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.