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EN
The article will present the main assumptions of the information marker method, which can be used for recognizing the characteristics of conspiracy theories conveyed in the content of informational messages – texts, statements, recordings, etc. The proposed method draws on the conspiracy thinking model CONSPIR (Lewandowsky & Cook 2020) and has a practical component. However, the technique presented in the paper constitutes a modification and addition to the original proposal. First, it deals with a problem frame that is different from that of CONSPIR, since it is applied to formulated information messages. Hence the marker method is not an instrument for analyzing cognitive attitudes or patterns of conspiracy thinking. Secondly, the proposed tool is profiled in terms of content focused on scientific issues (mainly pertaining to the natural and applied sciences). Third, given the characteristics and structure of the communication under consideration, I replace the widely used term “conspiracy theory” with the more universal concept of “conspiracy narrative,” which seems to reflect more adequately the specific features of such information messages. Fourth, given the more specific purpose of the marker method compared to that of the CONSPIR model, I will try (where possible) to refrain from citing specific examples of conspiracy narratives, referring to singular events and personal examples. Consequently, to use a phrase widely used in methodology, the presented technique can be applied to all cases of a given type.
EN
The aim of this paper is to identify potential dangers and benefits of investigating moral intuitions about the autonomous vehicles (AVs), using gamified research tools. We argue that computer games facilitate constructing more ecologically valid experiments. Due to the increased validity, the experimental outcomes can represent the real-life mechanisms of decision-making more faithfully. Data extracted in this manner could be used in implementation of ‘moral modules’ in AVs built in the real world. In our paper we analyze selected experimental setups that use game-like elements and assess them in the light of current literature regarding the algorithmization of ethics and implementability of ethical frameworks in machines. We also show how this problem can be interpreted in an overarching conceptual scheme of Floridi’s ‘information ethics’.
PL
Celem artykułu jest zidentyfikowanie potencjalnych korzyści oraz zagrożeń związanych z badaniem dylematów moralnych dotyczących autonomicznych pojazdów za pomocą gier i zgamifikowanych narzędzi badawczych. Gry komputerowe dają naszym zdaniem możliwość skonstruowania bardziej ekologiczne trafnych eksperymentów. Dzięki zwiększonej trafności, wyniki eksperymentów mogą lepiej odzwierciedlać rzeczywiste mechanizmy podejmowania decyzji moralnych. Dane w nich uzyskane mogą posłużyć w implementacji „modułów moralnych” w bezzałogowych pojazdach. W artykule analizujemy wybrane eksperynty wykorzystujace elementy gier komputerowych. Analizy te zestawiamy z dostępnymi w literaturze podejściami do problemu algorytmizacji etyki oraz implementacji moralności w autonomicznych maszynach. Pokazujemy również, jak można wpisać ten problem w bardziej ogólny schemat „etyki informacji” zaproponowany przez Floridiego.
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