Themes (326)
Find narratives by ethical themes or by technologies.
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- 15 min
- Kinolab
- 2016
CW: Violence and Genocide
Stripe is a soldier in a generic war who, like all of his other fellow soldiers, is connected to a brain-computer interface known as a MASS implant that provides him with information about targets and missions. The supposed goal of the fighting is to “protect” citizens from roaches, the disturbing humanoid monsters which Stripe hunts and kills within the cabin. Directly after Stripe is hit with a digital device held by one of the roaches, he watches his squadmate kill a “roach” that Stripe perceived as a human. Ultimately, one of the roaches and the military psychologist Arquette explain exactly how the MASS implants alter the soldiers’ perceptions of their surroundings and their targets.
- Kinolab
- 2016
The Militarization of the Digital Alteration of Reality
CW: Violence and Genocide
Stripe is a soldier in a generic war who, like all of his other fellow soldiers, is connected to a brain-computer interface known as a MASS implant that provides him with information about targets and missions. The supposed goal of the fighting is to “protect” citizens from roaches, the disturbing humanoid monsters which Stripe hunts and kills within the cabin. Directly after Stripe is hit with a digital device held by one of the roaches, he watches his squadmate kill a “roach” that Stripe perceived as a human. Ultimately, one of the roaches and the military psychologist Arquette explain exactly how the MASS implants alter the soldiers’ perceptions of their surroundings and their targets.
How are digital technologies responsible for pushing “us vs. them” narratives relating to wars? How could VR technology make soldiers less sympathetic to their victims? What role might smaller-scale virtual realities, such as violent video games, play in this larger narrative? Should the military ever have unfettered access to cutting-edge digital development? How can empathy be prioritized in the digital age?
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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?
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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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- 16 min
- Kinolab
- 2016
In a world in which social media is constantly visible, and in which the averaged five star rating for each person based on every single one of their interactions with others are displayed, Lacie tries to move into the higher echelons of society. She does this by consistently keeping up saccharine appearances in real life and on her social media feed because everyone is constantly connected to this technology. En route to an important wedding, she loses several points in her rating, yet still finds solace with a truck driver who offers her a ride. After releasing her true emotions at the wedding (from which she was ultimately disinvited for her low score), she is jailed and continues the release of her pent-up emotions. For further reading and real-life connections, see the narrative “Inside China’s Vast New Experiment in Social Ranking.”
- Kinolab
- 2016
Lacie Part II: Everyday Influencers and “Keep Instagram Casual”
In a world in which social media is constantly visible, and in which the averaged five star rating for each person based on every single one of their interactions with others are displayed, Lacie tries to move into the higher echelons of society. She does this by consistently keeping up saccharine appearances in real life and on her social media feed because everyone is constantly connected to this technology. En route to an important wedding, she loses several points in her rating, yet still finds solace with a truck driver who offers her a ride. After releasing her true emotions at the wedding (from which she was ultimately disinvited for her low score), she is jailed and continues the release of her pent-up emotions. For further reading and real-life connections, see the narrative “Inside China’s Vast New Experiment in Social Ranking.”
Are shallow interactions and the improbability of someone saying what they truly mean on a platform inherent to the design of digital social networks? How does social media put pressure on people to change events or relationships in their real life to keep up positive appearances? Consider movements such as “Keep Instagram Casual,” which implores users to post whatever they like, whenever they like, rather than being beholden to strict societal rules on what is acceptable to post. Can this occur with a user-centric push, or does something about the design of the platforms need to change? Does “digital niceness” actually benefit anyone? How do figures such as influencers take advantage of digital platforms to set social norms online and offline?
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- 7 min
- Kinolab
- 2013
At some point in the near future, Martha’s husband Ash dies in a car accident. In order to help Martha through the grieving process, her friend Sara gives Ash’s data to a company which can create an artificial intelligence program to simulate text and phone conversations between Martha and Ash. Through the chat bot, Ash essentially goes on living, as he is able to respond to Martha and grow as more memories are shared with the program.
- Kinolab
- 2013
Martha and Ash Part I: Digital Revival and Human Likeness in Software
At some point in the near future, Martha’s husband Ash dies in a car accident. In order to help Martha through the grieving process, her friend Sara gives Ash’s data to a company which can create an artificial intelligence program to simulate text and phone conversations between Martha and Ash. Through the chat bot, Ash essentially goes on living, as he is able to respond to Martha and grow as more memories are shared with the program.
How should programs like this be deployed? Who should be in charge of them? Do our online interactions abstract our entire personality? Could this be validly used for therapy purposes, or is any existence of such software dangerous? Is it ethical to provide such a tangible way of disconnecting from reality, and are these interactions truly all that different from something like social media interactions?
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- 8 min
- Kinolab
- 2016
In a world in which social media is constantly visible, and in which the averaged five star rating for each person based on every single one of their interactions with others are displayed, Lacie tries to move into the higher echelons of society. She does this by consistently keeping up saccharine appearances in real life and on her social media feed because everyone is constantly connected to this technology. Once she is spurred to up her rating, Lacie gets an invite to a high-profile wedding. However, after a few unfortunate events leave her seeming less desirable to others, thus lowering her rating, she finds her world far less accessible and kind. For further reading and real-life connections, see the narrative “Inside China’s Vast New Experiment in Social Ranking.”
- Kinolab
- 2016
Lacie Part I: Translating Online Interactions and Social Quantification
In a world in which social media is constantly visible, and in which the averaged five star rating for each person based on every single one of their interactions with others are displayed, Lacie tries to move into the higher echelons of society. She does this by consistently keeping up saccharine appearances in real life and on her social media feed because everyone is constantly connected to this technology. Once she is spurred to up her rating, Lacie gets an invite to a high-profile wedding. However, after a few unfortunate events leave her seeming less desirable to others, thus lowering her rating, she finds her world far less accessible and kind. For further reading and real-life connections, see the narrative “Inside China’s Vast New Experiment in Social Ranking.”
How do digital platforms promote inauthenticity? Why do appearances matter more in the digital age? Can digital technologies ever truly perfectly mirror an in-person interaction? Do the shallower ways in which people communicate online translate well into the real world? How could digital social platforms do better at promoting longer connection instead of the instant gratification of likes or ratings? Should social media platforms be so focused on quantifying interactions, in terms of likes or comments or followers? How can this quantification be de-emphasized?