Monday, February 13, 2017

Reflective Blog Post 1

The interaction of the digital and physical worlds is leading to both worlds being used to replicate and enhance each other. The implications of this on individuals can be studied through personal wearable technologies. Ana Viseu’s article Simulation and augmentation: Issues of wearable computers explores the development of such wearable technologies and how they define the new synergistic relationship between the environment and the body. The article argues that the relationship between the digital and physical worlds is changing largely because of the increase in research and development on the guiding principle of augmentation rather than simulation. Simulation refers to imitation of the physical in the digital world, while augmentation brings the digital to the physical world. Augmentation’s rising significance can be observed in the growing amount of personal wearable technologies. Examples of these include conductive fabrics, fitbit, smart glasses, and video games, among other things.

I have learned from the article that the creation of an intelligent environment that is responsive and networked, can empower humans and make our lives much easier. For example, phones can be networked with appliances in order to detect human activities and perform functions such as send calls to voicemail when the user is busy. Human lives can be made much more convenient with augmented environments since technologies would be able to communicate with each other and adapt their behaviour according to the needs of users. However, creating smarter technologies are reducing the ability of humans to interact and respond to the decisions made by the technologies. This creates competition between humans and smart technology, and the solution would be to perfect and enhance human capacities using augmented technology.

There is also the issue of control and the how much of it should be provided to technology. Wearable technology may be used by employers to monitor employees and instruct them to return to work if they detect inactivity. Computers favour known and routine behaviour and dependence on technology can result in ignoring or losing trust in human qualities of spontaneity, instinct and experience. For example, doctors may devalue their own skills and rely on technology to diagnose and treat patients, leading them to be unconfident in their skills to operate when computers are unable to. Wearable technologies may also have an impact on social behaviour and interactions. The technology’s connectivity with the environment can affect where people go and what they do since certain areas may allow for better connection to communicate with others or higher rates may be charged for different networks.

The regular use of wearable devices that will ideally be aware enough to recognize, adapt, and react to users and their activities in different environments is not a distant reality. Their applications could be useful in medicine, leisure, security and banking, and health in the near future.