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1.
In this paper, a critique will be developed and an alternative proposed to Luciano Floridi’s approach to Information Ethics (IE). IE is a macroethical theory that is to both serve as a foundation for computer ethics and to guide our overall moral attitude towards the world. The central claims of IE are that everything that exists can be described as an information object, and that all information objects, qua information objects, have intrinsic value and are therefore deserving of moral respect. In my critique of IE, I will argue that Floridi has presented no convincing arguments that everything that exists has some minimal amount of intrinsic value. I will argue, however, that his theory could be salvaged in large part if it were modified from a value-based into a respect-based theory, according to which many (but not all) inanimate things in the world deserve moral respect, not because of intrinsic value, but because of their (potential) extrinsic, instrumental or emotional value for persons.  相似文献   

2.
Can a player be held morally responsible for the choices that she makes within a videogame? Do the moral choices that the player makes reflect in any way on the player’s actual moral sensibilities? Many videogames offer players the options to make numerous choices within the game, including moral choices. But the scope of these choices is quite limited. I attempt to analyze these issues by drawing on philosophical debates about the nature of free will. Many philosophers worry that, if our actions are predetermined, then we cannot be held morally responsible for them. However, Harry Frankfurt’s compatibilist account of free will suggests that an agent can be held morally responsible for actions that she wills, even if the agent is not free to act otherwise. Using Frankfurt’s analysis, I suggest that videogames represent deterministic worlds in which players lack the ability to freely choose what they do, and yet players can be held morally responsible for some of their actions, specifically those actions that the player wants to do. Finally, I offer some speculative comments on how these considerations might impact our understanding of the player’s moral psychology as it relates to the ethics of imagined fictional events.  相似文献   

3.
Information ethics: On the philosophical foundation of computer ethics   总被引:9,自引:5,他引:4  
The essential difficulty about Computer Ethics' (CE) philosophical status is a methodological problem: standard ethical theories cannot easily be adapted to deal with CE-problems, which appear to strain their conceptual resources, and CE requires a conceptual foundation as an ethical theory. Information Ethics (IE), the philosophical foundational counterpart of CE, can be seen as a particular case of “environmental” ethics or ethics of the infosphere. What is good for an information entity and the infosphere in general? This is the ethical question asked by IE. The answer is provided by a minimalist theory of deseerts: IE argues that there is something more elementary and fundamental than life and pain, namely being, understood as information, and entropy, and that any information entity is to be recognised as the centre of a minimal moral claim, which deserves recognition and should help to regulate the implementation of any information process involving it. IE can provide a valuable perspective from which to approach, with insight and adequate discernment, not only moral problems in CE, but also the whole range of conceptual and moral phenomena that form the ethical discourse.  相似文献   

4.
An important question one can ask of ethical theories is whether and how they aim to raise claims to universality. This refers to the subject area that they intend to describe or govern and also to the question whether they claim to be binding for all (moral) agents. This paper discusses the question of universality of Luciano Floridi’s information ethics (IE). This is done by introducing the theory and discussing its conceptual foundations and applications. The emphasis will be placed on the ontological grounding of IE. IE’s claims to universality will be contrasted with those raised by discourse ethics. This comparison of two pertinent ethical theories allows for a critical discussion of areas where IE currently has room for elaboration and development.  相似文献   

5.
Can we build ‘moral robots’? If morality depends on emotions, the answer seems negative. Current robots do not meet standard necessary conditions for having emotions: they lack consciousness, mental states, and feelings. Moreover, it is not even clear how we might ever establish whether robots satisfy these conditions. Thus, at most, robots could be programmed to follow rules, but it would seem that such ‘psychopathic’ robots would be dangerous since they would lack full moral agency. However, I will argue that in the future we might nevertheless be able to build quasi-moral robots that can learn to create the appearance of emotions and the appearance of being fully moral. I will also argue that this way of drawing robots into our social-moral world is less problematic than it might first seem, since human morality also relies on such appearances.  相似文献   

6.
I describe the emergence of Floridi’s philosophy of information (PI) and information ethics (IE) against the larger backdrop of Information and Computer Ethics (ICE). Among their many strengths, PI and IE offer promising metaphysical and ethical frameworks for a global ICE that holds together globally shared norms with the irreducible differences that define local cultural and ethical traditions. I then review the major defenses and critiques of PI and IE offered by contributors to this special issue, and highlight Floridi’s responses to especially two central problems – the charge of relativism and the meaning of ?entropy’ in IE. These responses, conjoined with several elaborations of PI and IE offered here by diverse contributors, including important connections with the naturalistic philosophies of Spinoza and other major Western and Eastern figures, thus issue in an expanded and more refined version of PI and IE – one still facing important questions as well as possibilities for further development.  相似文献   

7.
The aim of this paper is to offer an analysis of the notion of artificial moral agent (AMA) and of its impact on human beings’ self-understanding as moral agents. Firstly, I introduce the topic by presenting what I call the Continuity Approach. Its main claim holds that AMAs and human moral agents exhibit no significant qualitative difference and, therefore, should be considered homogeneous entities. Secondly, I focus on the consequences this approach leads to. In order to do this I take into consideration the work of Bostrom and Dietrich, who have radically assumed this viewpoint and thoroughly explored its implications. Thirdly, I present an alternative approach to AMAs—the Discontinuity Approach—which underscores an essential difference between human moral agents and AMAs by tackling the matter from another angle. In this section I concentrate on the work of Johnson and Bryson and I highlight the link between their claims and Heidegger’s and Jonas’s suggestions concerning the relationship between human beings and technological products. In conclusion I argue that, although the Continuity Approach turns out to be a necessary postulate to the machine ethics project, the Discontinuity Approach highlights a relevant distinction between AMAs and human moral agents. On this account, the Discontinuity Approach generates a clearer understanding of what AMAs are, of how we should face the moral issues they pose, and, finally, of the difference that separates machine ethics from moral philosophy.  相似文献   

8.
This paper addresses the question of delegation of morality to a machine, through a consideration of whether or not non-humans can be considered to be moral. The aspect of morality under consideration here is protection of privacy. The topic is introduced through two cases where there was a failure in sharing and retaining personal data protected by UK data protection law, with tragic consequences. In some sense this can be regarded as a failure in the process of delegating morality to a computer database. In the UK, the issues that these cases raise have resulted in legislation designed to protect children which allows for the creation of a huge database for children. Paradoxically, we have the situation where we failed to use digital data in enforcing the law to protect children, yet we may now rely heavily on digital technologies to care for children. I draw on the work of Floridi, Sanders, Collins, Kusch, Latour and Akrich, a spectrum of work stretching from philosophy to sociology of technology and the “seamless web” or “actor–network” approach to studies of technology. Intentionality is considered, but not deemed necessary for meaningful moral behaviour. Floridi’s and Sanders’ concept of “distributed morality” accords with the network of agency characterized by actor–network approaches. The paper concludes that enfranchizing non-humans, in the shape of computer databases of personal data, as moral agents is not necessarily problematic but a balance of delegation of morality must be made between human and non-human actors.  相似文献   

9.
There has been increasing attention in sociology and internet studies to the topic of ‘digital remains’: the artefacts users of social network services (SNS) and other online services leave behind when they die. But these artefacts also pose philosophical questions regarding what impact, if any, these artefacts have on the ontological and ethical status of the dead. One increasingly pertinent question concerns whether these artefacts should be preserved, and whether deletion counts as a harm to the deceased user and therefore provides pro tanto reasons against deletion. In this paper, I build on previous work invoking a distinction between persons and selves to argue that SNS offer a particularly significant material instantiation of persons. The experiential transparency of the SNS medium allows for genuine co-presence of SNS users, and also assists in allowing persons (but not selves) to persist as ethical patients in our lifeworld after biological death. Using Blustein’s “rescue from insignificance” argument for duties of remembrance, I argue that this persistence function supplies a nontrivial (if defeasible) obligation not to delete these artefacts. Drawing on Luciano Floridi’s account of “constitutive” information, I further argue that the “digital remains” metaphor is surprisingly apt: these artefacts in fact enjoy a claim to moral regard akin to that of corpses.  相似文献   

10.
Smartphones and mobile applications are omnipresent in our lives. At the core of this article are ‘other-tracking apps’, i.e. mobile applications that make it possible, via location technology, to track others. These apps ensure that we are never unconnected from the network of ubiquitous information and, via that network, from others. In specific, focus lies on apps designed for parents to remotely track the whereabouts of their child(ren). This particular case can be considered as one example of broader reflection on what continuous technical connectivity means in moral terms. Other-tracking apps give new ground to moral queries related to information technologies. Even though there is little doubt that parents might implement these technologies with good intention to extend care and responsibility over a distance, our concern is that they mistake control for care. This article seeks to demonstrate that a critical stance towards other-tracking by parents is required, because these apps raise a number of concerns that should be recognized as they are implemented. A number of moral critiques are expressed and discussed. These apps have the potential to engender a situation of ‘over-proximity’. A framework is hence required that emphasizes maintaining the critical distance to respect the other’s heterogeneity, autonomy, and privacy.  相似文献   

11.
Robot ethics encompasses ethical questions about how humans should design, deploy, and treat robots; machine morality encompasses questions about what moral capacities a robot should have and how these capacities could be computationally implemented. Publications on both of these topics have doubled twice in the past 10 years but have often remained separate from one another. In an attempt to better integrate the two, I offer a framework for what a morally competent robot would look like (normally considered machine morality) and discuss a number of ethical questions about the design, use, and treatment of such moral robots in society (normally considered robot ethics). Instead of searching for a fixed set of criteria of a robot’s moral competence I identify the multiple elements that make up human moral competence and probe the possibility of designing robots that have one or more of these human elements, which include: moral vocabulary; a system of norms; moral cognition and affect; moral decision making and action; moral communication. Juxtaposing empirical research, philosophical debates, and computational challenges, this article adopts an optimistic perspective: if robotic design truly commits to building morally competent robots, then those robots could be trustworthy and productive partners, caretakers, educators, and members of the human community. Moral competence does not resolve all ethical concerns over robots in society, but it may be a prerequisite to resolve at least some of them.  相似文献   

12.
Artificial Life (ALife) has two goals. One attempts to describe fundamental qualities of living systems through agent based computer models. And the second studies whether or not we can artificially create living things in computational mediums that can be realized either, virtually in software, or through biotechnology. The study of ALife has recently branched into two further subdivisions, one is “dry” ALife, which is the study of living systems “in silico” through the use of computer simulations, and the other is “wet” ALife that uses biological material to realize what has only been simulated on computers, effectively wet ALife uses biological material as a kind of computer. This is challenging to the field of computer ethics as it points towards a future in which computer and bioethics might have shared concerns. The emerging studies into wet ALife are likely to provide strong empirical evidence for ALife’s most challenging hypothesis: that life is a certain set of computable functions that can be duplicated in any medium. I believe this will propel ALife into the midst of the mother of all cultural battles that has been gathering around the emergence of biotechnology. Philosophers need to pay close attention to this debate and can serve a vital role in clarifying and resolving the dispute. But even if ALife is merely a computer modeling technique that sheds light on living systems, it still has a number of significant ethical implications such as its use in the modeling of moral and ethical systems, as well as in the creation of artificial moral agents.  相似文献   

13.
Whilst some philosophical progress has been made on the ethical evaluation of playing video games, the exact subject matter of this enquiry remains surprisingly opaque. ‘Virtual murder’, simulation, representation and more are found in a literature yet to settle into a tested and cohesive terminology. Querying the language of the virtual in particular, I suggest that it is at once inexplicit and laden with presuppositions potentially liable to hinder anyone aiming to construct general philosophical claims about an ethics of gameplay, for whom assumptions about the existence of ‘virtual’ counterparts to morally salient phenomena may prove untrustworthy. Ambiguously straddling the pictorial and the performative aspects of video gaming, the virtual leaves obscure the ways in which we become involved in gameplay, and particularly the natures of our intentions and attitudes whilst grappling with a game; furthermore, it remains unclear how we are to generalise across encounters with the virtual. I conclude by briefly noting one potential avenue of further enquiry into our modes of participation in games: into the differences which a moral examination of playfulness might make to ethical evaluation.  相似文献   

14.
This paper raises three objections to the argument presented by Ostritsch in The amoralist challenge to gaming and the gamer’s moral obligation, in which the amoralist’s mantra “it’s just a game” is viewed as an illegitimate rebuttal of all moral objections to (typically violent) video games. The first objection focuses on Ostritsch’s ‘strong sense’ of player enjoyment, which I argue is too crude, given the moral work it is meant to be doing. Next, I question the legitimacy of Ostritsch’s claim that certain video games are immoral. I examine what is involved in making this claim and what would be required for a normative position to be established: none of which is addressed by Ostritsch. Finally, I challenge the legitimacy of his claim that players are obliged not to play certain video games in certain ways (i.e., games endorsing immorality as ‘fun games’). I distinguish between immoral and suberogatory actions, arguing that the latter is in fact more applicable to cases Ostritsch has in mind, and that one is not obliged not to engage in these actions.  相似文献   

15.
On the intrinsic value of information objects and the infosphere   总被引:4,自引:3,他引:4  
What is the most general common set ofattributes that characterises something asintrinsically valuableand hence as subject to some moral respect, andwithout which something would rightly beconsidered intrinsically worthless or even positivelyunworthy and therefore rightly to bedisrespected in itself? Thispaper develops and supports the thesis that theminimal condition of possibility of an entity'sleast intrinsic value is to be identified with itsontological status as an information object.All entities, even when interpreted as only clusters ofinformation, still have a minimal moral worthqua information objects and so may deserve to be respected. Thepaper is organised into four main sections.Section 1 models moral action as an information systemusing the object-oriented programmingmethodology (OOP). Section 2 addresses the question of whatrole the several components constituting themoral system can have in an ethical analysis. If theycan play only an instrumental role, thenComputer Ethics (CE) is probably bound to remain at most apractical, field-dependent, applied orprofessional ethics. However, Computer Ethics can give rise to amacroethical approach, namely InformationEthics (IE), if one can show that ethical concern should beextended to include not only human, animal orbiological entities, but also information objects. Thefollowing two sections show how this minimalistlevel of analysis can be achieved. Section 3 provides anaxiological analysis of information objects. Itcriticises the Kantian approach to the concept ofintrinsic value and shows that it can beimproved by using the methodology introduced in the first section.The solution of the Kantian problem prompts thereformulation of the key question concerningthe moral worth of an entity: what is theintrinsic value of x qua an object constituted by itsinherited attributes? In answering thisquestion, it is argued that entitiescan share different observable propertiesdepending on the level of abstraction adopted,and that it is still possible to speak of moral value even at thehighest level of ontological abstractionrepresented by the informational analysis. Section 4 develops aminimalist axiology based on the concept ofinformation object. It further supports IE's position byaddressing five objections that may undermineits acceptability.  相似文献   

16.
A principal goal of the discipline of artificial morality is to design artificial agents to act as if they are moral agents. Intermediate goals of artificial morality are directed at building into AI systems sensitivity to the values, ethics, and legality of activities. The development of an effective foundation for the field of artificial morality involves exploring the technological and philosophical issues involved in making computers into explicit moral reasoners. The goal of this paper is to discuss strategies for implementing artificial morality and the differing criteria for success that are appropriate to different strategies.  相似文献   

17.
Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided in the range of moral theories used, and remains on a general level with its focus on content alone. In response to these problems, I pick up Matt McCormick’s thesis that potential harm from playing computer games is best construed as harm to one’s character, and propose to redirect our attention to the question how violent computer games influence the moral character of players. Inspired by the work of Martha Nussbaum, I sketch a positive account of how computer games can stimulate an empathetic and cosmopolitan moral development. Moreover, rather than making a general argument applicable to a wide spectrum of media, my concern is with specific features of violent computer games that make them especially morally problematic in terms of empathy and cosmopolitanism, features that have to do with the connections between content and medium, and between virtuality and reality. I also discuss some remaining problems. In this way I hope contribute to a less polarised discussion about computer games that does justice to the complexity of their moral dimension, and to offer an account that is helpful to designers, parents, and other stakeholders. An earlier version of this paper was presented at the ACLA 2006 conference in Princeton, 25 March 2006.  相似文献   

18.
Our moral condition in cyberspace   总被引:1,自引:1,他引:0  
Some kinds of technological change not only trigger new ethical problems, but also give rise to questions about those very approaches to addressing ethical problems that have been relied upon in the past. Writing in the aftermath of World War II, Hans Jonas called for a new ``ethics of responsibility,'' based on the reasoning that modern technology dramatically divorces our moral condition from the assumptions under which standard ethical theories were first conceived. Can a similar claim be made about the technologies of cyberspace? Do online information technologies so alter our moral condition that standard ethical theories become ineffective in helping us address the moral problems they create? I approach this question from two angles. First, I look at the impact of online information technologies on our powers of causal efficacy. I then go on to consider their impact on self-identity. We have good reasons, I suggest, to be skeptical of any claim that there is a need for a new, cyberspace ethics to address the moral dilemmas arising from these technologies. I conclude by giving a brief sketch of why this suggestion does not imply there is nothing philosophically interesting about the ethical challenges associated with cyberspace.  相似文献   

19.
The paper presents a critical appraisal of Floridi’s metaphysical foundation of information ecology. It highlights some of the issues raised by Floridi with regard to the axiological status of the objects in the “infosphere,” the moral status of artificial agents, and Floridi’s foundation of information ethics as information ecology. I further criticise the ontological conception of value as a first order category. I suggest that a weakening of Floridi’s demiurgic information ecology is needed in order not to forget the limitations of human actors and/or of their surrogates, digital agents. I plea for a rational theoretical and practical view of such agents beyond utopian reasoning with regard to their potential moral status.  相似文献   

20.
In a recent and provocative essay, Christopher Bartel attempts to resolve the gamer’s dilemma. The dilemma, formulated by Morgan Luck, goes as follows: there is no principled distinction between virtual murder and virtual pedophilia. So, we’ll have to give up either our intuition that virtual murder is morally permissible—seemingly leaving us over-moralizing our gameplay—or our intuition that acts of virtual pedophilia are morally troubling—seemingly leaving us under-moralizing our game play. Bartel’s attempted resolution relies on establishing the following three theses: (1) virtual pedophilia is child pornography, (2) the consumption of child pornography is morally wrong, and (3) virtual murder is not murder. Relying on Michael Rea’s definition of pornography, I argue that we should reject thesis one, but since Bartel’s moral argument in thesis two does not actually rely thesis one that his resolution is not thereby undermined. Still, even if we grant that there are adequate resources internal to Bartel’s account to technically resolve the gamer’s dilemma his reasoning is still unsatisfying. This is so because Bartel follows Neil Levy in arguing that virtual pedophilia is wrong because it harms women. While I grant Levy’s account, I argue that this is the wrong kind of reason to resolve the gamer’s dilemma because it is indirect. What we want is to know what is wrong with virtual child pornography itself. Finally, I suggest alternate moral resources for resolving the gamer’s dilemma that are direct in a way that Bartel’s resources are not.  相似文献   

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