This book examines the ethics of virtual reality (VR) technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated “deep fake” images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for moral enhancement. Journalists, artists, philanthropic and non-governmental organisations are using VR films, games and installations to stimulate user empathy to marginalised peoples through a combination of immersion, embodiment and persuasion. This book critically assesses the use of VR for empathy arousal and pro-social behaviour change, culminating in the development of a VR “ethical tool” – a device to facilitate reflective ethical judgement. Drawing upon the pragmatist philosophy of John Dewey, virtual reality is reshaped as “dramatic rehearsal”. This book explains how a combination of immersive environment-building, moral imagination, choice architecture and reflective engagement can stimulate a future-focused and empathic ethics for users of the technology.
A collection of essays that sets forth the moral principles of Objectivism, Ayn Rand's controversial, groundbreaking philosophy. Since their initial publication, Rand's fictional works—Anthem, The Fountainhead, and Atlas Shrugged—have had a major impact on the intellectual scene. The underlying theme of her famous novels is her philosophy, a new morality—the ethics of rational self-interest—that offers a robust challenge to altruist-collectivist thought. Known as Objectivism, her divisive philosophy holds human life—the life proper to a rational being—as the standard of moral values and regards altruism as incompatible with man's nature. In this series of essays, Rand asks why man needs morality in the first place, and arrives at an answer that redefines a new code of ethics based on the virtue of selfishness. More Than 1 Million Copies Sold!
This book offers new ways of thinking about and assessing the impact of virtual reality on its users. It argues that we must go beyond traditional psychological concepts of VR "presence" to better understand the many varieties of virtual experiences. The author provides compelling evidence that VR simulations are capable of producing "virtually real" experiences in people. He also provides a framework for understanding when and how simulations induce virtually real experiences. From these insights, the book shows that virtually real experiences are responsible for several unaddressed ethical issues in VR research and design. Experimental philosophers, moral psychologists, and institutional review boards must become sensitive to the ethical issues involved between designing "realistic" virtual dilemmas, for good data collection, and avoiding virtually real trauma. Ethicists and game designers must do more to ensure that their simulations don't inculcate harmful character traits. Virtually real experiences, the author claims, can make virtual relationships meaningful, productive, and conducive to welfare but they can also be used to systematically mislead and manipulate users about the nature of their experiences. The Ethics of Virtual and Augmented Reality will appeal to philosophers working in applied ethics, philosophy of technology, and aesthetics, as well as researchers and students interested in game studies and game design.
Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there be a limit to what can be enacted or represented within these games? Or, is it all just a game?
We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. This book focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement.
Our social, educational, professional, and political ethics play a significant role in every aspect of our life. As technology continues to influence our society, these principles needs to be valued. Moral, Ethical, and Social Dilemmas in the Age of Technology: Theories and Practice highlights the innovations and developments in the ethical features of technology in society. This comprehensive collection brings together research in the areas of computer, engineering, and biotechnical ethics. These theoretical studies and innovative methodologies are essential for researchers, practitioners and philosophers.
Prepare for the CEH training course and exam by gaining a solid foundation of knowledge of key fundamentals such as operating systems, databases, networking, programming, cloud, and virtualization. Based on this foundation, the book moves ahead with simple concepts from the hacking world. The Certified Ethical Hacker (CEH) Foundation Guide also takes you through various career paths available upon completion of the CEH course and also prepares you to face job interviews when applying as an ethical hacker. The book explains the concepts with the help of practical real-world scenarios and examples. You'll also work with hands-on exercises at the end of each chapter to get a feel of the subject. Thus this book would be a valuable resource to any individual planning to prepare for the CEH certification course. What You Will Learn Gain the basics of hacking (apps, wireless devices, and mobile platforms) Discover useful aspects of databases and operating systems from a hacking perspective Develop sharper programming and networking skills for the exam Explore the penetration testing life cycle Bypass security appliances like IDS, IPS, and honeypots Grasp the key concepts of cryptography Discover the career paths available after certification Revise key interview questions for a certified ethical hacker Who This Book Is For Beginners in the field of ethical hacking and information security, particularly those who are interested in the CEH course and certification.
This textbook highlights the essential need for a strong ethical framework in our approach to teaching of and working in computer, information and engineering sciences. Through thought-provoking questions and case studies, the reader is challenged to consider the deeper implications arising from the use of today’s rapidly evolving computing technologies and ever-changing communication ecosystems. This thoroughly revised and updated third edition features revised chapters with new and updated content and hardened the ethical framework. To cope with the rapidly changing computing and telecommunication ecosystem, a new chapter, Ethics and Social Responsibility in the Metaverse, has been added. The interface between our current universe and the evolving metaverse presents a security quagmire. The discussion throughout the book is candid and intended to ignite students’ and professionals’ interest and active participation in discussions of the issues we are facing now and those likely to emerge in the near future. Topics and features—including fully updated content: Introduces a philosophical framework and tools for understanding and analyzing computer ethics in personal, public, and professional spheres Describes the impact of computer technology on issues of security, privacy, anonymity, and civil liberties Discusses the security and ethical quagmire in the platforms of the developing metaverse (NEW chapter) Examines intellectual property rights in the context of computing, including the risks and liabilities associated with software Discusses such key social issues in computing as the digital divide, employee monitoring in the workplace, and risks to physical and mental health Reviews the history of computer crime, and the threat of digitally facilitated bullying, harassment, and discrimination Considers the ethical challenges arising from online social networks, mobile telecommunication technologies, virtual reality, the Internet of Things and 5G technologies Includes learning objectives, discussion questions and exercises throughout This concise and accessible work addresses the critical ethical and moral issues important to all designers and users of computer technologies. The text incorporates the latest curricula requirements for undergraduate courses in computer science, as well as offers invaluable insights into the social impact and legal challenges posed by the latest generation of computing devices and networks.