Philosopher Jean Baudrillard thinking and talking about the violence of the image, the violence to the image, aggression, oppression, transgression, regression, effects and causes of violence, violence of the virtual, 3d, virtual reality, transparency, psychological and imaginary.
Philosophy and technology, in particularity digital technology is a active and expanding area in HUMlab. In 2007 Peter Asaro was a post doctoral fellow in HUMlab working on the project 'Social & ethical dimensions of autonomous technologies'. A video of a seminar on robot ethics by Peter can be seen on the HUMlab website.
Other areas of philosophy and technology that are possible to work with in HUMlab are those related to virtual worlds.
A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.
The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree. Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.
Massively multiplayer online games commonly depict a world very similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.
Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available, to show feeling or facial expression. Emoticons often have a keyboard shortcut.
"Until recently the Vatican was secretive and their way of controlling the message of the Church was to release information slowly and highly selectively through carefully worded documents," said Francis X Rocca, Vatican correspondent for Religion News Service.
"The problem now is that the internet and the blogosphere won't wait for the Vatican, so its message gets swamped."
The relationship between the Catholic Church and technology, particularly technologies of representation, is an old source of conflict. The reformation and the role of Martin Luther (1483-1546) is defined by technology (the printing press) and religion.
How technologies of representation are used in the contexts of religion has a lot to do with how people participate in religion, how they communicate with each other, what are the rules for what can be shown and not shown. With the widespread use of digital media that is now spreading around the globe, the way people relate to and practice religion is changing.
Technologies of representation are not just instruments of recording and reporting. Their basic attributes determine what it is actually possible to conceptualise, capture and articulate. Photography, to take a classic example, transformed people’s outlook on the world because it could provide an unrivalled visual framing of actuality. It had no equivalent in the prior traditions of visual communication. Technological invention spurs social change.Hypermedia History: Changing Technologies of Representation for Recording and Portraying the Past
Religion and digital technology is an exciting and new field for inquiry. Some examples (from recent work conducted in HUMlab) of how digital technology and religion meet are:
Religion in Second Life Second Life is a three dimensional online social world where people, represented as avatars, meet, chat, buy and sell things, educate themselves, or even go to church.
Online Social Media and Religion Social media sites are websites where sharing is encouraged. Some of the most famous social media sites at the moment are Facebook, Twitter and MySpace.
Tangle.com Tangle.com (formerly GodTube) is a global technology company that creates social networking tools for the faith-based and family-friendly market, and allows members to connect and share their faith and lives through videos, photos, blogs, music and more. Originally launched as GodTube.com, a video sharing site, it set the record as the fastest growing Web site in the U.S. during its first month of operation. The site grew rapidly and attracted up to 2.7 million users a month. tangle.com has expanded to become the go-to Web site for the family-friendly community to safely interact online through a full social network.