Lloyd, M. (2010). There, yet Not There: Human Relationships with Technology. Journal of Learning Design, 3(2), 1-13. Retrieved from ERIC database.
Summary:
This article explores the ways in which online interactions inform our concepts and perceptions of reality, using the idea of technics, which positions human beings in “a continua of engagement with technology from being outside or external to being completely surrounded by and oblivious to it” (p.2). Some issues explored are the use of technology as a mediator between the relationship of human beings and the world. Often, the human being becomes an input device for the machine and the machine in question then relays information and communicates via the input. The telephone is an example of this, as well as online shopping, in which a disembodied version of the self is the acting agent. It becomes even more complex when it is the computer sending data to another machine and being filtered through several possible mediators before another human being is reached in the communication exchange. Teaching programs use the students’ input into a machine and the reaction is given by the machine by a ‘teacher’ that “only remains in the machine through his or her projected expertise, content knowledge and pedagogical practices” (p.5). Basically, digitization has led to artificial intelligences in the world of educational programs, represented by facets of an instructor or expert’s personality and philosophy.
The online persona and the physical persona are increasingly becoming blurred; in many ways, they are becoming one and the same. We project ourselves through ideas and words into virtual environment without much thought anymore; in some respects, the computer has become a digitized representation of ourselves, allowing us to engage with people in places we could never be and all at the same time. Virtual worlds such as World of Warcraft, Second Life, and Everquest have gone farther in providing a digitized version of the human being, represented as an avatar, which interacts in a virtual world with other avatars, creating culture, customs, and friendships based on idealized or experimental versions of the self. With technology creating a new mode of reality, human beings need to examine their relationship both with technology and with each other.
Response:
Despite the almost science fiction tone of the philosophical dilemmas and issues arising from the use and dependence on technology presented here, the issues raised by the description are relevant. I’ve often wondered about how the virtual self projected through the internet and computers affects the ways in which we communicate with or perceive others in the real world. One issue that has recently gained notoriety is online bullying, which is an outcropping of the possibilities of online interaction coupled with relative anonymity as well as probably an array of other psychoses affecting our collective psyche. I think many people who choose to engage in bullying in the virtual world would not do so in the real world, as it usually requires face to face interaction. There is something about simply sitting behind a keyboard and a screen that somehow marginalizes the act; the perpetrator never sees the affects of his or her work without a digitized filter. But then the question becomes, at least for me, is this the real person or the idealized/experimental persona acting? I venture to assert that it is definitely the real person acting without the perceived threat of retaliation or punishment due to the perceived distance from the target, lack of context (they can always claim ‘joke’), and the anonymity afforded by the filter of the machine. For some reason, in the digital world, accountability remains elusive and I think it’s because we haven’t formed a solid working relationship between ourselves and the technology, as Lloyd has outlined. Of course, we’ve always had some forms of maliciousness with the advent of certain technologies (prank phone calls, dialing in pizza orders, the African Prince email, etc.), but education as well as combating technologies have stamped these out for the most part.