The paper examines the personalization of information technology from the p.c. onwards to the 3-D printing and mobile technologies in order to show that the current process of technological evolution puts the human personality in the centre of its functionality. This new centre opens the discussion about authenticity and in-authenticity of human Dasein, since the common element of these new technologies is that they employ faciality and personalization in a new condition of ready-to-hand and present-at-hand mode. By applying the Heideggerian modes of being on the process of personalization new forms of digital ethics appear. I suggest that the above take place in the navigation memory of the net, in the creativity of the self through the 3-D printer, and in the localization of the ''psyche'' in the hard drive disk. The paper defends the possibilities of an ethical, authentic and sheltering personalization, where human beings and information technology responsibly engage.
With the development of personalized and globalized technologies, a discussion regarding how and why virtue epistemology should be an essential part of post-industrial ethical analysis on augmented technologies and use of robotics in the global age becomes crucial. These globalized technologies in the form of either game apps (i.e., Pokémon Go) or robotics like drones become through the Internet multimedia a structural part of planetary digitalization. While this development takes place, traditional virtue epistemology responds insufficiently to the devitalization of knowledge regarding manners (savoir vivre) and ways (savoir faire) of practicing and the need to respond to the sudden expansion of augmented games and drone use with personal and social intellect, responsibility, and consequently safety. The chapter intends to discuss this analysis in order to argue that a postindustrial epistemic reconfiguration of digital ethics is necessary, since augmented reality games and robotics are taking the form of massive trends for adults and nonadults, while for the first time, digital gaming and robot entertainment exceed the limits of the personal space and the virtual mode of the screen, moving out into the public realm, where reality is mixed with virtuality and human environment with unmanned robots.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.