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To-Do Is to Be: Foucault, Levinas, and Technologically Mediated Subjectivation

机译:要做的是:福柯,莱维纳斯和技术介导的主观

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The theory of technological mediation aims to take technological artifacts seriously, recognizing the constitutive role they play in how we experience the world, act in it, and how we are constituted as (moral) subjects. Its quest for a compatible ethics has led it to Foucault’s “care of the self,” i.e., a transformation of the self by oneself through self-discipline. In this regard, technologies have been interpreted as power structures to which one can relate through Foucaultian “technologies of the self” or ascetic practices. However, this leaves unexplored how concrete technologies can actually support the process of self-care. This paper explores this possibility by examining one such technology: a gamified To-Do list app. Doing so, it first shows that despite the apparent straightforwardness of gamification, confrontation and shame play an important role in how the app motivates me to do better. Second, inspired by Ihde’s schema of human-technology relations, it presents different ways in which the app may confront me with myself. Subsequently, it accounts for the motivation and shame that this technologically mediated confrontation with myself invokes through a Levinasian account of ethical subjectivity. In so doing, it also shows how Levinas’ phenomenology implies a responsibility for self-care and how nonhuman, technological others may still call me to responsibility. It concludes with a reflection on the role of gamification in technologically mediated subjectivation and some implications for design.
机译:技术调解理论旨在认真对待技术人员,认识到他们在我们如何体验世界,行动的方面发挥作用,以及我们如何构成(道德)科目。它对兼容道德的追求使其导致了福柯的“关心自我”,即通过自律通过自律转变自己。在这方面,技术已经被解释为可以通过Foucaultian“自我技术”或禁禁实践所涉及的电力结构。然而,这叶子未开发具体技术如何实际上支持自我保健过程。本文通过检查一个这样的技术来探讨这种可能性:游戏待办事项列表应用程序。这样做,它首先表明,尽管游戏化的明显直接,但对抗和羞辱在应用程序激励我做得更好的情况下发挥着重要作用。其次,灵感来自IHDE的人力技术关系的架构,它提出了不同的方式,其中应用程序可能会与我自己面对。随后,它考虑了这种技术介导的对抗自己的激励和羞耻,通过LevInasian的道德主观性叙述。在这样做时,它也展示了Levinas的现象学意味着对自我保健以及非人统的责任,技术人员仍可能呼吁我责任。它的结论是关于游戏处理在技术介导的主观的作用和设计的一些影响的思考。

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