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Welcome to the nexus of ethics, psychology, morality, technology, health care, and philosophy
Showing posts with label Augmented Reality. Show all posts
Showing posts with label Augmented Reality. Show all posts

Saturday, April 13, 2024

Human Enhancement and Augmented Reality

Gordon, E.C.
Philos. Technol. 37, 17 (2024).

Abstract

Bioconservative bioethicists (e.g., Kass, 2002, Human Dignity and Bioethics, 297–331, 2008; Sandel, 2007; Fukuyama, 2003) offer various kinds of philosophical arguments against cognitive enhancement—i.e., the use of medicine and technology to make ourselves “better than well” as opposed to merely treating pathologies. Two notable such bioconservative arguments appeal to ideas about (1) the value of achievement, and (2) authenticity. It is shown here that even if these arguments from achievement and authenticity cut ice against specifically pharmacologically driven cognitive enhancement, they do not extend over to an increasingly viable form of technological cognitive enhancement – namely, cognitive enhancement via augmented reality. An important result is that AR-driven cognitive enhancement aimed at boosting performance in certain cognitive tasks might offer an interesting kind of “sweet spot” for proponents of cognitive enhancement, allowing us to pursue many of the goals of enhancement advocates without running into some of the most prominent objections from bioconservative philosophers.


Here is a summary:

The article discusses how Augmented Reality (AR) can be a tool for human enhancement. Traditionally, human enhancement focused on using technology or medicine to directly alter the body or brain. AR, however, offers an alternative method for augmentation by overlaying information and visuals on the real world through devices like glasses or contact lenses. This can improve our abilities in a variety of ways, such as providing hands-free access to information or translating languages in real-time. The article also acknowledges ethical concerns surrounding human enhancement, but argues that AR offers a less controversial path compared to directly modifying the body or brain.

Friday, June 1, 2018

CGI ‘Influencers’ Like Lil Miquela Are About to Flood Your Feeds

Miranda Katz
www.wired.com
Originally published May 1, 2018

Here is an excerpt:

There are already a number of startups working on commercial applications for what they call “digital” or “virtual” humans. Some, like the New Zealand-based Soul Machines, are focusing on using these virtual humans for customer service applications; already, the company has partnered with the software company Autodesk, Daimler Financial Services, and National Westminster Bank to create hyper-lifelike digital assistants. Others, like 8i and Quantum Capture, are working on creating digital humans for virtual, augmented, and mixed reality applications.

And those startups’ technologies, though still in their early stages, make Lil Miquela and her cohort look positively low-res. “[Lil Miquela] is just scratching the surface of what these virtual humans can do and can be,” says Quantum Capture CEO and president Morgan Young. “It’s pre-rendered, computer-generated snapshots—images that look great, but that’s about as far as it’s going to go, as far as I can tell, with their tech. We’re concentrating on a high level of visual quality and also on making these characters come to life.”

Quantum Capture is focused on VR and AR, but the Toronto-based company is also aware that those might see relatively slow adoption—and so it’s currently leveraging its 3D-scanning and motion-capture technologies for real-world applications today.

The information is here.