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The Use of GRIN Technology - Report Example

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The paper "The Use of GRIN Technology" is a wonderful example of a report on technology. There are difficulties in defining humanity or human beings. According to biology human beings did not come from anywhere but he came through biological chains…
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Extract of sample "The Use of GRIN Technology"

Name : xxxxxxxxxxx Institution : xxxxxxxxxxx Course : xxxxxxxxxxx Title : GRIN Technology and Education Tutor : xxxxxxxxxxx @2010 GRIN Technology and Education Introduction There are difficulties in defining humanity or human beings. According biology human beings did not come from nowhere but he came through biological chains. Human beings must undergo survival, reproduction and self destruction but a question arises as to why humans must accept diseases and death. Therefore in order to gather information on what humanity is people should not base their question on what humanity is, but what humanity could be. The transhumanists manifesto tries to define humanity. Human beings are not spirits or souls but are biological beings that have evolved and according to genetics they are programmed to undergo the processes of survival, reproduction and self destruction. A soul is the anthropomorphization of love which an evolved feeling which is neurochemically induced and contributes to the benevolent attraction of humans of humans for the purpose of reproduction. Spirit or spirituality is a sense of love that is extended beyond its evolved function and can be defined as neurochemically induced feeling of compassionate attraction toall things. God is the anthropomorphization of omnipotence a father who cannot be seen and acts to reduce fear of death enable tolerance to suffering and problems in life, and condition for benevolence what is imagined as punishment, and reward of hell and heaven (Young, 2006). As the power over nature expands, the reliance on superstition reduces. According to science a grown up human being should consider the advantage of living and be able to end all suffering and limitations encountered in life. Human beings are immortal, invisible ghosts living inside mortal bodies but they have brains which are programmed to self destruction. The human brain acts as a computer and the mind is a brain that recognizes its self existence. Human beings have conscious which is recognition and self conscious which is self recognition. The mind is a virus attacking the brain and therefore seeks self preservation. It invades the brain .grows and lives in a symbiotic relationship with it, and if it is stronger than the brain, it takes full control. When the mind takes control it naturally acts to reverse the body’s programming for self destruction program of the body of self destruction in an attempt to live. When human beings are able to define themselves by their minds, then they are able to challenge the programmed decomposition of the body. Self consciousness which is recognition by the mind about its own being separate from the body strengthen the human being battle to make itself free from the problems of genetic prison. By using their minds, human beings are able to think, reason, make decisions and control themselves. GRIN technology GRIN technology is a technology that modifies the human body. Most of the modifications are intended to overcome the things that have been in the past understood as natural ailments or incapability. GRIN technology on a particular species is used to overcome what is seen as natural disabilities and is also used to promote human capacity, mental, and physical understanding. Humans have for a long time engaged them in a process of self enhancement a process in which humans as a species have tried to attain greater control over the environment they live in. For instance in a relationship between humans and science, the humans put warm clothes during in cold climates to enable them survive the cold. Humans use technology to assist them in dealing with environmental conditions that the evolution has not equipped humans with to enable their survival. Science is a practice that uses the human faculties to obtain greater control over the nature in living in the world (Young, S., 2006). Robots and Artificial intelligence GRIN technology has developed a robot which is a machine that resembles a human being and performs various actions like talking and walking. The robot is a fictional machine that does not have capacity for human emotions and is seen as an efficient insensitive human being who functions mechanically. It is a machine that mechanically performs recurring competitive activities and is guided by mechanical control. With the invasion of robots in entertainment and education industries, artificial intellectual beings or human confront conventional relations between machines and humans. Past definitions defined robots as false machines which do not have human emotions but this has changed. The development of robots with artificial intelligence makes the machines to be more like humans with artificial emotion. This displays that an artificial human being is not just an apparatus but possesses its own life. Artificial intelligence is usually put in the category of being strong or weak. Wear artificial intelligence entails machine based stimulation of human qualities or intelligence while strong artificial intelligence comprise of human like intellect that emerges and is unrelenting of its personal pact as the result of the numerous processes innate in the non human system. Weak artificial intelligence can be displayed in computers which are able to perform several things, which stimulate the intellect human mind as do robots of different sizes and shapes which at sometimes exceed human capacities. Since weak forms of artificial intelligence are able to perform various tasks that human beings once did, the humans are greatly off loading their works to the machines leading to the fact that human being cognition is in many cases powerfully connected with computers and machines coexisting in the environment (Garis, 2005). Strong artificial intelligence has not been realized and the great obstacle to its attainment is the lack of assurance about what really comprises human intelligence and consciousness. This lack of certainty is reflected in the propagation of vocabulary to explain a particular thing that might be called a strong artificial intelligence. Words like consciousness, mind, soul, sentience, self, sapience, self, cognition, awareness and mind in the Buddhist logic regularly tell the prose and discussion about strong intelligence. The question is if consciousness or intelligence could be merely result from brain or if the body is basically involved in the emergence and development of intelligence. In response to this possibility, it must be clearly understood that individuals who do not have contacts with other humans are likely to loose their self sense and may have mental illnesses whereas children who are not brought up by other humans are not seen as humans and which raises a question of what precisely describes human, if the mind therefore a societal phenomenon or if consciousness is more than the total of human parts or greater than the portions of the human brain (GARREAU, 2005) Transhumanist and social context All technologies with inclusion of GRIN technology are found in established political, social and economic contexts. There is great use of video games in school. The narratives, discourses and ideologies they give about self, the world, and other people are regularly the issues which are circulating within the community where the game was initially produced. In this regard the use videogames in schools and other learning institutions must be approached from a serious perspective, putting into consideration how they are likely to produce dissimilar relations of influence in terms gender, class and race. There will be no expectation that video games can expertise supreme realities where every person share power equally and there is no marginalization (Gee, 2003). This can help to achieve the results of several social based education policies such as anti sexism, multiculturalism and anti racism policies which are taken by students as natural array of the actual word. Due to the fact that video games produce aspect of actual world with inclusion of its relations with power, the games also gives chances to students to analyze through the game the uneven relations of control in the actual world. In a study of relationship between males and females in video games it was noted that when girls are playing video games it is essential to recognize the diverse kind of games they play. The way they play and how they relate with other girls and boys at play (Squire, 2006). There is acknowledgement that girls outdo boys in literacy as it is customarily understood and as cultural acts are increasingly adorned in the new digital technology literacies, where tough gender classification in video games remains, females may continue to be at disadvantage. Boys are greatly competitive in playing video games, and they rarely play together with girls and when they do they takes entire control of the game. In college, males spent most of their time playing games, the characters of games are mostly male. The characters of female games are sexy, aggressive and less strong and they mostly require rescue. However masculinity traits are not connected to the reason why females play the males with male characters. Women conflict more when playing games and they tend to complain when their fellow females takes too much time on the video game. Males tend to displace other activities with video games and this may have an impact with their studies. The greater participation of males in video games is likely to widen the gap between girls and boys on the basis of spatial view. Use of technology and cyber world tends to produce similar social relations within the real world and it is not amazing that race may also give information about video games. Certainly it may be naïve to think in another perspective when producers of video games are equally adorned by the existing discourses regarding game players of different races. This means that the game producers set out to particular challenges of these discourses which are at times not a marketable possibility. Therefore race can appear in video games in terms of the obvious constructions of other people as well as self and as an absence or silence of marginal groups. This is to mean the location where a particular race dwells. In similarity to gender, racialized discourses and scripts may act to give students a predominantly narrow perceptive of others and self and strengthen stereotypes (Sanford, 2007). Transhumanism and religion Transhumanists state that consciousness is only the total of several physical regions and in future times they will develop a non human type of consciousness or intelligence. This will be achieved by remodeling of the human brain through genetic modification of organic matter in the brain. This means that the human brain will be remodeled by developing parts or processes that are equivalent to it using the nano technology as in the hardware procedure or by developing complicated computer programming as in the software approach. There are arguments in the opinion of emergence which holds that when a particular processing or computational of threshold is too much then consciousness or intelligence will come out of its self accord. Several religious cosmologies respond to the probability of Grin technology and the artificial intelligence precisely. While several Buddhists do not believe on the possibility of a n artificial intelligence having a consciousness or mind, most Christians refute possibility of the strong form of artificial intelligence on the basis of a machine possessing a soul which comes from God and is only possessed by animals and human beings( Borgmann, 2003). Most of these religious responses can be characterized as principally conventional if not fundamentalist. This view is held by several religious cosmologies with inclusion of Christianity which argue for another thing that describes humans as being different from animals. According to Christianity the being is the soul and even spiritual experiences at the end posses a biological or material being. GRIN technology is always seen as a future discussion. It is represented as a secular or non religious practice, and a plan of modernity that is portrayed as rejection of religion, tradition, power of nature over humanity and superstition which are seen as achievements in the field of science. The transhumanist manifesto entails another religion whereby common biblical themes are replaced by technology. Transhumanists reproduce the Christian and biblical view of the relationship between mind or soul and body whereby liberation from sin and suffering can only be established in transcending the body remarkably via the acts of a superhuman or savior figure. Transhumanists describes the persons who rejoice the evolution of humankind by application of GRIN technology as cyberevangelists. The recent appearance of this is where humankind relationship with machines and the prohibited fruit of artificial intelligence which is a source of downfall of mankind and the promise of salvation. Religious groups are not totally reluctant to applying the new technology. In fact various video games whether implicitly or explicitly appear to give e the player scripts that are based on practically established religious stories about life and reality. Many religious spokes people employ internet to engage in assessment of cyber culture. Religious groups make use of cyberspace when participating in missionary practices, making announcements in religious conversions, when representing themselves as victims of the technology and when representing new religious groups in the market. Cyberspace also enables the sharing and distribution of religious experiences with those separated by physical distance. The religion identity of n individual can be illustrated by involvement in online interactions with other people from a different religion. Cyberspace enables the individuals defying the power over the meaning and interpretation of religious content, an authority that once existed tightly with religious authorities. Cyberspace gives a genuine feast of cosmologies and religions from which persons situated anywhere with an internet connection can choose and select from Conclusion The use of GRIN technology and emergence of robots has affected the religious environment and affected how people view the natural world and scientific practices. An approach to artificial intelligence and robotics has demonstrated how a scientific area can deviate based on the religious worlds of the religious believers. The perseverance of cosmic principle together with search for salvation in a cleansed magnificent body has increased the focus of researchers on artificial intelligence development and the ways in which the human body can be discarded eternally. Bibliography Borgmann, A., 2003, Power Failure: Christianity in the Culture of Technology, Brazos Press, Michigan. Jewell, J., 2005, 'What Does All This (Technology) Mean for the Church', Theological Education, 41, (1) , pp. 17-31. Young, S., 2006, Designer, Evolution: A Transhumanist Manifesto, Prometheus Books, New York. Gee, J., 2003, What Video Games Have to Teach Us About Learning and Literacy, Palgrave Macmillan, New York. Carter, M., 2007, Minds and Computers: An Introduction to the Philosophy of Artificial Intelligence, Edinburgh University Press, Edinburgh. Clark, A., 2003, Natural-Born Cyborgs, New York. Garis, H., 2005, The Artilect War: Cosmists vs. Terrans: A Bitter Controversy Concerning Whether Humanity Should Build Godlike Massively Intelligent Machines, ETC Publications, Palm Springs. GARREAU, J., 2005, Radical Evolution: The Promise and Peril of Enhancing Our Minds, Our Bodies – and What It Means to Be Human, Broadway Books, New York. Hayles, N., 1999, How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics, University of Chicago Press, Chicago. Hayles, K., 2005, My Mother was a Computer: Digital Subjects and Literacy Texts, University of Chicago Press, Chicago. Young, S., 2006, In Our Image: Artificial Intelligence and the Human Spirit, Fortress Press, Minneapolis. Haraway, D. 1991, Simians, Cyborgs and Women: The Reinvention of Nature, Routledge Press, New York. Richards. J.,2002, Are We Spiritual machines? Ray Kurzweil vs. the Critics of Strong A.I., Discovery Institute Press, Seattle. Storrs J., 2007, Beyond AI: Creating the Conscience of the Machine, Prometheus Books, New York. Young, S., 2006, Designer Evolution: A Transhumanist Manifesto, Prometheus Books, New York. Sanford, K., 2007., ‘Understanding The Power of New Literacies through Video Game Play and Design’, Canadian Journal of Education, vol. 30, (2), pp. 432-455. Read More
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