Virtual Reality (17)
Find narratives by ethical themes or by technologies.
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- 6 min
- Kinolab
- 2019
Eleanor Shellstrop runs a fake afterlife, in which she conducts an experiment to prove that humans with low ethical sensibility can improve themselves. One of the subjects, Simone, is in deep denial upon arriving in this afterlife, and does as she pleases after convincing herself that nothing is real. Elsewhere, another conductor of the experiment, Jason, kills a robot which has been taunting him since the advent of the experiment.
- Kinolab
- 2019
Resisting Realities and Robotic Murder
Eleanor Shellstrop runs a fake afterlife, in which she conducts an experiment to prove that humans with low ethical sensibility can improve themselves. One of the subjects, Simone, is in deep denial upon arriving in this afterlife, and does as she pleases after convincing herself that nothing is real. Elsewhere, another conductor of the experiment, Jason, kills a robot which has been taunting him since the advent of the experiment.
What are the pros and cons of solipsism as a philosophy? Does it pose a danger of making us act immorally? How can we apply the risk of solipsism to technology such as virtual reality– a space where we know nothing is real except our own feelings and perceptions. Should virtual reality have ethical rules to prevent solipsism from brewing in it? Could that leak into our daily lives as well?
Is it ethical for humans to kill AI beings in fits of negative emotions, such as jealousy? Should this be able to happen on a whim? Should humans have total control of whether AI beings live or die?
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- 15 min
- Kinolab
- 2019
Danny, Karl, and Theo are a trio of friends who all once lived together. In their adult years, after Danny and Theo have married, Karl gifts Danny with the most recent release of their favorite fighting video game, Striking Vipers X. In this virtual reality simulation, Danny and Karl are able to become their avatars, Lance and Roxette respectively, and feel pain and pleasure in the virtual world through them. After the avatars begin to form an intimate connection within the virtual reality video game, Danny, Theo, and Karl find themselves needing to negotiate new terms of their relationships with one another, struggling to find if connections in the virtual world can coexist with connections in the real world.
- Kinolab
- 2019
Relationships and Exploration of Identity in Virtual Worlds
Danny, Karl, and Theo are a trio of friends who all once lived together. In their adult years, after Danny and Theo have married, Karl gifts Danny with the most recent release of their favorite fighting video game, Striking Vipers X. In this virtual reality simulation, Danny and Karl are able to become their avatars, Lance and Roxette respectively, and feel pain and pleasure in the virtual world through them. After the avatars begin to form an intimate connection within the virtual reality video game, Danny, Theo, and Karl find themselves needing to negotiate new terms of their relationships with one another, struggling to find if connections in the virtual world can coexist with connections in the real world.
How do virtual reality worlds allow humans to explore aspects of their sexual or gender identities that they may not have the opportunity to discover in the real world? Do the seemingly limitless possibilities for connection with digital technologies and virtual realities innately pose a threat to the landscape of long term relationships? Should concepts such as sex be built into virtual realities? If it is assumed that the reality is fake and the avatars are distinct from their controllers, do Danny’s actions count as infidelity?
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- 9 min
- Kinolab
- 2017
Robert Daly is a programmer at the company Callister, which developed the immersive virtual reality game Infinity and its community for the entertainment of users. Daly is typically seen in the shadow of the co-founder of the company, the charismatic James Walton. Unbeknownst to anyone else, Daly possesses a personal modification of the Infinity game program, where he is able to upload sentient digital clones of his co-workers to take out his frustrations upon. In this narrative, Nannette Cole becomes his newest victim after her DNA is used to draw her into the virtual reality. After Daly’s sexist and violent treatment of her and the other crewmates, Nannette inspires a mutiny to escape Daly’s world. In order to help the team carry out the plan, she seduces Daly as a distraction.
- Kinolab
- 2017
Virtual Vindictiveness and Simulated Clones Part II: Daly and Cole
Robert Daly is a programmer at the company Callister, which developed the immersive virtual reality game Infinity and its community for the entertainment of users. Daly is typically seen in the shadow of the co-founder of the company, the charismatic James Walton. Unbeknownst to anyone else, Daly possesses a personal modification of the Infinity game program, where he is able to upload sentient digital clones of his co-workers to take out his frustrations upon. In this narrative, Nannette Cole becomes his newest victim after her DNA is used to draw her into the virtual reality. After Daly’s sexist and violent treatment of her and the other crewmates, Nannette inspires a mutiny to escape Daly’s world. In order to help the team carry out the plan, she seduces Daly as a distraction.
What should the ethical boundaries be in terms of creating digital copies of real-life people to manipulate in virtual realities? How would this alter the perception of autonomy or entitlement? Should the capability to create exact digital likenesses of real people be created for any reason? If so, how should their autonomy be ensured, since they are technically a piece of programming? How can bias, and more specifically the objectification of women, be eliminated in such conceptualisations? Are digital copies of a person entitled to the same rights that their corporeal selves have?
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- 2 min
- Kinolab
- 1982
Tron, a security program within the digital world, is thought dead and mourned by fellow programs Yori and Dumont.
- Kinolab
- 1982
Bonding, Creation, and Religion among the Digital
Tron, a security program within the digital world, is thought dead and mourned by fellow programs Yori and Dumont.
Can programmed AI develop emotions and attachment to its maker? Could this be considered a sort of religious freedom for artificial intelligence? If so, is it ethical to use super-intelligent AI without considering its rights?
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- 6 min
- Kinolab
- 2017
Robert Daly is a programmer at the company Callister, which developed the immersive virtual reality game Infinity and its community for the entertainment of users. Daly is typically seen in the shadow of the co-founder of the company, the charismatic James Walton. Unbeknownst to anyone else, Daly possesses a personal modification of the Infinity game program, where he is able to upload sentient digital clones of his co-workers to take out his frustrations upon, as he does with Walton in this narrative.
- Kinolab
- 2017
Virtual Vindictiveness and Simulated Clones Part I: Daly and Walton
Robert Daly is a programmer at the company Callister, which developed the immersive virtual reality game Infinity and its community for the entertainment of users. Daly is typically seen in the shadow of the co-founder of the company, the charismatic James Walton. Unbeknownst to anyone else, Daly possesses a personal modification of the Infinity game program, where he is able to upload sentient digital clones of his co-workers to take out his frustrations upon, as he does with Walton in this narrative.
What should the ethical boundaries be in terms of creating digital copies of real-life people to manipulate in virtual realities? How would this alter the perception of autonomy or entitlement? Should the capability to create exact digital likenesses of real people be created for any reason? If so, how should their autonomy be ensured, since they are technically a piece of programming? Are digital copies of a person entitled to the same rights that their corporeal selves have?
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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?