scholarly journals Touching at a Distance: Digital Intimacies, Haptic Platforms, and the Ethics of Consent

2021 ◽  
Vol 27 (5) ◽  
Author(s):  
Madelaine Ley ◽  
Nathan Rambukkana

AbstractThe last decade has seen rise in technologies that allow humans to send and receive intimate touch across long distances. Drawing together platform studies, digital intimacy studies, phenomenology of touch, and ethics of technology, we argue that these new haptic communication devices require specific ethical consideration of consent. The paper describes several technologies, including Kiiroo teledildonics, the Kissenger, the Apple Watch, and Hey Bracelet, highlighting how the sense of touch is used in marketing to evoke a feeling of connection within the digital sphere. We then discuss the ambiguity of skin-to-skin touch and how it is further complicated in digital touch by remediation through platforms, companies, developers, manufacturers, cloud storage sites, the collection and use of data, research, satellites, and the internet. Lastly, we raise concerns about how consent of data collection and physical consent between users will be determined, draw on examples in virtual reality and sex-robotics, and ultimately arguing for further interdisciplinary research into this area.

2019 ◽  
Vol 8 (1) ◽  
pp. 95
Author(s):  
I Wayan Gede Partamayasa ◽  
I Ketut Gede Suhartana ◽  
I Wayan Supriana

A server room is a room that is used to store servers, network communication devices such as routers and switches, and other operational related devices. Server rooms that have high temperatures and humidity will affect the performance of all devices, so the temperature and humidity of the server room must be maintained so that the device is not easily damaged. So from that, the company needs to implement a standard to protect the performance of the devices stored in it. To overcome this problem a device was developed that can automatically control and monitor temperature and humidity. The system will be built using temperature and humidity sensors that are used to monitor the temperature of the room, the condition of the room temperature and humidity of the room will be displayed through a website that can be accessed through the internet network.


2001 ◽  
Vol 5 (1) ◽  
pp. 167-184 ◽  
Author(s):  
Robert L. Williams II ◽  
Meng-Yun Chen ◽  
Jeffrey M. Seaton

This article describes a unique project using commercial haptic interfaces to augment the teaching of high school physics. Since force is central to the teaching of physics, we believe that the use of haptics in virtual reality physics simulations has the potential for deeper, more engaging learning. Software has been developed which is freely-available on the internet, and HTML tutorials have been developed to support these haptics-augmented software activities in the teaching and learning of high school physics. Pilot study results are reported, which yielded positive feedback and suggestions for project improvement from high school physics students and teachers.


Author(s):  
T. P. Kersten ◽  
F. Tschirschwitz ◽  
S. Deggim

In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum “Alt-Segeberger Bürgerhaus”, a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.


Politeja ◽  
2019 ◽  
Vol 16 (4(61)) ◽  
pp. 131-148
Author(s):  
Joanna Talewicz-Kwiatkowska

Stereotypical perceptions of Roma people as those who like to walk along forest paths to camps, or stories about Gypsy fairies with crystal balls have nothing in common with such trendy and contemporary terms as new technologies. How can one imagine a stereotypical Roma who loves horses and campfires surfing the Internet? How do we discuss changes in men-women relations in the context of a patriarchal community in which women have no right to express their opinions and are literally captive? Undoubtedly, a lack of knowledge about Roma people, and with often the only alternative in the form of stereotypical information excludes them from the discussion on cultural changes related to technological development. At the same time media, including the Internet, are important not only in the context of activism of Roma leaders and organizations, but also with reference to people who want to fight against the negative image of Roma people in public space, regardless of membership or lack of membership in Roma organizations.


Author(s):  
Sree Naga Raja Sekhar Mallela

Abstract: The most common buzzwords in the world is “The Internet of things” (IoT) and IOT describes the network of physical objects, so known as, "things" those are rooted with sensors in the devices, application software, technologies that is used for the resolution of connecting one end to another end and exchanging information with other devices and systems over the Internet. The IoT 5G technologies can also be used in journalism and the primary focus is to increase M2M interaction of mass communication devices. One way it is “ubiquitous computing” can occur using any device, in any location, and in any format. The Internet of Things (IoT) is all about small cost sensors grabbing data to communicate with one device to another device using cloud solutions. Coming to the 5th generation mobile network. We have already started using 4G networks and as we know that, start with 1G, 2G, 3G, and 4G networks. The 5th generation network is going to enable an upcoming new network that will associate virtually every person globally connected and everything organized including IoT devices, objects and machines. Central communication and Journalism is the activity of gathering right information, evaluating, generating, and presenting broadcast information. It is high time to start using IOT Technology using 5th generation high-speed network connectivity devices to communicate or data transfer in the area of journalism. Keywords: IOT – Internet Of Things, 5G- Fifth Generation in data network, JMC – Journalism and Mass Communications, M2M – Machine to Machine, Cloud , Artificial intelligence and Machine Learning.


Author(s):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.


Author(s):  
Chuck Huff ◽  
Deborah G. Johnson ◽  
Keith W. Miller

In traditional communities, some actions are widely regarded as bad and unethical. But in online “communities,” the virtual analog of those actions may not be regarded with the same clarity. Since “virtual” behaviors are distinct from ordinary acts, they require further analysis to determine whether they are right or wrong. In this chapter we consider an incident on the Internet that illustrates this confusion. The incident centered on a virtual act of sexual violence. This “rape in cyberspace,” reported by Julian Dibbell in 1993, has generated questions about the significance of behaviors in virtual reality environments. We use the case to explore the moral nature of actions in virtual environments, emphasizing the themes of harm and responsibility. We then offer some tentative lessons to be learned and, finally, apply the lessons to virtual sex and to first-person shooter computer games.


Author(s):  
Nobuyoshi Terashima

On the Internet, a cyberspace is created where people communicate together, usually by using textual messages. Therefore, they cannot see each other in cyberspace. Whenever they communicate, it is desirable for them to see each other as if they were gathered at the same place. To achieve this, various kinds of concepts have been proposed, such as a collaborative environment, Tele-Immersion, and tele-presence (Sherman & Craig, 2003). In this article, HyperReality (HR) is introduced. HR is a communication paradigm between the real and the virtual (Terashima, 1995, 2002; Terashima & Tiffin, 2002; Terashima, Tiffin, & Ashworth, in press). The real means a real inhabitant, such as a real human or a real animal. The virtual means a virtual inhabitant, a virtual human, or a virtual animal. HR provides a communication environment where inhabitants, real or virtual, that are at different locations, meet and do cooperative work together as if they were gathered at the same place. HR can be developed based on virtual reality (VR) and telecommunications technologies.


Author(s):  
Lalita Rajasingham

The term HyperReality (HR) was coined by Nobuyoshi Terashima to refer to “the technological capability to intermix virtual reality (VR) with physical reality (PR) and artificial intelligence (AI) with human intelligence (HI)” (Terashima, 2001, p. 4). HR is a technological capability like nanotechnology, human cloning and artificial intelligence. Like them it does not as yet exist in the sense of being clearly demonstrable and publicly available. Like them it is maturing in laboratories where the question “if?” has been replaced by the question “when?” And like them the implications of its appearance as a basic infrastructure technology are profound and merit careful consideration. (Tiffin &Rajasingham, 2001) Because of this, universities, if they are to be universities, will be involved with HR as a medium and subject of instruction and research, and for the storage and development of knowledge (Tiffin & Rajasingham, 2003). The concepts of HyperUniversities, HyperClasses, Hyperschools, and HyperLectures are at the same level of development as the concepts of virtual universities, virtual classes, virtual colleges, and virtual schools in the later part of the 1980s (Tiffin & Rajasingham, 1995). A project on emerging nanotechnology, Consumer Products Inventory contains over 380 products ranging from clothing, home furnishing, medical scanning and diagnostics tools, electronics, computer hardware, scanning microscopes, and so on (http://www.nanotechproject. org/index.php?id=44&action=view). This is the future environment for which universities will need to educate society. HyperReality subsumes virtual reality. HR is only possible because of the development of computer-generated virtual reality, in particular, the development of distributed virtual reality which makes it possible for different people in different places to interact together in the same virtual reality. It was the theoretical application of this capability to education, and especially to university education, that lead to the concept of virtual classes in virtual schools and universities (Tiffin & Rajasingham, 1995). Initial experiments simulated virtual classes by using videoconferencing, audio conferencing, and audiographic conferencing. The emergence of the Internet shifted these ideas from a laboratory stage to institutional development of institutions calling themselves virtual universities and virtual schools, by virtue of being able to bring teachers and students together in classes using telecommunications and computers, instead of public transport and buildings. Today, synchronous and asynchronous virtual classes are conducted using learning management systems (LMS) applications such as Blackboard, Chatterbox, Eluminate, and Lotus LearningSpace on the Internet. Furthermore, highly interactive, reusable learning objects (LOs) that are adaptable in all aspects, and interoperable with other learning objects, are rapidly coming online (Hanisch & Straber, 2003). HypreReality LOs, still in Beta, are being developed. HyperReality also subsumes artificial intelligence. Teaching machines and computers have been used for instruction since the early days of computer-assisted instruction (CAI) in the 1960s, albeit with little overall impact on education, especially at the university level. However, the growing capability and ubiquity of AI expert systems and agents, the vast amount of repetitive work involved in teaching, and the growing application of business criteria to the management of education suggest that AI agents, conceivably in avatar form, will be adopted in education, and the place where this will begin is likely to be in the universities.


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