Critical digitality: from the virtual to the digital
Contenido principal del artículo
This paper argues that the idea of “virtual” or “virtuality” belongs to a theoretical perspective that intends to explain components of the phenomenon of technological society nowadays. Firstly, the digital perspective is explained in its ontological basic structure: binary codes that organize a physical set or hardware according to logical rules, therefore the idea of a network society, virtual communication and digital human beings are concepts that are not really grasping the problem of the digital technology in our society. A digital perspective assumes the need to understand digital technology in its physical functioning, which allows a complete picture of the problem and enables the subsequent critical analysis of the virtual perspective. Secondly, the virtual perspective is analyzed from the digital perspective to its main metaphysical assumptions: simulation, as a presupposed moral ideal; and functionality, as a presupposed instrumental ideal. Finally, the conclusion explains the possibilities given by the digital perspective in order to assume new challenges of the digital universe, in contrast to a virtual perspective which would pre-limit such possibilities to previous needs to be satisfied. Thus, this paper rather than showing a well-defined argument it urges a reorientation of our notions of the virtual and the digital.
Castells, M. (2009). Communication and Power (1st ed.). New York: Oxford University Press.
Castells, M. (2010). The Information Age. Economy, Society and Culture: The Rise of the Netwoking Society. West Susek: Blackwell.
Clark, A. (2004). Natural Born Cyborgs: Minds, Technologies and the future of Human Intelligence. New York: Oxford University Press.
Deleuze, G. (1986). Cinema 1, The Movement-Image (1st ed.). London: University of Minnesota Press.
Deleuze, G. (1989). Cinema 2, The Time-Image. London: University of Minnesota Press.
Deleuze, G., & Guattari, F. (1987). A Thousand Plateaus: Capitalism and Schizophrenia II. Minneapolis: University of Minnesota Press.
Fabris, A. (2009). “Los Sentidos de lo Virtual”. Eikasia. Revista de Filosofía, IV(24), 11.
Heim, M. (1984). Electric Language: A Philosophical Study of Word Processing. New Haven: Yale University Press.
Heim, M. (1994). Metaphysics of Virtual Reality. New York: Oxford University Press.
Maldonado Serrano, J. F., & Rodríguez, D. A. (2014). “Humanidad y universo digital: prolegómenos al problema ético de la utilidad y el perjuicio de lo digital para la vida”. Análisis, 46(48), 27–40.
McLuhan, M. (1962). The Gutenberg Galaxy: The Making of Typographic Man. Toronto: University of Toronto Press.
Rodríguez, D. A., Hemorsillo, J., & Lara, B. (2012). “Meaning in artificial agents: The Symbol Grounding Problem Revisited”. Minds & Machines, 22(1), 25–34. https://doi.org/10.1007/s11023-011-9263-x
Searle, J. (1980). Minds, brains and programs. Behavioral and Brain Sciences, 3(3), 417–57. https://doi.org/10.1017/S0140525X00005756
Stallman, R. (2010). Free Software, Free Society. Boston: Free Software Foundation.
Turkle, S. (2009). Simulation and its discontents. London: MIT Press.
- Alonso Silva Rojas, Jorge Francisco Maldonado, Mario Augusto Palencia, Filosofía y literatura en Deleuze y Guattari: creación y acontecimiento , Praxis Filosófica: Núm. 45 (2017): Praxis Filosófica No. 45 julio-diciembre 2017
Aceptado 2018-01-31
Publicado 2017-07-15
De acuerdo con nuestra política (Licencia Creative Commons CC BY-NC-SA 4.0) los artículos presentados y sometidos al proceso editorial en la revista Praxis Filosófica no tienen costo alguno para sus autores ni retribuciones económicas para la revista. El artículo de carácter inédito, producto de investigación o de algún proyecto que se presente a Praxis Filosófica, no podrá estar sometido a otro proceso de publicación durante el proceso que se lleve en nuestra revista.