goal of Augmented Reality is not reached yet because these objects are not part of the everyday world, but it already makes our lives embedded with digital elements. We will show if these new objects have effects on our world and on how we live our lives. (shrink)
The aim of this paper is to analyse teledildonics from a phenomenological perspective in order to show the possible effects they will have on ourselves and on our society. The new way of using digital technologies is to merge digital activities with our everyday praxes, and there are already devices which enable subjects to be digitally connected in every moment of their lives. Even the most intimate ones are becoming mediated by devices such as teledildonics which digitally provide a tactual (...) stimulation allowing users to have sexual intercourse through them. The efforts made in order to provide such an intertwinement of our everyday lives and digital technologies are evident, but the effects produced by them are not clear at all. This paper will analyse these technologies from a phenomenological perspective in order to understand their effects on the constitution of the subjects and on our society at the intimate level. (shrink)
Digital technologies are pervasively used, and they are becoming part of our everyday actions by being designed to be connected to every aspect of our private life like emotions. However, it is not very clear how they are going to change who we are through their tight intertwinement. Especially in relation to emotions, it is not clear at all what happens when they become digitalized and visualized through these digital devices. Usually, the research focusses on the effect on the privacy (...) of the intrusion of digital devices in our lives as if this process of digitalization leaves the meanings human beings give to their emotions untouched. This article does not focus on the privacy related to the personal information captured by the devices, but it aims to open an analysis of the effects of this digitalization on the emotions in order to highlight the fact the introduction of these digital technologies change what emotions are. (shrink)
This work focuses on augmented reality glasses and its aim is to analyse the knock-on effects on our everyday world and ourselves yielded by this kind of technology. Augmented reality is going to be the most diffused technology in our everyday life in the near future, especially augmented reality mounted on glasses. This near future is not only possible, but it seems inevitable following the vertiginous development of AR. There are numerous kinds of different prototypes that are going to come (...) out next year. Therefore, a study on how these modifications yield knock-on effects on the constitution of the object and subject is mandatory. This work tackles the topic starting from a phenomenological and post-phenomenological point of view and it analyses the modification yielded by such technology from a perceptual point of view using the analysis of the horizons of the object made by Husserl. We need this analysis because it is not only the hypothetical future that may never come, but it is the likely future very close to us that is putting pressure on us. (shrink)
This work aims to understand how a subject can be sentimentally and intimately self-realized by having a relationship with other people through computer technologies. We will analyze the relations binding together the subjects when their “presence” and “interactions” are digitally mediated thanks to a phenomenological analysis. In the first part, we will highlight the differences of using digital devices instead of having face-to-face meetings, especially in virtual worlds. In the second part, we will focus on how other digital devices differently (...) mediate the relation between the subjects, and so we will show how some technologies like teledildo provide elements close to the ones we find in a face-to-face meeting while other technologies like virtual realities do not. (shrink)
This paper aims to highlight the life of computer technologies to understand what kind of ‘technological intentionality’ is present in computers based upon the phenomenological elements constituting the objects in general. Such a study can better explain the effects of new digital technologies on our society and highlight the role of digital technologies by focusing on their activities. Even if Husserlian phenomenology rarely talks about technologies, some of its aspects can be used to address the actions performed by the digital (...) technologies by focusing on the objects’ inner ‘life’ thanks to the analysis of passive synthesis and phenomenological horizons in the objects. These elements can be used in computer technologies to show how digital objects are ‘alive.’ This paper focuses on programs developed through high-order languages like C++ and unsupervised learning techniques like ‘Generative Adversarial Model.’ The phenomenological analysis reveals the computer’s autonomy within the programming stages. At the same time, the conceptual inquiry into the digital system’s learning ability shows the alive and changeable nature of the technological object itself. (shrink)
This Special Issue is dedicated to building a bridge between different disciplines concerned in the investigation of the qualitative dimension of experience and reality. The two main objectives of the Issue can be summarized as follows: 1) to elucidate the need for a revision of categories to account for the qualitative dimension in various disciplines (that include, for example, the cognitive sciences, neurosciences, biology, linguistics, informatics, artificial intelligence, robotics, newly emerging computer technologies) in order to develop an ontology that can (...) better account for the qualitative, dynamic and relational aspects of different domains of reality; 2) to explore the implications of the enactivist view for a relational and ecological account of the qualitative dimensions of life and cognition. (shrink)
The notion of quality constitutes the title of a pressing philosophical problem. The issue of the location of the qualities of experience and reality leads to thematize the “clash” between the scientific and the manifest image, which also lays at the heart of the issues of naturalism and reductionism in the philosophy of mind. I argue that a transcendental version of the enactive approach constitutes a fruitful way to address these issues, thanks to its conception of the relation between subject (...) and object as dependent co-origination. In this way, the enactive view constitutes an alternative to both the internalism and the externalism about qualities, constituting a processual and relationist framework that can be fruitfully applied to the analysis of different ontological domains. In the conclusive section, I distinguish between an ontological and a metaphysical interpretation of this view, stressing the advantages of the former. (shrink)
The aim of my paper is to focus our attention on the effect of technologies in the constitution of the objects in our world following a Husserlian approach. I will analyze the relation among the subject, technology and world in order to clarify how the technologies are deeply involved in the constitution of the perceived object by the modification of its content in its “richness” and its inner horizon. Indeed, some devices become instruments to better and sharpen the subject’s perceiving (...) skills and they are designed to create a sort of symbiosis with the perceiving subject by introducing themselves into the perceptual pole, classically constituted by the sole “naked” subject. The world becomes technologically embedded and a place where any kind of “nudity” is only an abstraction. (shrink)
The problem of artificial intelligence and human being has always raised questions about possible interactions among them and possible effects yielded by the introduction of such un-human subject. Dreyfus deeply connects intelligence and body based on a phenomenological viewpoint. Thanks to his reading of Merleau-Ponty, he clearly stated that an intelligence must be embodied into a body to function. According to his suggestion, any AI designed to be human-like is doom to failure if there is no tight bound with a (...) human-like body. Today, we are facing the pervasive introduction of robots into our everyday life, and the problem of this co-existence raises again with new vigor since they are not mere speculations, but there are already products sold to the public. We will highlight how vulnerability has to be taken into consideration in the design of robots to create entities which are able to relate to human beings taking into consideration mainly the positions of Sartre, Habermas, Levinas, and Marleau-Ponty. A first part will focus on the vulnerability of the robots. Robots are going to be among us, but a real interaction is possible only the moment they have a “same” body of ours. Therefore, only through the realization of a “fragile” body we can achieve a cohabitation between equals. Thanks to Merleau-Ponty we will show how the vulnerability of a body is one of the most important element to found any social interaction. The second part will focus on how the robots will affect the vulnerability of the human subjects. To produce vulnerable robots is not a mere neutral introduction, but it shapes how the subjects are constituted. Thanks to Levinas, we will study how the vulnerable robots will shape the subjects. Thanks to Sartre, we will show how the creation of a different gaze in the robot changes the vulnerabilities of the human subjects. Introducing vulnerable robots is a way to shape ourselves. (shrink)
Computer technologies are riding a golden trend in terms of innovation. New computer devices are emerging and they directly aim to extend the subject’s living body beyond the natural limits of its mere flesh. Some of these devices can be used to recreate perceptual organs in other places of the world. Of special interest are teledildonic devices, remotely controlled dildos, which provide tactual sensations that simulate part of a subject’s body as being relocated in another place, enabling a subject to (...) “connect” and to “play” with a second subject as if they were actually in the same place at the same time; in other words, to engage in remote sexual activity. Thanks to internet connectivity, it is now possible to have control of the actions of a distant dildo and to have, at the same time, tactual and visual feedback by way of sensors and 360-degree cameras mounted on the device. This technology has the potential to re-shape our living body and, in so doing, re-shape our affections as well as our perception of the world. Phenomenological and post-phenomenological analysis makes it possible to study the social, psychological, and phenomenological effects of such technologies. (shrink)
The aim of this work is to understand what kind of “other” a digital being can be, or the kind of “otherness” that can be attributed to a digital being. Digital technologies are emerging in our surroundings, and they are so close to us that they can be in intimate relationships with us. There are products like Gatebox, which are designed to produce digital entities that are not merely part of the surroundings, but that are also partners with which humans (...) have relationships. In studying the kind of “otherness” these digital entities can have, the paper highlights the effects of different designs on the types of relations that are possible. Following a phenomenological point of view, the elements required to have a form of “otherness” similar to that of human beings is analyzed by focusing mainly on the resistance opposed by the “other.” According to these elements, the possible relations in which robots can engage is determined according to their specific design. (shrink)
El objetivo de este trabajo es estudiar la relación y la co-fundación entre el cuerpo viviente [Leib] y la tecnología desde una perspectiva Husserliana. Quisiera afirmar la necesidad de abandonar el concepto clásico del Leib como un ser desnudo y natural, constituyéndose a sí mismo por sus características biológicas. Estudiando la acción de la tecnología, en primer lugar como una mera extensión y después como una incorporación, la relación cofundacional entre la tecnología y el Leib se hará evidente. Sin embargo, (...) aunque exista una fundación cultural e histórica, permanece la necesidad de un Leib natural que sea la base del nivel práctico del sujeto. Leib resulta ser natural y cultural al mismo tiempo, depende de lo que se esté buscando.The aim of this paper is to study the relation and the co-foundation between the living body [Leib] and technology in a Husserlian approach.I want to assert the necessity of abandoning the classical concept of the Leib as a naked and natural being, constituting itself by its biological features. Studying the action of technology, firstly as mere extension and secondly as incorporation, the co-foundational relation between technology and Leib will be evident. However, even if there is a cultural and historical foundation, there remains the necessity of a natural Leib being the base of the subject's practical level. Leib appears to be natural and cultural at the same time, it depends on what you are looking for. (shrink)
Wellner’s article aims at changing an essential element within phenomenology by introducing the idea of digital imagination. Assuming her thesis, I aim to raise two possible kinds of questions generated by the introduction of a technologically embedded imagination which is externalized.