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Bill Fulkerson

Geographical fragmentation of the global network of Twitter communications: Chaos: An I... - 0 views

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    The introduction of the Internet rapidly enabled unprecedented global connectivity. In about two decades, communication became instantaneous, affordable, and independent of physical barriers. People, however, do not seem to be communicating with each other homogeneously. Online communication networks appear to be polarized and echo-chambers are manifesting for political1-5 and non-political6-9 reasons. Understanding the emergent structure of information flows on the Internet and its implications for the complexity of society is a challenge for scientists and technology developers. Mapping the organization of social systems is crucial for effective policy making involving ethnic groups10 as well as economic growth.11
Steve Bosserman

Batteries That Make Use of Solar Power, Even in the Dark - The New York Times - 0 views

  • Amid all this disruption, Britain and other countries have created a smorgasbord of incentives to power providers to keep the lights from going off. Neil Hutchings, director of power systems and storage at Anesco, the small British company that supplied Mr. Beatty’s battery, said there were no fewer than 14 ways that it could make money. “The real secret is how to pick out the best combination,” he said. Independent journalism.More essential than ever. Subscribe to the Times While he said the batteries, which are imported from China, were improving, the real key was in the electronic controls that allowed them to react almost instantaneously to the needs of the grid.
Steve Bosserman

High score, low pay: why the gig economy loves gamification | Business | The Guardian - 0 views

  • Simply defined, gamification is the use of game elements – point-scoring, levels, competition with others, measurable evidence of accomplishment, ratings and rules of play – in non-game contexts. Games deliver an instantaneous, visceral experience of success and reward, and they are increasingly used in the workplace to promote emotional engagement with the work process, to increase workers’ psychological investment in completing otherwise uninspiring tasks, and to influence, or “nudge”, workers’ behaviour.
  • According to Burawoy, production at Allied was deliberately organised by management to encourage workers to play the game. When work took the form of a game, Burawoy observed, something interesting happened: workers’ primary source of conflict was no longer with the boss. Instead, tensions were dispersed between workers (the scheduling man, the truckers, the inspectors), between operators and their machines, and between operators and their own physical limitations (their stamina, precision of movement, focus). The battle to beat the quota also transformed a monotonous, soul-crushing job into an exciting outlet for workers to exercise their creativity, speed and skill. Workers attached notions of status and prestige to their output, and the game presented them with a series of choices throughout the day, affording them a sense of relative autonomy and control. It tapped into a worker’s desire for self-determination and self-expression. Then, it directed that desire towards the production of profit for their employer.
  • Former Google “design ethicist” Tristan Harris has also described how the “pull-to-refresh” mechanism used in most social media feeds mimics the clever architecture of a slot machine: users never know when they are going to experience gratification – a dozen new likes or retweets – but they know that gratification will eventually come. This unpredictability is addictive: behavioural psychologists have long understood that gambling uses variable reinforcement schedules – unpredictable intervals of uncertainty, anticipation and feedback – to condition players into playing just one more round.
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  • Gaming the game, Burawoy observed, allowed workers to assert some limited control over the labour process, and to “make out” as a result. In turn, that win had the effect of reproducing the players’ commitment to playing, and their consent to the rules of the game. When players were unsuccessful, their dissatisfaction was directed at the game’s obstacles, not at the capitalist class, which sets the rules. The inbuilt antagonism between the player and the game replaces, in the mind of the worker, the deeper antagonism between boss and worker. Learning how to operate cleverly within the game’s parameters becomes the only imaginable option. And now there is another layer interposed between labour and capital: the algorithm.
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