Sunday, September 22, 2013

Axiologie: An Economy 2.0 Understanding of Valorization

Axiology is a third major branch of philosophy dealing with the study of the nature, types, and criteria of values and of value judgments. Axiology includes valorization, the according of value (or lack of value) to things, and aesthetics, relating to the beauty or pleasing appearance of things. Axiology is often overlooked in favor of its higher-profile philosophical cousins metaphysics, dealing with the nature of existence, and ethics in the 1.0 sense, dealing with rules of behavior based on ideas about what is morally good and bad.

Axiologie (e.g.; Axiology 2.0)
Axiology 1.0 needs to be extended to Axiology 2.0 or Axiologie in a technology philosophy sense to denote the new kinds of valorization that are present in the shift to Economy 2.0. Economy 2.0 is a world where economic transactions are highly-automated, affinity-based, multi-currency, unobtrusive, and on the way to post-scarcity for material goods.
One of the most visible aspects of the transition to Economy 2.0 is the multi-currency dimension - individuals are increasingly accumulating value in alternative non-monetary currencies such as reputation, authority, attention, intention, time, ideas, creativity, and health.
The multi-currency Economy 2.0 is also called the gift economy, the reputation economy, the attention economy, and the intention economy.

Science fiction has already envisioned future economic worlds where reputation points are the only currency and vary dramatically up and down like video-game points, typically viewable in virtual reality goggle Heads-up-Displays like Cory Doctorow’s whuffie-driven economy in ‘Down and Out in the Magic Kingdom.’ Technology philosophy’s Axiologie deals with the acknowledgement, valorization, visibility, invisibility, modes of understanding, transferability, storage, investment, and use of alternative currencies.

Part of an ongoing series of Technology Philosophy Conceptology

Sunday, September 15, 2013

Economics 2.0 Unbounded Upside: Pay-Forward Debit Karma Society

Unbounded upside is a concept applicable to future economics and the economy 2.0, but also the whole future more generally.

So far, in much our human endeavor, we have been oriented around a baseline and the goal of maintaining, achieving, or re-achieving that baseline, completely ignoring all of the possible outcomes on the positive side of the base line.

In finance and credit, loans are made, and the best anyone can hope for is to regain baseline, to have all of the monies repaid, or to achieve an as perfect as possible credit score.

We do not even have terminology for the conceptual opposite of credit, but what would a society based on debit, positive credit, or paid-forward karma look like? 

One vision is considering that in our societies, the financial surplus and resources already exist, and could be apportioned away from bureaucratic programs to instead pay-forward every person a sustainable living allowance each month or year. This would shift the focus to unbounded upside as everyone wonders what can they do not what they have to do for survival.

Regaining baseline is also the paradigm in other areas such as medicine and psychology: cure is returning a pathology to baseline, not going beyond baseline to improved wellness, enhancement, or future prevention. The advent of new fields such as Positive Psychology in the 2000s helps to expose the pervasive baseline mentality and potential expansions therefrom.

As it has been easier and more obvious to focus on reductionist practices in science, so too has been easy and a clear view to focus on the territory below baseline because it is a bounded defined area, whereas above baseline is open and unbounded, in other words, pure opportunity in the most Deleuzian and Bergsonian sense.

Monday, September 09, 2013

Future of Life Sciences: Top 10 List

The next wave of the biotechnology revolution is underway and promises to reshape the world in ways even more transformative than the agricultural, industrial, and information revolutions that preceded it.

It is not unimaginable that at some point, all biological processes, human and otherwise, could be understood and managed directly.

Here is a top ten list of key areas of contemporary advance in life sciences:
  1. Synthetic Biology and Biotechnology 
  2. Regenerative Medicine and 3D Printing 
  3. Genomics, “Omics,” and Preventive Medicine 
  4. Neuroscience 
  5. Nanotechnology 
  6. Big Health Data and Information Visualization 
  7. Quantified Self (QS), Wearable Computing, and the Internet-of-Things (IOT) 
  8. DIYscience, Citizen Science, Participatory Health, and Collective Intelligence 
  9. Aging, Rejuvenation, Health Extension, and Robotics 
  10. Space 
More information: Slideshare talk from the Max Planck Institute

Sunday, September 01, 2013

Subjective Experience and the Existence of Free Will in Bergson

With burgeoning progression in neuroscience projects across a variety of fields including stem cell generation, brain scanning, and natural language processing, the free will / determinism debate remains vibrant. One resource for understanding the problem is French philosopher Henri Bergson and his claim that free will exists, and can be understood through how time and free will are connected.

Henri Bergson lived 1859-1941. 1900s. He was well-known in philosophy and intellectual culture more broadly in the early 1900s, including for anticipating quantum mechanics 30 years ahead of its discovery due to his assessment of time as being asymmetrical. In the 1960s, the French philosopher Gilles Deleuze reawakened interest in Bergson, highlighting the importance of Bergson’s concepts regarding multiplicity and difference. Now Bergson continues to be relevant to neuroscience and other areas interested in the understanding of subjective experience, free will, and mind/body dualism. Bergson published three masterworks:
  • Time and Free Will: An Essay on the Immediate Data of Consciousness (1889) arguing in favor of free will 
  • Matter and Memory (1896) resolving mind/body dualism with a larger problem frame taking both dimensions into account 
  • Creative Evolution (1907) linking the idea of the time as energy and the energy of time to evolution 
Linking Time and Free Will 
According to Bergson in Time and Free Will, and as explicated by Suzanne Guerlac in Thinking in Time, we cannot treat the inner world of consciousness and subjective experience with the same model we use to understand the physical world. We need to purify concepts from their objective scientific use for the purpose of examining subjective experience, where the important features are the intensity of qualities, the multiplicity of overlapping mental states, and duration, the lived experience of time. Time is a force because it has a causal role in experiences not being the same each time, or over time, and in allowing experiences to accumulate through memory. Time is therefore a force, but an internal force not subject to the laws of nature as external forces. Exactly because time is not governed by mechanistic external forces, it allows room for the exercise of free will. The force of time makes free will possible and we exercise it when we are living in time, tuned into our subjective experience, and acting passionately and decisively. A more accurate conceptualization of our freedom is not in deciding between two alternatives but rather in experiencing free actions carving themselves out of our hesitation as we plunder though the constant becoming of life. 

Further explanation: YouTube video

Sunday, August 25, 2013

What is Technology Philosophy?

Technology Philosophy is using philosophy to improve the rigor of our thinking and proactively address issues as we create technology. Ideally our technology and biotechnology developments will open up new possibilities for humanity and the world.

Technology Philosophy is specifically not the 'philosophy of technology' which is in large part a retroactive and passive chronicle of activity in science and technology.

The affirmatory field of Technology Philosophy uses philosophy to theorize and create the development of novel science and technology.

More information: Technology Philosophy YouTube videos

Monday, August 19, 2013

Artworld's Reaction to Citizen Art: not like Science and DIYscience

Considering the tradition of the highly-regarded place of science in society and the venerated scientific method, it is surprising that the ScienceWorld has deigned to notice Citizen Science and DIYscience efforts. Initially, the reaction of science may have generally been to dismiss citizen science, however, in many cases, perspectives shifted to wondering how to collaborate with citizen science efforts and how low-cost world-wide accessible Internet models could help to crowdsource study participants, data analysis, and other aspects of studies. The ecosystem became a continuum ranging from institutional science ('high science') to the individual n=1 quantified self experimenter ('citizen science as the venture capital arm (e.g.; starter, feeder, interest-surfacer) of science').(More)

Now the advent of new media has democratized the tools for art production. It is much easier for individuals to express themselves creatively in many different digital art venues and genres. Some of the tools that facilitate individual and collaborative creativity include Garage Band, SoundCloud, Pinterest, the Spore creature creator, blogs, Twitter, and virtual worlds. It is therefore timely to ask about the ArtWorld's (e.g.; insiders: artists, museums, critics) potential reaction to Citizen Art. As opposed the ScienceWorld's reaction to Citizen Science, the ArtWorld's reaction to Citizen Art could be much more complex. This is because art has been, and may always be something contentious. Key questions remain unsettled and even more pronounced with new media and digital art:
  • what is art? 
  • who can do art? 
  • who can determine what is art? 
  • what is the consecration process for art? 
  • what is the societal and political role of art? what is the role of art as critique (of art, society, politics, etc.)? 
  • is art autonomous from society? 
  • what does the commercialization of art mean? 
Precisely because it is art, and not science, the acceptance of Citizen Art by the ArtWorld is much more nuanced than the tangible and quantitative nature of science, including Citizen Science, that makes results demonstrable. What is at stake is also more nebulous, although some new genres of digital art like SciArt, itself a mix of science and art, may be earlier to be acknowledged by the ArtWorld. (More)

Sunday, August 11, 2013

Killer Apps of Cognitive Nanorobotics

One of the most fun parts of thinking about nanocognition and cognitive nanorobotics is imagining the killer apps that we might have! 
  1. Bias Reduction - The first and most obvious killer app is bias reduction, helping to identify and reduce the many cognitive biases of humans including loss aversion, overconfidence, confirmation, rationalization, neglecting probability, and hindsight biases. 
  2. Memory Management - A second killer app is memory management – both accessing the right memories at the right time (and including possibly augmenting real memories with Internet-accessible personal or general data), and blocking access to memories, for example in trauma resolution or to consider issues cleanly and not fall into sunk cost or other cognitive traps. 
  3. Desire, Values, and Utility Optimization - The third killer app is the ability to elicit and optimize value systems, utility functions, and desires - using cognitive nanorobots to evoke personal values profiles and manage mental state and behavior for greater fulfillment. 
  4. Perceptual Augmentation - A fourth killer app is perceptual augmentation – using cognitive nanorobots to amplify subjective experience – to give us a way to see multiple realities simultaneously, and to see and think in time instead of space, and to see movement in both time and space. 
  5. POV Apps - A fifth killer app is POV apps (point-of view apps) – a whole new class of apps based on the functionality of being able to see the points of view of others (per their permission). The advent of Google Glass suggests that this is not that far away. There could be the Negotiator App to look for areas of common ground between people in conflict or potential conflict, or the Art Appreciation App as articulated in Greg Egan's 'Diaspora' to try on the different aesthetics perspectives of your friends, there can be endless new permutations of Garage Band simply starting from “here, let me share my HUD.” 
 More: YouTube Video, Presentation

Monday, July 29, 2013

Smartwatch Killer App: Meeting Entertainment!

Smartwatches have popped onto the scene and just like tablets (the world’s fastest adopted platform, even faster than the cell phone), the key killer app that could drive extremely fast penetration is…meeting entertainment! Like tablets, smartwatches (less obtrusively worn with the face on the inside of the wrist) are socially-acceptable gadgetry to attend to during meetings, and serve as a real-time notification and entertainment console. 

Monday, July 22, 2013

The Real Question is How to Further Develop Autism-related Skills

On the topic of autism, the two biggest areas of societal focus are first, the growing population of ASD (autism spectrum disorder) individuals (1/88 live births in the US; 66% college graduates on the ASD spectrum are unemployed), and second, providing resources for normalizing ASD individuals into day-to-day life activities such as work, housing, and dating.

However, there is a more forward-looking neurodiversity view of ASD. Two key points:
  • ASD is a growing societal trend, and it is unclear what this means to humanity overall
  • Part of the ASD disposition is is a unique and profound skillset, and it is a question as to what this means for the possible mental tasks and undertakings of humans
What would it be to focus on the further development of ASD skillsets in individuals as opposed to (or perhaps in opposition to) exclusive ‘normalization’ to neurotypic standards. If ASD individuals can do certain kinds of projects well (e.g.; like focusing intensively a single detailed topic, and finding patterns and exceptions), what can they do really well, and enjoy developing more fully.

One of the first deployments of the ASD skillset is commercial, in software programming where employers are well aware of the benefit of 3% error rates in computer code created by ASD programmers (vs. 18% by neurotypical programmers). Job sites like NonPareil, Semperical, and Specialists Guild are already catering to ASD programming skills. 

A more comprehensive suite of employment-related services for the ASD market was presented at the Autism Hackathon held in San Francisco July 20-21, 2013 by MindFlower. MindFlower is the idea for an eLabor marketplace that proposes to offer two kinds of ASD-skillset related activities: Mechanical Turk-like projects in the vertical markets of big data analysis, life sciences omics, and patent and literature search, and Kaggle-like data science competitions on supercomputer-unsolvable problems. Spectrum skill assessment and development are other features of the site, along with ASD-friendly advertising.

CNET article covering the event is here. 
Image credit: Kimberly Pickard

Sunday, July 14, 2013

The Future of Collaboration

The Future of Collaboration hackathon was held intercontinentally in Silicon Valley and India on July 12 and 13, 2013. While demos necessarily focused on technical solutions (using communication-based APIs from WebRTC, Media Network Services, vLine, and Twilio (most of which do not yet work on most au courant wearbles computing platforms)), several other interesting qualitative considerations arose.

E-labor Marketplaces for Teams or Groups 
One team proposed the idea of elabor marketplaces for teams or groups. This could engender a new conceptualization of ratings regarding qualitative factors (for dating, friends, employer recruiting) – to develop a more specific understanding of how teams work well together. New dimensions and metrics could be articulated to provide detail about team forming, storming, and norming steps, group dynamics, how people develop affinity and respect for each other, and intrinsic and extrinsic reward systems.

Live Interaction MOOCs (massive open online course platforms) 
Another team suggested the next wave of functionality for online elearning environments: live interaction with two-way video for group discussions. Similar to elabor marketplaces for groups, the concept of the new functionality brings the underlying activity into sharper relief. Here the underlying activity shifts to ‘what it is to be a good discussant’ - the different qualities and roles that discussion participants may exhibit, become explicitly aware of, and improve. Some examples of good discussant skills are restating the issue, extending the topic in useful ways, bringing in resources and examples, empathizing, engaging in active listening, encouraging others to state their views, peer acknowledgement, and topic closure. One can imagine the ‘Top 10 Discussant Qualities’ certificate that could be peer-evaluated and useful to list on a resume or sought by employment recruiters.