Promotion of Human Values (161)
Find narratives by ethical themes or by technologies.
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- 3 min
- Kinolab
- 2020
Nora works as an “angel” figure, or assistant, in the digital afterlife known as Lakeview. Her job is to help digitally immortal residents of this afterlife, such as Nathan, acclimate to their surroundings and their digital existences. However, Nora decides to take her breaks from work in the same virtual reality in which she operates during her job.
- Kinolab
- 2020
Real vs. Virtual Assistance
Nora works as an “angel” figure, or assistant, in the digital afterlife known as Lakeview. Her job is to help digitally immortal residents of this afterlife, such as Nathan, acclimate to their surroundings and their digital existences. However, Nora decides to take her breaks from work in the same virtual reality in which she operates during her job.
Should virtual reality spaces be operated, moderated, and served by human customer service reps, to ensure the best experience? Or is it possible to automate customer service too? How might virtual assistants such as Siri change the nature of people’s relationships with human service reps? Should the people who work on VR projects be given special access to it? Could VR worlds be used as a viable way for employees to relax during breaks?
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- 13 min
- Kinolab
- 2018
Cassius “Cash” Green, once a telemarketer, has now moved up into the upper echelons of WorryFree, a dangerous and controversial corporation which is revealed to be undertaking genetic experiments on humans with the goal of creating a more productive labor force. Once Cash exposes this monstrosity to the world, he finds that society has a positive reaction, opposite to what he expected, and thus undertakes a protest against the corporation. Although this hypothetical scenario is highly fantastical, the metaphor is nonetheless apt for describing late-stage capitalism in America.
- Kinolab
- 2018
Building a Better Worker
Cassius “Cash” Green, once a telemarketer, has now moved up into the upper echelons of WorryFree, a dangerous and controversial corporation which is revealed to be undertaking genetic experiments on humans with the goal of creating a more productive labor force. Once Cash exposes this monstrosity to the world, he finds that society has a positive reaction, opposite to what he expected, and thus undertakes a protest against the corporation. Although this hypothetical scenario is highly fantastical, the metaphor is nonetheless apt for describing late-stage capitalism in America.
With advances in computational genomics, how can it be ensured that humans are not used in experiments which fundamentally alter their genomes, especially when it comes to protecting workers already exploited by corporations? How has the increase in automation raised the bar for what a productive workforce looks like? How has the digitization of channels such as news media and the stock market altered the landscape of economic perception and expectations?
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- 12 min
- Kiniolab
- 1968
In the opening of the film, the viewpoint jumps from the earliest hominids learning how to use the first tools to survive and thrive in the prehistoric era to the age of space travel in an imagined version of the year 2001. In both cases, the scientific innovation surrounds a mysterious, unmarked monolith.
- Kiniolab
- 1968
The Duality of Tools and Runaway Innovation
In the opening of the film, the viewpoint jumps from the earliest hominids learning how to use the first tools to survive and thrive in the prehistoric era to the age of space travel in an imagined version of the year 2001. In both cases, the scientific innovation surrounds a mysterious, unmarked monolith.
How can the most basic of innovations grow to unexpected heights in the span of many years? Could the inventors of the first computers have imagined the modern internet? How can and should innovation be controlled? Is it worth trying to predict what consequences innovation will have millions of years from now? Should the potential positive and negative impacts of certain tools, including digital ones, be thoroughly considered before being put to use, even if their convenience seems to outweigh negative consequences?
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- 12 min
- Kinolab
- 2016
Cooper, a world traveller whose father recently died of Alzheimer’s disease, is payed to play-test a virtual reality game in which a brain-computer interface will be inserted through his neck in order to place his consciousness into a horror scenario in which he is plagued by his deepest fears. After several terrifying vignettes, he begins to lose all of his memories, mirroring his ultimate concern of succumbing to Alzheimer’s like his father and continuing to ignore or forget his mother. After this, he appears to be rescued by the game’s managers, but the truth of his real-life situation is later revealed to be far more gruesome.
- Kinolab
- 2016
Personalized and Occupational Dangers of Digital Realities
Cooper, a world traveller whose father recently died of Alzheimer’s disease, is payed to play-test a virtual reality game in which a brain-computer interface will be inserted through his neck in order to place his consciousness into a horror scenario in which he is plagued by his deepest fears. After several terrifying vignettes, he begins to lose all of his memories, mirroring his ultimate concern of succumbing to Alzheimer’s like his father and continuing to ignore or forget his mother. After this, he appears to be rescued by the game’s managers, but the truth of his real-life situation is later revealed to be far more gruesome.
Is it ethical to use human subjects to test digital games or realities involving personal psychological processes? What might some alternatives be? How can the safety of subjects be ensured? How can scientists ensure brain-computer interfaces are safe before trying them out on human brains? Can this ever be done ethically? How could technology which mines ones deepest psychological fears be used or abused outside of entertainment purposes?
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- 11 min
- Kinolab
- 2017
Museum curator Rolo shows off the exhibition of Clayton, a former death row inmate whose consciousness became digital during one of Rolo’s experiments. Despite evidence of his innocence, Clayton was put to death, and his digitally immortal consciousness was subjected to torture inside Rolo’s museum, with guests being able to simulate the electric chair shock on the holographic Clayton and eventually putting him in a conscious but vegetative state. Clayton’s daughter Nish shows up to settle the score, trapping Rolo in an eternal state of torture in a small digital device.
- Kinolab
- 2017
Technological Tortures and Traps
Museum curator Rolo shows off the exhibition of Clayton, a former death row inmate whose consciousness became digital during one of Rolo’s experiments. Despite evidence of his innocence, Clayton was put to death, and his digitally immortal consciousness was subjected to torture inside Rolo’s museum, with guests being able to simulate the electric chair shock on the holographic Clayton and eventually putting him in a conscious but vegetative state. Clayton’s daughter Nish shows up to settle the score, trapping Rolo in an eternal state of torture in a small digital device.
How can one protect their digital consciousness after they pass away? Can anyone ever be fully trusted to handle codes or programs that represent someone else’s existence or consciousness? How does the existence of racial bias and violence make the concept of eternal digital consciousnesses far more harrowing?
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- 13 min
- Kinolab
- 2016
Kelly and Yorkie, two women near death in the real world, meet and start a relationship with one another in San Junipero, a virtual reality program which hosts both “visitors” (older living people who spend small increments of time within) and “residents” (humans who have died and have had their consciousness uploaded to the cloud). The program is accessed via a brain-computer interface, which allows the humans to alter their own appearance and the appearance of the town according to their wishes. Once it is revealed that Yorkie plans to pass away and upload her consciousness into San Junipero permanently, Kelly is faced with a hard choice.
- Kinolab
- 2016
Afterlives and Liberation in Digital Utopias
Kelly and Yorkie, two women near death in the real world, meet and start a relationship with one another in San Junipero, a virtual reality program which hosts both “visitors” (older living people who spend small increments of time within) and “residents” (humans who have died and have had their consciousness uploaded to the cloud). The program is accessed via a brain-computer interface, which allows the humans to alter their own appearance and the appearance of the town according to their wishes. Once it is revealed that Yorkie plans to pass away and upload her consciousness into San Junipero permanently, Kelly is faced with a hard choice.
How do digital worlds and platforms allow people a space for self-exploration and liberation that might not be possible in the real world? What are the positive outcomes of people being able to shape their identity as they please in digital worlds, especially as it relates to marginalized identities such as people in the LGBTQIA+ community? If digital immortality is to become a reality, how should it be presented/regulated? How should its creators avoid it becoming a sort of “trap”? Given the various secular and religious views on the afterlife, how could an agreed vision of a digital afterlife be reached?