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social impacts

COMP 381. social impacts. Impacts of Inflection Points . privacy family quality of life expanding human reach knowledge economy democratization. privacy invasion disintegration of family health danger / misuse misinformation work abuse. Positives. Negatives.

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social impacts

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  1. COMP 381 social impacts

  2. Impacts of Inflection Points • privacy • family • quality of life • expanding • human reach • knowledge • economy • democratization • privacy invasion • disintegration of family • health • danger / misuse • misinformation • work abuse Positives Negatives

  3. Is Cyberspace Real? • Are we creating an artificial distinction? • When do distinctions matter? • Worker vs. teleworker • Conference vs. teleconference vs. virtual world conference? • Others?

  4. Manifestations • Speed of life • Communications • Desensitization • Expectations

  5. Speed of Life • Crazy Busy: we are all driven to do more and do it faster • Signs? • Is this technology’s fault? • Other contributing factors?

  6. How communications has changed We build our ideas about what is real and what is natural with the cultural materials available. high school student, 1996 Perception of reasonable ways to communicate: 1930s: phone 1996: Internet 2001: End of pay phone era today: Changes in the last 5 years?

  7. Desensitization • Television • Movies • Rap songs • Violence in games • Internet hunting • Modern warfare

  8. The Technosphere Without much awareness or comment on our part, the technological-technocratic system has usurped the natural and social milieus to become the primary environment in which we live. Andrew Kimbrell Cold Evil Technology is a way of organizing the world so that we do not experience it. Max Frisch

  9. Simulations • The imitative representation of functioning of one system by means of the functioning of another • You capture some aspects, but not all: need to decide what is important

  10. Simulations in Physical Space • Shopping mall: simulation of main street • Streets of Southpoint! • Neighborhood developments • Simulations or reversions? • Television locations • Cheers • … and bars that are simulations of the simulation • Zoos and theme parks: • Busch Garden, • World fairs • Disneyland Main Street USA

  11. Simulations in Cyberspace • Chat rooms • Multi-player online environments • Instant messaging • Military: War games, simulations, exercises • Games • Training: flight simulator • Medical: Virtual human • Social networks • Why are these simulations? • How effective are they?

  12. Simulations in Cyberspace • With your own persona: • Create communities and societies • Communication with friends • But are these really “you”? • Do you have different personas? • In “real life”? • In cyberspace?

  13. Culture of Simulation • Sherry Turkle, “cybershrink” • Seminal work on people and technology • Simulation and Its Discontents • What about the Internet has changed since 1996? • Real life vs. virtual life • Avatars • Transference

  14. What is good about simulations? • Safe place to • Learn • Experiment • Opportunity to try things that you couldn’t otherwise try • Different places and times • Expensive facilities • Danger

  15. What is bad about simulations? • False sense of capability • CPR without real practice • Flying an airplane in bad weather • Can spoil the real thing • “Disneyland effect” • Nature videos or zoos • Travelogs • The Veldt by Ray Bradbury • Impact underestimated • Rape in Cyberspace (1998)

  16. Human reactions • Alleviating loneliness: Aibo vs. real dog • Emotion in robots (KISMET) • The Uncanny Valley • Crossing the Valley

  17. Addiction Our Cultural Addiction to Phones

  18. What is Addiction? • Physiological: Chronic relapsing condition characterized by compulsive abuse and by long-lasting chemical changes in the brain. • Behavioral: Any act that when abused becomes detrimental to other areas of life • Same irrespective of the drug

  19. Physiological Evidence No research indicating a chemical change in the brain from an addiction to technology Recently: physiological changes

  20. Behavioral Components • Absorption • Mood Modification (Greenfield study: 29%) • Tolerance • Withdrawal • Relapse -Dr. Patrick Carnes

  21. English Internet poll (2,100 people) • 76% “could not live without” • 45% more important than religion • 45% loss more stressful than any utility • 20% more attention than to partner

  22. China • among the first countries to recognize internet addiction as a clinical disease • 4 million Chinese under the age of 18 are thought to be addicted to online gaming • >= 6 hours a day • Over 200 rehab clinics • Militaristic: physical labor coupled with harsh punishments

  23. Technology as an Enabler • Addicted to technology … or the activity? Gambling Shopping Socializing Gaming Sex

  24. Online Gambling Job or Addiction

  25. Online Shopping • Buying things that user typically doesn’t want or need • Don’t feel like you’re actually spending money • One click away

  26. Constant Emailing • 59% in bed • 53% in the bathroom • 37% while driving • 12% in church • 47% more likely to check email in middle of night than get a late night snack 2007 survey When Technology Addiction Takes Over Your Life

  27. Effects of Pornography • Unrealistic sexual expectations • 40% of internet users visited an online adult site in August 2005 -Internet Filter Review

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