Cybernetics: Virtual Reality; Virtual God
Session Notes


Read Ps 8; Is 44:12-17

  1. Introduction:

  2. Artificial Intelligence: thinking machines
    1. Demonstrate WAO II
    2. Discussion questions:
      1. What is intelligence?
      2. How intelligent is your computer?
      3. What does "artificial intelligence" say to you?
    3. AI technology[GRAHAM 1979; WINSTON 1992]
      1. "Artificial intelligence is the branch of computer science devoted to programming computers to carry out tasks that if carried out by human beings would require intelligence [GRAHAM 1979].": not question of machine intelligence, but intelligence if done by humans
      2. "Artificial intelligence is the study of the computations that make it possible to perceive, reason and act [WINSTON 1992]."
      3. A bit of history
        • Turing Test
        • I, Robot

        • RUR
      4. Topics
        • knowledge representation
        • learning
        • visual perception and language understanding => robotics
      5. Applications:
        • problem solving: general purpose: develop plan and execute it, often using an expert knowledge base
        • natural language processing: standard English; communicate in speech; translation
        • perception/pattern recognition: perceive surroundings via TV, microphones, sensors and recognize significant patterns in the environment
        • information storage/retrieval: heuristic search; representation of knowledge; free text questions and responses
        • control of robots
        • game playing: chess, checkers, cubic, dominoes, etc.
        • automatic programming: generate a pgm from a statement of a problem
        • computational logic: proving theroms; proving program correctness
      6. Why do we need AI or smarter computers?
        • to adapt to human users
        • robots in env. unsuited for humans
        • robots can do tedious and repetitive work
        • as a teacher, librarion, consultant, report, or postal worker
        • to solve complex problems in econ, energy, env, ...
        • learn more about human intelligence
      7. Some AI Techniques [WINSTON 1992]:
        1. Semantic Nets
          • nodes = objects
          • liks = relations
        2. Problem solving techniques
          • Describe-and-Match: 
            • how does A become B?
            • Then how does C become each of 1, 2, 3, ...?
            • Which of the latter matches the former
          • Generate and test
          • Means-end Analysis: state-space representatio
          • Problem-reduction: goal tree
          • Search methods: approximation, rule of thumb, etc.
          • Rule-based methods
        3. Learning
          1. Analyzing differences
            • near misses
            • example
          2. Explaining experience
          3. Correlating mistakes
            • isolating suspicious relations
            • intlelligent knowledge repair
          4. Training neural nets
            • sum of weighted inputs exceeding a threshold fire the cyber neuron
          5. Simulating evolution
            • survival of the fitest
            • genetic algorithms
        4. Vision and Perception
          • recognizing objects
          • describing images
          • expressing language constraints
          • responding to questions and commands
      8. Prospects for the future[BARBOUR 1993]:
        • computers will approach speed and dynamic of brain
        • parallel processing
        • robots will interact with environment
        • consciousness: high level control system?
        • self-consciousness?
    4. Religious issues: AI and human nature

    5. What[TORRANCE 1984] if a computer behaved as if it were in pain? Is it in pain? What if it believed it was in pain? Can it "believe"? Cognitive (programmable) vs. experiential (qualitative) states. Can a computer carry on an interactive, intelligable conversation? What would it require?
      1. formalist thesis[BARBOUR 1993]
        • all intelligence (nat. & art.) consists in the manipulation of symbols
        • human thought is one form of information processing
        • mind: brain := software:hardware
        • machine intelligent: exhibits human intelligent behavior
        • dualism of mind and body
        • What does it mean to be human, if we are just information processors?
      2. Newell and Simon: see programmed computer and the human problem solver "as two species belonging to the genus 'Information Processing System'."[JAKI 1989]
        • humans are creators of ultraintellect

        • If we and machines are the same genus, then are we gods or superhumans reduced to machines or pets of machines?
        • If machines have souls, are we gods? and are machines the grandchildren of God?
        • If machines are just bits and bytes and we are of the same genus, are we just machines?
        • Are we in the image of the machine or the machine in our image?
      3. language and perception are context dependent[BARBOUR 1993]
        • common sense, background knowledge, non-linguistic experience, perceive in whole, influenced by expectations, purposes, and interests
      4. role of body[BARBOUR 1993]
        • knowledge acquired by interaction with environment and people
        • intuition
        • social interaction
      5. religious development[BARBOUR 1993]
        • classical Christianity:
          • dualism of body and soul; minimized body
          • humans have immortal souls distinguished from animals and machines
        • biblical: wholistic
          • unitary, nephesh: body-soul-mind
          • social self: individual-in-community
          • responsibility, in relationship, and rationality: in God's image
      6. Summary[JAKI 1989]
        1. The chief creators of modern computers invariably refused to see in them thinking machines.
        2. Brain research not only failed to reduce thought to grey matter, it even failed to reduce memory, this most elementary form of thought, to mere physiology.
        3. Efforts to quantize, or "physicalise", psychology were succcessful only insofar as much of the psyche was ignored in them.
        4. Reductionist or "scientific" philosophers of the mind only reduced themselves to that level of reasoning where some outstandingly creative and basic procedure of the mind, including the scientific mind, could be conveniently ignored.
    6. Theological issues for discussion:
      1. What is? Can computers have?
        • consciousness/self
        • creativity/dreams
        • free will/morality
      2. What if a computer/robot/internet reach human intelligence and beyond, but not have a soul?
        • what might result?
        • what should be done?
      3. If an intelligent machine has no emotion or emotion so alien we can't recognize it, how does that effect the human - machine relationship?
        • are we inferior?
        • are we godlike?
        • Are we gods? Are we machines?
      4. What is the role of body, environment, and others in these?
      5. Can computers know all knowledge? What knowledge can they? Can't they?
      6. Should we turn over to machines the running of hospitals? corporations? churches (in THX1138 the church is a computer)? society?

  3. Virtual Reality and Interdependence

  4. (see Star Ledger 10/18/93 "Data 'superhighway' moving close to reality")

    Right now, we usually define an encounter with an "on-line database" as "searching for information." But what if we defined the activity as finding the information, or better still, experiencing it? We would no longer be "looking up information about the pyramids" -- we would be climbing them, looking around their musty innards, reading hieroglyphs, or reincarnating pharaohs ...
       -- Brenda K. Laurel[LAUREL 1986]

    1. Who has used a computer? How involved did it make you (intellectualy, bodily)?
    2. totally immersive computer simulation[HEIM 1993; PIMENTEL 1995]; senses closed off to outside world
      1. an event or entity that is real in effect but not in fact
      2. head-tracking device, datagloves, wands, wired clothing, biologic input sensors, tracking devices and computer animation
      3. cyberspace:
        • interfaces form a window into cyberspace
        • a dimension where we move information about and find our way around data
        • we inhabit cyberspace when we step through the interface into the dimension with its own rules of reality
        • a place of clarity and precise control
        • real and imagined worlds
        • an "infinite cage"
        • the world perceived as pure information
        • not linear, but a matrix -- all-at-once ness; defies space-time
      4. simulation: 3d visual,  audio, and haptic
      5. interaction: we interact intuitively with the computer icons
      6. sensory immersion; full-body immersion
      7. telepresence: user -> VR -> real world
        • pilots flying by instruments
        • flight controllers guiding blips that guide airplanes
        • space explorers guiding computer simulations guiding planetary robots
        • surgeons guiding a computer simulation guiding a micro-surgery
      8. networked communications: shared virtual worlds
      9. living as a cybernaut in cyberspace
    3. Theological Issues
      1. an ontological shift[HEIM 1993]: a technology that will not only change how we see the world (a paradigm shift), but actually changes the world: changing the very being of the world
      2. isolation? a countermeasure for spiritual isolation?
      3. realization of gnosticism: detached from the body[HEIM 1993]
        • free of the body: for the disabled a blessing? for the abled a curse?
        • free of fragility and vulnerability
        • "how long and how deep are the personal relationship that develop outside of embodied presence?"
        • "without the direct experience of the human face, ethical awareness shrivels and rudeness enters"
      4. relationship without commitment; interaction without responsibility
      5. will we forget to pursue reality?[HEIM 1993]
      6. Guenther's image: everyone walking around with a VR helmet on thinking they are conversing with everyone else
      7. addictive: high in cyberspace and crashing in realspace
      8. we can also become cyborgs: cybernetic organisms: "can we ever be fully present when we live through a surrogate body standing in for us?" If we mistake the cyberbody for ourselves, the more we become like the machine.[HEIM 1993]
        • Are we moving from our image of God to an image of the machine?
      9. truth and privacy at risk: sysop can modify what is true in a cyberworld and invade one's privacy
    4. Discussion questions
      1. How do you touch or feel reality? Are you more real alone or with someone?
      2. What is more real to you: something you touch (sense) or something you imagine?
      3. When do you feel most fully real?
      4. Is God real?
      5. Are dreams real?
      6. Is fiction real?
      7. Is the biblical story real?
      8. How do we use VR to promote God's Realm?
      9. How does VR enrich or undermine what is real? Are our cyberworlds as valid as the physical world? Who's the creator? Us or God?
      10. A cyberworld is of our making where we humans can control everything (hence the word cyber is appropriate); we escape from the real world of interdependence and indetermancy. What does this say about our faith in God?

  1. BARBOUR 1993

  2. Barbour, Ian; Ethics In An Age of Technology; HarperSanFrancisco; ©1993.
  3. GRAHAM 1979

  4. Graham, Neill; Artificial Intelligence; Tab Books ©1979.
  5. HEIM 1993

  6. Heim, Michael; The Metaphysics of Virtual Reality; Oxford Universtiy Press 1993.
  7. JAKI 1989

  8. Jaki, Stanley L.; Brain, Mind and Computers; Regnery Gateway; Washington, D.C. ©1989
  9. LAUREL 1986

  10. Laurel, Brenda K.; Interface as Mimesis; in User Centered System Design: New Perspectives on Human-Computer Interaction; edited by Donald A. Norman and Stephen W.Draper; Lawrence Erlbaum Associates, Publishers; Hillsdale, NJ ©1986.
  11. PIMENTEL 1995

  12. Pimentel, Ken and Kevin Teixeira; Virtual Reality: Through the New Looking Glass; Second Edition; McGraw-Hill, Inc. ©1995.
  13. TORRANCE 1984

  14. Torrance, Steve (editor); The Mind and the Machine: philosophical aspects of artifical intelligence; ©1984 S. Torrance/Ellis Horwood Limited.
  15. WINSTON 1992

  16. Winston, Patrick Henry; Artificial Intelligence; Third Edition; Addison-Wesley Publishing Co.; Reading, MA ©1992.

©1999 Rev. John A. Mills, Pastor, First Congregational Church, Closter, NJ fcclostr@cwn.com