Introduction
Cybernetics has a long history, and the formation of its discourse, research and experiments can be divided into three stages. In the first stage, scientists tried to define mechanical machine processes in terms of their similarity with humans, particularly with the kinesthetic system of human organs (Hayles, 2010; Wiener, 1954). In the second stage, mechanisms began to be perceived as an observed object and an observing subject.
Much attention was paid to the mechanism’s internal functioning as an autopoietic system, limited by its own “perception.” In the third stage, with the advent of the Internet, PC, and multiple interactive devices, the focus was shifted to the perception of the mechanism as an autopoietic system in a social setting (Hayles, 2010). Scientists proposed the phenomenons of mixed reality, augmented reality, and feedback loops between a machine and a person as the main characteristics of the third stage. It is noteworthy that science fiction thought developed in parallel with a scientific discourse at all three phases.
Many scientists asked questions about how far science can integrate machines into human life and society. In the modern world, humanity has gone as far away in this respect as no one would have imagined. This paper aims to discuss the boundaries of integrating machines into human life, from creating cyborgs to developing virtual or augmented reality and using cyber solutions in medicine, art, and military affairs.
Creation of Cyborgs
The first two pictures of my original research depict cyborg people and symbolically reflect a dualistic perception between the material and the spiritual. However, according to Wiener (1954), this dualism did not exist either before or after Newton, who was the first to introduce the idea of the prevalence of matter over other forces in physics. Therefore, Wiener (1954) argues that Gibb’s probabilistic approach is much more utilizable in exploring cybernetics’ abilities. In the context of the history of cybernetics, Wiener (1954) cites Leibniz, Einstein, Newton, Faraday, and Gibbs to describe his vision of machines’ potential.
Wiener (1954) says, “For our purposes, the important thing is that in Einstein’s work, light and matter are on an equal basis, as they had been in the writings before Newton; without the Newtonian subordination of everything else to matter and mechanics. ” However, it is highly likely that some ideas will remain intangible, despite the speed and intensity of advances in technology that took place in recent decades.
In general, considering Leibniz’s philosophical foundations and their original interpretation by Wiener (1954), humanity could design a creature that is as similar to a person. To do this, the creator of such a cyborg would have to apply Leibniz’s theory of monads and his system of universal messages. Firstly, this creature would have all the necessary sensors and could move freely in space, performing simple assignments. But when we talk about cyborgs, we pose a much more complicated task: creating a thinking and self-reflecting mechanism endowed with a soul. Hypothetically, by joint efforts, the best scientists in the world could design a creature capable of understanding human emotions and acting in a social environment – and this stage has been reached by humankind today.
Therefore, the next step is to create a spiritualized robot. While it sounds unimaginable, Wiener (1954) provides quotes and excerpts from philosophers of the past that could help modern scientists. For example, Wiener (1954) cites Leibniz, who said that the world consists of monads – empowered entities devoid of individuality. Presumably, these entities are composed of light, and since Faraday treats electricity as a kind of light, a person could transfer the essence of a monad into a machine. Then, a device endowed with a monad could receive “education” in the form of the world heritage of humanity expressed in messages in the “universal language” proposed by Leibniz. However, the electrical transmission of such a substance or energy bunch is probably a simplistic approach.
Wiener (1954) gave an example of an experiment in which scientists tried to track the movement of matter in “ether,” which was unsuccessful. Wiener (1954) also noted that later, the inability to trace the movement of an object of this kind was introduced into Einstein’s theory of relativity and became an integral part of physics’s foundations. Probably, the main obstacle to the impossibility of observing and therefore manipulating such phenomena was the speed of light. In other words, if humanity could learn to act in space at the speed of light or otherwise manipulate light, it could “catch” and “transfer” a monad into a device and provide this monad with the required information through a “universal language.”
The solution to the problem of spiritualizing the cyborg could also be sought in philosophy. In that case, I think the answer would be that to create a robot like a human, the human needs to know himself fully. However, this should not be expected in the near and generally any possible future, since man is a reflection of the Divine, and the essence of the concept of God or other divine power is that it is unknowable. Nevertheless, this topic leaves a wide field for creativity in science fiction genres in literature and cinema.
Cyborgs and Society
Even though humankind is unlikely to create spiritualized self-reflective cyborgs, robots today can successfully work in the reception area and perform other simple tasks, such as working as loaders. Today many robotic pets cheer up people who stay in hospitals for a long time. Another exciting innovation is the development of systems for ensuring a real presence for a person used in education. These can be conferences in Zoom or special school devices that broadcast sound and video from the lessons for students who cannot attend school.
Cybernetics and Entertainment
In her article, laying the foundation for the development of science studying cybernetics, Hayles (2010) identified three stages in cybernetics formation. The third stage includes computing systems’ functioning, including the PC, the Internet, and multi-media. It is noteworthy that some scientists understand humans and animals as possessing media characteristics in the sense that both humans and animals can remember and process information; a person can also reproduce information. Therefore, cybernetics offers humanity a conceptual perspective on technology and the human use of technology.
Interestingly, as technology increasingly penetrates society’s reality, it is now creating what is called augmented reality. Despite the seeming similarity between virtual reality and augmented reality, in the 1970s, cybernetic scientists primarily considered the concept of cybernetic interaction between humans and machines from the point of view of virtual reality. Unexpectedly, augmented reality received a new impetus for development. Examples are devices like Google Glass or software like Google maps, which allows the augmentation of reality by linking it with information about its components, such as cafes, restaurants, and historical buildings. Another example of augmented reality is games like PockemonGo, which caused a real stir among users and was overwhelmingly successful.
Virtual reality glasses are in great demand, but mostly among devoted gamers; this device may also be used when training soldiers. It is known that VR devices are used to create movies, cartoons, and video games. On the one hand, VR devices allow the actor to get into the role, feeling more confident in a fictional space. Sensors record the actor’s movements, and as a result, the picture is as believable as possible. Therefore, VR devices are of great value in the film industry as a reliable tool for capturing breathtaking shots. However, Younes (2017) notes the importance of virtual reality in a scientific analysis of human-machine interaction called a “feedback loop.” Hayles (2010) also notes that the feedback loop should remain a subject for further research and is an essential concept for understanding cybernetics.
Cybernetically augmented reality can also take the form of devices that directly interact with human reflexes. Wilson (2017) gives an example of musicians who could communicate directly with their instruments.
The embodiment of this idea is probably possible using the concepts of interaction of human kinesthetic organs and technological devices. In other words, “the guitar as augmented reality” or as an “extension of the human hand” can be developed on the same principle as prostheses in medicine. This raises the question of how necessary, expensive, and safe such a device can be. Most musicians, including guitarists, are content with their kinesthetic organs to control a musical instrument. However, such an invention could make sense for people with neurological impairments, but then its implementation is more related to medicine.
Another more realistic example of cybernetics in music is creating music using machines, for instance, behind a DJ booth. In this case, the music author gets the opportunity to manipulate various synthetic sounds. From the perspective of musical creativity, working with such devices provides ample opportunities to use and change existing musical and sound patterns. These devices can take up less space than traditional musical instruments and have good potential for the musician to manifest as a “screenwriter” and “director” of musical works.
Cybernetics in Medicine
Cybernetic solutions in medicine seem to be the most justified since, unfortunately, there is a reasonable need for this. Quite often, people become victims of disasters, and accidents or lose the ability to function fully at war. The creation of prostheses directly controlled by brain impulses is a significant breakthrough for medicine and a blessing for victims of dire circumstances. This achievement alone was worth all the efforts that hundreds of scientists have made over decades. Another important achievement is the creation of an artificial eye, which has been successfully implanted in a person.
One more example is the implantation of an artificial heart, which can send signals to a particular device in case of danger. Therefore, the latest technology can overcome the limitations of disability and save lives. However, because such implants and prostheses are costly, they are only available to a small number of consumers.
Cybernetics in medicine is represented by various applications for smartphones, PCs, and tablets that help lead a healthy lifestyle. Software such as EHRS and medical equipment in intensive care units are also examples of how cybernetics offers new possibilities in medicine. Modern medical institutions rely heavily on the operation of such systems, and therefore there is a stable market with large capacities for the production of smart medical devices. It is a favorable factor for the further development of cybernetics in medicine since high demand guarantees funding for new research.
Cybernetics in Military Affairs
Examples of cyber solutions for warfare can be various devices enhancing the individual soldier’s effectiveness and an immeasurable number of technologies for direct and indirect military use. Any modern military facility uses the sensory and computational capabilities of technology.
Therefore, a considerable part of the tasks that humans previously performed is now performed by machines. In this regard, the military-industrial complex is probably a much larger government funding item than compensation for military personnel. Military aviation, land-based secret facilities, military bases, and naval forces are assessed under the successful integration of technology and its capacity. Therefore, the arms race between countries has moved into the field of technology, which also has such a positive consequence as an influx of funding for technological development.
Conclusion
Thus, this paper discussed how likely it is to create spiritualized robots and how virtual and augmented reality is used in medicine, entertainment, and military affairs. Cyber solutions are applicable in all areas of human activity and are an integral part of most people’s daily lives. Besides, smart devices and other technologies are in consistently high demand, as they greatly facilitate work and, in many cases, improve the conditions and quality of life. Therefore, it can be expected that technology development will continue in all directions and quite intensively in the coming decades.
References
Wiener, Norbert. “Cybernetics in history.” The Human Use of Human Beings: Cybernetics and Society (1954): 15-27.
Wilson, Samuel. “The composition of posthuman bodies.” International Journal of Performance Arts and Digital Media 13, no. 2 (2017): 137-152.
Younes, E., Lioret, A., & Bardakos, I. (2017). “Digital interaction as opening space for aesthetics of consciousness.” Technoetic Arts, 15(3), 231-245.
Hayles, N. Katherine. “Cybernetics.” In Critical Terms for Media Studies, edited by William Mitchell and John Thomas (2010), 145-156. University of Chicago Press.