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Javier E

Wine-tasting: it's junk science | Life and style | The Observer - 0 views

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  • Hodgson approached the organisers of the California State Fair wine competition, the oldest contest of its kind in North America, and proposed an experiment for their annual June tasting sessions.Each panel of four judges would be presented with their usual "flight" of samples to sniff, sip and slurp. But some wines would be presented to the panel three times, poured from the same bottle each time. The results would be compiled and analysed to see whether wine testing really is scientific.
  • Results from the first four years of the experiment, published in the Journal of Wine Economics, showed a typical judge's scores varied by plus or minus four points over the three blind tastings. A wine deemed to be a good 90 would be rated as an acceptable 86 by the same judge minutes later and then an excellent 94.
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  • Hodgson's findings have stunned the wine industry. Over the years he has shown again and again that even trained, professional palates are terrible at judging wine."The results are disturbing," says Hodgson from the Fieldbrook Winery in Humboldt County, described by its owner as a rural paradise. "Only about 10% of judges are consistent and those judges who were consistent one year were ordinary the next year."Chance has a great deal to do with the awards that wines win."
  • French academic Frédéric Brochet tested the effect of labels in 2001. He presented the same Bordeaux superior wine to 57 volunteers a week apart and in two different bottles – one for a table wine, the other for a grand cru.The tasters were fooled.When tasting a supposedly superior wine, their language was more positive – describing it as complex, balanced, long and woody. When the same wine was presented as plonk, the critics were more likely to use negatives such as weak, light and flat.
  • In 2011 Professor Richard Wiseman, a psychologist (and former professional magician) at Hertfordshire University invited 578 people to comment on a range of red and white wines, varying from £3.49 for a claret to £30 for champagne, and tasted blind.People could tell the difference between wines under £5 and those above £10 only 53% of the time for whites and only 47% of the time for reds. Overall they would have been just as a successful flipping a coin to guess.
  • why are ordinary drinkers and the experts so poor at tasting blind? Part of the answer lies in the sheer complexity of wine.For a drink made by fermenting fruit juice, wine is a remarkably sophisticated chemical cocktail. Dr Bryce Rankine, an Australian wine scientist, identified 27 distinct organic acids in wine, 23 varieties of alcohol in addition to the common ethanol, more than 80 esters and aldehydes, 16 sugars, plus a long list of assorted vitamins and minerals that wouldn't look out of place on the ingredients list of a cereal pack. There are even harmless traces of lead and arsenic that come from the soil.
  • "People underestimate how clever the olfactory system is at detecting aromas and our brain is at interpreting them," says Hutchinson."The olfactory system has the complexity in terms of its protein receptors to detect all the different aromas, but the brain response isn't always up to it. But I'm a believer that everyone has the same equipment and it comes down to learning how to interpret it." Within eight tastings, most people can learn to detect and name a reasonable range of aromas in wine
  • People struggle with assessing wine because the brain's interpretation of aroma and bouquet is based on far more than the chemicals found in the drink. Temperature plays a big part. Volatiles in wine are more active when wine is warmer. Serve a New World chardonnay too cold and you'll only taste the overpowering oak. Serve a red too warm and the heady boozy qualities will be overpowering.
  • Colour affects our perceptions too. In 2001 Frédérick Brochet of the University of Bordeaux asked 54 wine experts to test two glasses of wine – one red, one white. Using the typical language of tasters, the panel described the red as "jammy' and commented on its crushed red fruit.The critics failed to spot that both wines were from the same bottle. The only difference was that one had been coloured red with a flavourless dye
  • Other environmental factors play a role. A judge's palate is affected by what she or he had earlier, the time of day, their tiredness, their health – even the weather.
  • Robert Hodgson is determined to improve the quality of judging. He has developed a test that will determine whether a judge's assessment of a blind-tasted glass in a medal competition is better than chance. The research will be presented at a conference in Cape Town this year. But the early findings are not promising."So far I've yet to find someone who passes," he says.
Javier E

Instagram's Algorithm Delivers Toxic Video Mix to Adults Who Follow Children - WSJ - 0 views

  • Instagram’s Reels video service is designed to show users streams of short videos on topics the system decides will interest them, such as sports, fashion or humor. 
  • The Meta Platforms META -1.04%decrease; red down pointing triangle-owned social app does the same thing for users its algorithm decides might have a prurient interest in children, testing by The Wall Street Journal showed.
  • The Journal sought to determine what Instagram’s Reels algorithm would recommend to test accounts set up to follow only young gymnasts, cheerleaders and other teen and preteen influencers active on the platform.
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  • Following what it described as Meta’s unsatisfactory response to its complaints, Match began canceling Meta advertising for some of its apps, such as Tinder, in October. It has since halted all Reels advertising and stopped promoting its major brands on any of Meta’s platforms. “We have no desire to pay Meta to market our brands to predators or place our ads anywhere near this content,” said Match spokeswoman Justine Sacco.
  • The Journal set up the test accounts after observing that the thousands of followers of such young people’s accounts often include large numbers of adult men, and that many of the accounts who followed those children also had demonstrated interest in sex content related to both children and adults
  • The Journal also tested what the algorithm would recommend after its accounts followed some of those users as well, which produced more-disturbing content interspersed with ads.
  • The Canadian Centre for Child Protection, a child-protection group, separately ran similar tests on its own, with similar results.
  • Meta said the Journal’s tests produced a manufactured experience that doesn’t represent what billions of users see. The company declined to comment on why the algorithms compiled streams of separate videos showing children, sex and advertisements, but a spokesman said that in October it introduced new brand safety tools that give advertisers greater control over where their ads appear, and that Instagram either removes or reduces the prominence of four million videos suspected of violating its standards each month. 
  • The Journal reported in June that algorithms run by Meta, which owns both Facebook and Instagram, connect large communities of users interested in pedophilic content. The Meta spokesman said a task force set up after the Journal’s article has expanded its automated systems for detecting users who behave suspiciously, taking down tens of thousands of such accounts each month. The company also is participating in a new industry coalition to share signs of potential child exploitation.
  • “Our systems are effective at reducing harmful content, and we’ve invested billions in safety, security and brand suitability solutions,” said Samantha Stetson, a Meta vice president who handles relations with the advertising industry. She said the prevalence of inappropriate content on Instagram is low, and that the company invests heavily in reducing it.
  • Even before the 2020 launch of Reels, Meta employees understood that the product posed safety concerns, according to former employees.
  • Robbie McKay, a spokesman for Bumble, said it “would never intentionally advertise adjacent to inappropriate content,” and that the company is suspending its ads across Meta’s platforms.
  • Meta created Reels to compete with TikTok, the video-sharing platform owned by Beijing-based ByteDance. Both products feed users a nonstop succession of videos posted by others, and make money by inserting ads among them. Both companies’ algorithms show to a user videos the platforms calculate are most likely to keep that user engaged, based on his or her past viewing behavior
  • The Journal reporters set up the Instagram test accounts as adults on newly purchased devices and followed the gymnasts, cheerleaders and other young influencers. The tests showed that following only the young girls triggered Instagram to begin serving videos from accounts promoting adult sex content alongside ads for major consumer brands, such as one for Walmart that ran after a video of a woman exposing her crotch. 
  • When the test accounts then followed some users who followed those same young people’s accounts, they yielded even more disturbing recommendations. The platform served a mix of adult pornography and child-sexualizing material, such as a video of a clothed girl caressing her torso and another of a child pantomiming a sex act.
  • Experts on algorithmic recommendation systems said the Journal’s tests showed that while gymnastics might appear to be an innocuous topic, Meta’s behavioral tracking has discerned that some Instagram users following preteen girls will want to engage with videos sexualizing children, and then directs such content toward them.
  • Instagram’s system served jarring doses of salacious content to those test accounts, including risqué footage of children as well as overtly sexual adult videos—and ads for some of the biggest U.S. brands.
  • Preventing the system from pushing noxious content to users interested in it, they said, requires significant changes to the recommendation algorithms that also drive engagement for normal users. Company documents reviewed by the Journal show that the company’s safety staffers are broadly barred from making changes to the platform that might reduce daily active users by any measurable amount.
  • The test accounts showed that advertisements were regularly added to the problematic Reels streams. Ads encouraging users to visit Disneyland for the holidays ran next to a video of an adult acting out having sex with her father, and another of a young woman in lingerie with fake blood dripping from her mouth. An ad for Hims ran shortly after a video depicting an apparently anguished woman in a sexual situation along with a link to what was described as “the full video.”
  • Current and former Meta employees said in interviews that the tendency of Instagram algorithms to aggregate child sexualization content from across its platform was known internally to be a problem. Once Instagram pigeonholes a user as interested in any particular subject matter, they said, its recommendation systems are trained to push more related content to them.
  • Part of the problem is that automated enforcement systems have a harder time parsing video content than text or still images. Another difficulty arises from how Reels works: Rather than showing content shared by users’ friends, the way other parts of Instagram and Facebook often do, Reels promotes videos from sources they don’t follow
  • In an analysis conducted shortly before the introduction of Reels, Meta’s safety staff flagged the risk that the product would chain together videos of children and inappropriate content, according to two former staffers. Vaishnavi J, Meta’s former head of youth policy, described the safety review’s recommendation as: “Either we ramp up our content detection capabilities, or we don’t recommend any minor content,” meaning any videos of children.
  • At the time, TikTok was growing rapidly, drawing the attention of Instagram’s young users and the advertisers targeting them. Meta didn’t adopt either of the safety analysis’s recommendations at that time, according to J.
  • Stetson, Meta’s liaison with digital-ad buyers, disputed that Meta had neglected child safety concerns ahead of the product’s launch. “We tested Reels for nearly a year before releasing it widely, with a robust set of safety controls and measures,” she said. 
  • After initially struggling to maximize the revenue potential of its Reels product, Meta has improved how its algorithms recommend content and personalize video streams for users
  • Among the ads that appeared regularly in the Journal’s test accounts were those for “dating” apps and livestreaming platforms featuring adult nudity, massage parlors offering “happy endings” and artificial-intelligence chatbots built for cybersex. Meta’s rules are supposed to prohibit such ads.
  • The Journal informed Meta in August about the results of its testing. In the months since then, tests by both the Journal and the Canadian Centre for Child Protection show that the platform continued to serve up a series of videos featuring young children, adult content and apparent promotions for child sex material hosted elsewhere. 
  • As of mid-November, the center said Instagram is continuing to steadily recommend what the nonprofit described as “adults and children doing sexual posing.”
  • Meta hasn’t offered a timetable for resolving the problem or explained how in the future it would restrict the promotion of inappropriate content featuring children. 
  • The Journal’s test accounts found that the problem even affected Meta-related brands. Ads for the company’s WhatsApp encrypted chat service and Meta’s Ray-Ban Stories glasses appeared next to adult pornography. An ad for Lean In Girls, the young women’s empowerment nonprofit run by former Meta Chief Operating Officer Sheryl Sandberg, ran directly before a promotion for an adult sex-content creator who often appears in schoolgirl attire. Sandberg declined to comment. 
  • Through its own tests, the Canadian Centre for Child Protection concluded that Instagram was regularly serving videos and pictures of clothed children who also appear in the National Center for Missing and Exploited Children’s digital database of images and videos confirmed to be child abuse sexual material. The group said child abusers often use the images of the girls to advertise illegal content for sale in dark-web forums.
  • The nature of the content—sexualizing children without generally showing nudity—reflects the way that social media has changed online child sexual abuse, said Lianna McDonald, executive director for the Canadian center. The group has raised concerns about the ability of Meta’s algorithms to essentially recruit new members of online communities devoted to child sexual abuse, where links to illicit content in more private forums proliferate.
  • “Time and time again, we’ve seen recommendation algorithms drive users to discover and then spiral inside of these online child exploitation communities,” McDonald said, calling it disturbing that ads from major companies were subsidizing that process.
katherineharron

FBI arrests spotlight lessons learned after Charlottesville (opinion) - CNN - 0 views

  • On Thursday, the FBI arrested three men, Patrik J. Mathews, 27, Brian M. Lemley Jr., 33, and William G. Bilbrough IV, 19, with firearms charges, and they had plans, an official said, to attend a Virginia pro-gun rally. This followed Virginia Gov. Ralph Northam's declaration of a temporary state of emergency after authorities learned that extremists hoped to use the anti-gun control rally planned next Monday -- Martin Luther King, Jr. Day -- to incite a violent clash.
  • These arrests add to mounting evidence that a decades-old and violent white-power movement is alive and well, perhaps even gaining strength. White power is a social movement that has united neo-Nazis, Klansmen, skinheads, and militiamen around a shared fear of racial annihilation and cultural change. Since 1983, when movement leaders declared war on the federal government, members of such groups have worked together to bring about a race war.
  • JUST WATCHEDOn GPS: What motivates white power activists?ReplayMore Videos ...MUST WATCH position: absol
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  • Silver linings aside, it will take many, many more instances of coordinated response to stop a movement generations in the making. In more than a decade of studying the earlier white power movement, I have become familiar with the themes of underground activity that are today clearly drawing from the earlier movement. In the absence of decisive action across multiple institutions, a rich record of criminal activity and violence will continue to provide these activists with a playbook for further chaos.
  • The Base, furthermore, is what experts call "accelerationist," meaning that its members hope to provoke what they see as an inevitable race war. They have conducted paramilitary training in the Pacific Northwest. Both of these strategies date back to the 1980s, when the Order trained in those forests with hopes of provoking the same race war.
  • One of the men arrested Thursday was formerly a reservist in the Canadian Army, where he received training in explosives and demolition, according to the New York Times. This kind of preparation, too, is common among extremists like these. To take just a few representative examples, in the 1960s, Bobby Frank Cherry, a former Marine trained in demolition, helped fellow members of the United Klans of America to bomb the 16th Street Birmingham Baptist Church, killing four black girls.
  • This news out of Virginia shows that there is a real social benefit when people direct their attention to these events -- and sustain the public conversation about the presence of a renewed white-power movement and what it means for our society.
Javier E

How YouTube Drives People to the Internet's Darkest Corners - WSJ - 0 views

  • YouTube is the new television, with more than 1.5 billion users, and videos the site recommends have the power to influence viewpoints around the world.
  • Those recommendations often present divisive, misleading or false content despite changes the site has recently made to highlight more-neutral fare, a Wall Street Journal investigation found.
  • Behind that growth is an algorithm that creates personalized playlists. YouTube says these recommendations drive more than 70% of its viewing time, making the algorithm among the single biggest deciders of what people watch.
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  • People cumulatively watch more than a billion YouTube hours daily world-wide, a 10-fold increase from 2012
  • After the Journal this week provided examples of how the site still promotes deceptive and divisive videos, YouTube executives said the recommendations were a problem.
  • When users show a political bias in what they choose to view, YouTube typically recommends videos that echo those biases, often with more-extreme viewpoints.
  • Such recommendations play into concerns about how social-media sites can amplify extremist voices, sow misinformation and isolate users in “filter bubbles”
  • Unlike Facebook Inc. and Twitter Inc. sites, where users see content from accounts they choose to follow, YouTube takes an active role in pushing information to users they likely wouldn’t have otherwise seen.
  • “The editorial policy of these new platforms is to essentially not have one,”
  • “That sounded great when it was all about free speech and ‘in the marketplace of ideas, only the best ones win.’ But we’re seeing again and again that that’s not what happens. What’s happening instead is the systems are being gamed and people are being gamed.”
  • YouTube has been tweaking its algorithm since last autumn to surface what its executives call “more authoritative” news source
  • YouTube last week said it is considering a design change to promote relevant information from credible news sources alongside videos that push conspiracy theories.
  • The Journal investigation found YouTube’s recommendations often lead users to channels that feature conspiracy theories, partisan viewpoints and misleading videos, even when those users haven’t shown interest in such content.
  • YouTube engineered its algorithm several years ago to make the site “sticky”—to recommend videos that keep users staying to watch still more, said current and former YouTube engineers who helped build it. The site earns money selling ads that run before and during videos.
  • YouTube’s algorithm tweaks don’t appear to have changed how YouTube recommends videos on its home page. On the home page, the algorithm provides a personalized feed for each logged-in user largely based on what the user has watched.
  • There is another way to calculate recommendations, demonstrated by YouTube’s parent, Alphabet Inc.’s Google. It has designed its search-engine algorithms to recommend sources that are authoritative, not just popular.
  • Google spokeswoman Crystal Dahlen said that Google improved its algorithm last year “to surface more authoritative content, to help prevent the spread of blatantly misleading, low-quality, offensive or downright false information,” adding that it is “working with the YouTube team to help share learnings.”
  • In recent weeks, it has expanded that change to other news-related queries. Since then, the Journal’s tests show, news searches in YouTube return fewer videos from highly partisan channels.
  • YouTube’s recommendations became even more effective at keeping people on the site in 2016, when the company began employing an artificial-intelligence technique called a deep neural network that makes connections between videos that humans wouldn’t. The algorithm uses hundreds of signals, YouTube says, but the most important remains what a given user has watched.
  • Using a deep neural network makes the recommendations more of a black box to engineers than previous techniques,
  • “We don’t have to think as much,” he said. “We’ll just give it some raw data and let it figure it out.”
  • To better understand the algorithm, the Journal enlisted former YouTube engineer Guillaume Chaslot, who worked on its recommendation engine, to analyze thousands of YouTube’s recommendations on the most popular news-related queries
  • Mr. Chaslot created a computer program that simulates the “rabbit hole” users often descend into when surfing the site. In the Journal study, the program collected the top five results to a given search. Next, it gathered the top three recommendations that YouTube promoted once the program clicked on each of those results. Then it gathered the top three recommendations for each of those promoted videos, continuing four clicks from the original search.
  • The first analysis, of November’s top search terms, showed YouTube frequently led users to divisive and misleading videos. On the 21 news-related searches left after eliminating queries about entertainment, sports and gaming—such as “Trump,” “North Korea” and “bitcoin”—YouTube most frequently recommended these videos:
  • The algorithm doesn’t seek out extreme videos, they said, but looks for clips that data show are already drawing high traffic and keeping people on the site. Those videos often tend to be sensationalist and on the extreme fringe, the engineers said.
  • Repeated tests by the Journal as recently as this week showed the home page often fed far-right or far-left videos to users who watched relatively mainstream news sources, such as Fox News and MSNBC.
  • Searching some topics and then returning to the home page without doing a new search can produce recommendations that push users toward conspiracy theories even if they seek out just mainstream sources.
  • After searching for “9/11” last month, then clicking on a single CNN clip about the attacks, and then returning to the home page, the fifth and sixth recommended videos were about claims the U.S. government carried out the attacks. One, titled “Footage Shows Military Plane hitting WTC Tower on 9/11—13 Witnesses React”—had 5.3 million views.
Javier E

How To Look Smart, Ctd - The Daily Dish | By Andrew Sullivan - 0 views

  • The Atlantic Home todaysDate();Tuesday, February 8, 2011Tuesday, February 8, 2011 Go Follow the Atlantic » Politics Presented by When Ronald Reagan Endorsed Ron Paul Joshua Green Epitaph for the DLC Marc Ambinder A Hard Time Raising Concerns About Egypt Chris Good Business Presented by Could a Hybrid Mortgage System Work? Daniel Indiviglio Fighting Bias in Academia Megan McArdle The Tech Revolution For Seniors Derek Thompson Culture Presented By 'Tiger Mother' Creates a New World Order James Fallows Justin Bieber: Daydream Believer James Parker <!-- /li
  • these questions tend to overlook the way IQ tests are designed. As a neuropsychologist who has administered hundreds of these measures, I can tell you that their structures reflect a deeply embedded bias toward intelligence as a function of reading skills
Javier E

The Tech Industry's Psychological War on Kids - Member Feature Stories - Medium - 0 views

  • she cried, “They took my f***ing phone!” Attempting to engage Kelly in conversation, I asked her what she liked about her phone and social media. “They make me happy,” she replied.
  • Even though they were loving and involved parents, Kelly’s mom couldn’t help feeling that they’d failed their daughter and must have done something terribly wrong that led to her problems.
  • My practice as a child and adolescent psychologist is filled with families like Kelly’s. These parents say their kids’ extreme overuse of phones, video games, and social media is the most difficult parenting issue they face — and, in many cases, is tearing the family apart.
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  • What none of these parents understand is that their children’s and teens’ destructive obsession with technology is the predictable consequence of a virtually unrecognized merger between the tech industry and psychology.
  • Dr. B.J. Fogg, is a psychologist and the father of persuasive technology, a discipline in which digital machines and apps — including smartphones, social media, and video games — are configured to alter human thoughts and behaviors. As the lab’s website boldly proclaims: “Machines designed to change humans.”
  • These parents have no idea that lurking behind their kids’ screens and phones are a multitude of psychologists, neuroscientists, and social science experts who use their knowledge of psychological vulnerabilities to devise products that capture kids’ attention for the sake of industry profit.
  • psychology — a discipline that we associate with healing — is now being used as a weapon against children.
  • This alliance pairs the consumer tech industry’s immense wealth with the most sophisticated psychological research, making it possible to develop social media, video games, and phones with drug-like power to seduce young users.
  • Likewise, social media companies use persuasive design to prey on the age-appropriate desire for preteen and teen kids, especially girls, to be socially successful. This drive is built into our DNA, since real-world relational skills have fostered human evolution.
  • Called “the millionaire maker,” Fogg has groomed former students who have used his methods to develop technologies that now consume kids’ lives. As he recently touted on his personal website, “My students often do groundbreaking projects, and they continue having impact in the real world after they leave Stanford… For example, Instagram has influenced the behavior of over 800 million people. The co-founder was a student of mine.”
  • Persuasive technology (also called persuasive design) works by deliberately creating digital environments that users feel fulfill their basic human drives — to be social or obtain goals — better than real-world alternatives.
  • Kids spend countless hours in social media and video game environments in pursuit of likes, “friends,” game points, and levels — because it’s stimulating, they believe that this makes them happy and successful, and they find it easier than doing the difficult but developmentally important activities of childhood.
  • While persuasion techniques work well on adults, they are particularly effective at influencing the still-maturing child and teen brain.
  • “Video games, better than anything else in our culture, deliver rewards to people, especially teenage boys,” says Fogg. “Teenage boys are wired to seek competency. To master our world and get better at stuff. Video games, in dishing out rewards, can convey to people that their competency is growing, you can get better at something second by second.”
  • it’s persuasive design that’s helped convince this generation of boys they are gaining “competency” by spending countless hours on game sites, when the sad reality is they are locked away in their rooms gaming, ignoring school, and not developing the real-world competencies that colleges and employers demand.
  • Persuasive technologies work because of their apparent triggering of the release of dopamine, a powerful neurotransmitter involved in reward, attention, and addiction.
  • As she says, “If you don’t get 100 ‘likes,’ you make other people share it so you get 100…. Or else you just get upset. Everyone wants to get the most ‘likes.’ It’s like a popularity contest.”
  • there are costs to Casey’s phone obsession, noting that the “girl’s phone, be it Facebook, Instagram or iMessage, is constantly pulling her away from her homework, sleep, or conversations with her family.
  • Casey says she wishes she could put her phone down. But she can’t. “I’ll wake up in the morning and go on Facebook just… because,” she says. “It’s not like I want to or I don’t. I just go on it. I’m, like, forced to. I don’t know why. I need to. Facebook takes up my whole life.”
  • B.J. Fogg may not be a household name, but Fortune Magazine calls him a “New Guru You Should Know,” and his research is driving a worldwide legion of user experience (UX) designers who utilize and expand upon his models of persuasive design.
  • “No one has perhaps been as influential on the current generation of user experience (UX) designers as Stanford researcher B.J. Fogg.”
  • the core of UX research is about using psychology to take advantage of our human vulnerabilities.
  • As Fogg is quoted in Kosner’s Forbes article, “Facebook, Twitter, Google, you name it, these companies have been using computers to influence our behavior.” However, the driving force behind behavior change isn’t computers. “The missing link isn’t the technology, it’s psychology,” says Fogg.
  • UX researchers not only follow Fogg’s design model, but also his apparent tendency to overlook the broader implications of persuasive design. They focus on the task at hand, building digital machines and apps that better demand users’ attention, compel users to return again and again, and grow businesses’ bottom line.
  • the “Fogg Behavior Model” is a well-tested method to change behavior and, in its simplified form, involves three primary factors: motivation, ability, and triggers.
  • “We can now create machines that can change what people think and what people do, and the machines can do that autonomously.”
  • Regarding ability, Fogg suggests that digital products should be made so that users don’t have to “think hard.” Hence, social networks are designed for ease of use
  • Finally, Fogg says that potential users need to be triggered to use a site. This is accomplished by a myriad of digital tricks, including the sending of incessant notifications
  • moral questions about the impact of turning persuasive techniques on children and teens are not being asked. For example, should the fear of social rejection be used to compel kids to compulsively use social media? Is it okay to lure kids away from school tasks that demand a strong mental effort so they can spend their lives on social networks or playing video games that don’t make them think much at all?
  • Describing how his formula is effective at getting people to use a social network, the psychologist says in an academic paper that a key motivator is users’ desire for “social acceptance,” although he says an even more powerful motivator is the desire “to avoid being socially rejected.”
  • the startup Dopamine Labs boasts about its use of persuasive techniques to increase profits: “Connect your app to our Persuasive AI [Artificial Intelligence] and lift your engagement and revenue up to 30% by giving your users our perfect bursts of dopamine,” and “A burst of Dopamine doesn’t just feel good: it’s proven to re-wire user behavior and habits.”
  • Ramsay Brown, the founder of Dopamine Labs, says in a KQED Science article, “We have now developed a rigorous technology of the human mind, and that is both exciting and terrifying. We have the ability to twiddle some knobs in a machine learning dashboard we build, and around the world hundreds of thousands of people are going to quietly change their behavior in ways that, unbeknownst to them, feel second-nature but are really by design.”
  • Programmers call this “brain hacking,” as it compels users to spend more time on sites even though they mistakenly believe it’s strictly due to their own conscious choices.
  • Banks of computers employ AI to “learn” which of a countless number of persuasive design elements will keep users hooked
  • A persuasion profile of a particular user’s unique vulnerabilities is developed in real time and exploited to keep users on the site and make them return again and again for longer periods of time. This drives up profits for consumer internet companies whose revenue is based on how much their products are used.
  • “The leaders of Internet companies face an interesting, if also morally questionable, imperative: either they hijack neuroscience to gain market share and make large profits, or they let competitors do that and run away with the market.”
  • Social media and video game companies believe they are compelled to use persuasive technology in the arms race for attention, profits, and survival.
  • Children’s well-being is not part of the decision calculus.
  • one breakthrough occurred in 2017 when Facebook documents were leaked to The Australian. The internal report crafted by Facebook executives showed the social network boasting to advertisers that by monitoring posts, interactions, and photos in real time, the network is able to track when teens feel “insecure,” “worthless,” “stressed,” “useless” and a “failure.”
  • The report also bragged about Facebook’s ability to micro-target ads down to “moments when young people need a confidence boost.”
  • These design techniques provide tech corporations a window into kids’ hearts and minds to measure their particular vulnerabilities, which can then be used to control their behavior as consumers. This isn’t some strange future… this is now.
  • The official tech industry line is that persuasive technologies are used to make products more engaging and enjoyable. But the revelations of industry insiders can reveal darker motives.
  • Revealing the hard science behind persuasive technology, Hopson says, “This is not to say that players are the same as rats, but that there are general rules of learning which apply equally to both.”
  • After penning the paper, Hopson was hired by Microsoft, where he helped lead the development of the Xbox Live, Microsoft’s online gaming system
  • “If game designers are going to pull a person away from every other voluntary social activity or hobby or pastime, they’re going to have to engage that person at a very deep level in every possible way they can.”
  • This is the dominant effect of persuasive design today: building video games and social media products so compelling that they pull users away from the real world to spend their lives in for-profit domains.
  • Persuasive technologies are reshaping childhood, luring kids away from family and schoolwork to spend more and more of their lives sitting before screens and phones.
  • “Since we’ve figured to some extent how these pieces of the brain that handle addiction are working, people have figured out how to juice them further and how to bake that information into apps.”
  • Today, persuasive design is likely distracting adults from driving safely, productive work, and engaging with their own children — all matters which need urgent attention
  • Still, because the child and adolescent brain is more easily controlled than the adult mind, the use of persuasive design is having a much more hurtful impact on kids.
  • But to engage in a pursuit at the expense of important real-world activities is a core element of addiction.
  • younger U.S. children now spend 5 ½ hours each day with entertainment technologies, including video games, social media, and online videos.
  • Even more, the average teen now spends an incredible 8 hours each day playing with screens and phones
  • U.S. kids only spend 16 minutes each day using the computer at home for school.
  • Quietly, using screens and phones for entertainment has become the dominant activity of childhood.
  • Younger kids spend more time engaging with entertainment screens than they do in school
  • teens spend even more time playing with screens and phones than they do sleeping
  • kids are so taken with their phones and other devices that they have turned their backs to the world around them.
  • many children are missing out on real-life engagement with family and school — the two cornerstones of childhood that lead them to grow up happy and successful
  • persuasive technologies are pulling kids into often toxic digital environments
  • A too frequent experience for many is being cyberbullied, which increases their risk of skipping school and considering suicide.
  • And there is growing recognition of the negative impact of FOMO, or the fear of missing out, as kids spend their social media lives watching a parade of peers who look to be having a great time without them, feeding their feelings of loneliness and being less than.
  • The combined effects of the displacement of vital childhood activities and exposure to unhealthy online environments is wrecking a generation.
  • as the typical age when kids get their first smartphone has fallen to 10, it’s no surprise to see serious psychiatric problems — once the domain of teens — now enveloping young kids
  • Self-inflicted injuries, such as cutting, that are serious enough to require treatment in an emergency room, have increased dramatically in 10- to 14-year-old girls, up 19% per year since 2009.
  • While girls are pulled onto smartphones and social media, boys are more likely to be seduced into the world of video gaming, often at the expense of a focus on school
  • it’s no surprise to see this generation of boys struggling to make it to college: a full 57% of college admissions are granted to young women compared with only 43% to young men.
  • Economists working with the National Bureau of Economic Research recently demonstrated how many young U.S. men are choosing to play video games rather than join the workforce.
  • The destructive forces of psychology deployed by the tech industry are making a greater impact on kids than the positive uses of psychology by mental health providers and child advocates. Put plainly, the science of psychology is hurting kids more than helping them.
  • Hope for this wired generation has seemed dim until recently, when a surprising group has come forward to criticize the tech industry’s use of psychological manipulation: tech executives
  • Tristan Harris, formerly a design ethicist at Google, has led the way by unmasking the industry’s use of persuasive design. Interviewed in The Economist’s 1843 magazine, he says, “The job of these companies is to hook people, and they do that by hijacking our psychological vulnerabilities.”
  • Marc Benioff, CEO of the cloud computing company Salesforce, is one of the voices calling for the regulation of social media companies because of their potential to addict children. He says that just as the cigarette industry has been regulated, so too should social media companies. “I think that, for sure, technology has addictive qualities that we have to address, and that product designers are working to make those products more addictive, and we need to rein that back as much as possible,”
  • “If there’s an unfair advantage or things that are out there that are not understood by parents, then the government’s got to come forward and illuminate that.”
  • Since millions of parents, for example the parents of my patient Kelly, have absolutely no idea that devices are used to hijack their children’s minds and lives, regulation of such practices is the right thing to do.
  • Another improbable group to speak out on behalf of children is tech investors.
  • How has the consumer tech industry responded to these calls for change? By going even lower.
  • Facebook recently launched Messenger Kids, a social media app that will reach kids as young as five years old. Suggestive that harmful persuasive design is now honing in on very young children is the declaration of Messenger Kids Art Director, Shiu Pei Luu, “We want to help foster communication [on Facebook] and make that the most exciting thing you want to be doing.”
  • the American Psychological Association (APA) — which is tasked with protecting children and families from harmful psychological practices — has been essentially silent on the matter
  • APA Ethical Standards require the profession to make efforts to correct the “misuse” of the work of psychologists, which would include the application of B.J. Fogg’s persuasive technologies to influence children against their best interests
  • Manipulating children for profit without their own or parents’ consent, and driving kids to spend more time on devices that contribute to emotional and academic problems is the embodiment of unethical psychological practice.
  • “Never before in history have basically 50 mostly men, mostly 20–35, mostly white engineer designer types within 50 miles of where we are right now [Silicon Valley], had control of what a billion people think and do.”
  • Some may argue that it’s the parents’ responsibility to protect their children from tech industry deception. However, parents have no idea of the powerful forces aligned against them, nor do they know how technologies are developed with drug-like effects to capture kids’ minds
  • Others will claim that nothing should be done because the intention behind persuasive design is to build better products, not manipulate kids
  • similar circumstances exist in the cigarette industry, as tobacco companies have as their intention profiting from the sale of their product, not hurting children. Nonetheless, because cigarettes and persuasive design predictably harm children, actions should be taken to protect kids from their effects.
  • in a 1998 academic paper, Fogg describes what should happen if things go wrong, saying, if persuasive technologies are “deemed harmful or questionable in some regard, a researcher should then either take social action or advocate that others do so.”
  • I suggest turning to President John F. Kennedy’s prescient guidance: He said that technology “has no conscience of its own. Whether it will become a force for good or ill depends on man.”
  • The APA should begin by demanding that the tech industry’s behavioral manipulation techniques be brought out of the shadows and exposed to the light of public awareness
  • Changes should be made in the APA’s Ethics Code to specifically prevent psychologists from manipulating children using digital machines, especially if such influence is known to pose risks to their well-being.
  • Moreover, the APA should follow its Ethical Standards by making strong efforts to correct the misuse of psychological persuasion by the tech industry and by user experience designers outside the field of psychology.
  • It should join with tech executives who are demanding that persuasive design in kids’ tech products be regulated
  • The APA also should make its powerful voice heard amongst the growing chorus calling out tech companies that intentionally exploit children’s vulnerabilities.
sissij

Better Video Games Could Be Driving Young Men Out Of The Workforce | Big Think - 0 views

  • There's an unsettling trend among young American men without a college education: Many&nbsp;can't find work, or don't want jobs at all.
  • And, for the first time in decades, they're&nbsp;more likely to&nbsp;live with their parents&nbsp;than a romantic partner.
  • "These individuals are living with parents or relatives, and happiness surveys actually indicate that they are quite content compared to their peers, making it hard to argue that some sort of constraint, like they are miserable because they can’t find a job, is causing them to play video games."&nbsp;
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  • But people with high-wage jobs game less. The reason might be that gaming time represents a higher opportunity cost to them, while people with low-wage jobs and no discernible career path might be more willing to trade work for play.
  •  
    I found it very interesting that the product of modern society is creating a new life style and life purpose for people in the modern society. I was very surprised that video games have such a effect on the life of people. However, there are new opportunities coming with the popularity of video games. Professional gaming has gradually become an industry. There are new jobs and opportunity arising with the development of video games, such as a the live-streamers. Although in this article, the author talked a lot about the downsides of the development of video games, I think there is also a good side. --Sissi (3/23/2017)
Javier E

Beyond Billboards - The Daily Dish | By Andrew Sullivan - 0 views

  • The Atlantic Home todaysDate();Sunday, December 12, 2010Sunday, December 12, 2010 Go Follow the Atlantic » atlanticPrintlayoutnavigation()Politics Presented ByBack to the Gold Standard? Joshua GreenSenate Dems Lose Vote on 'Don't Ask' RepealMegan Scully &amp; Dan FriedmanA Primary Challenge to Obama? Marc Ambinder Business Presented byif (typeof window.dartOrd == 'undefined') {window.dartOrd = ('000000000' + Math.ceil(Math.random()*1000000000).toString()).slice(-9);}jsProperties = 'TheAtlanticOnline/channel_business;pos=navlogo;sz=88x31,215x64;tile=1';document.write('');if( $(".adNavlogo").html().search("grey.gif") != -1 ){$(".adNavlogo").hide();}Will the Economy Get Jobs for Christmas?Daniel Indiviglio27 Key Facts About US ExportsDerek ThompsonThe Last StimulusDerek Thompson Culture Presented ByThe 10 Biggest Sports Stories of 2010Eleanor Barkhorn and Kevin Fallon al
  • at the force behind all that exists actually intervened in the consciousness of humankind in the form of a man so saturated in godliness that merely being near him healed people of the weight of the world's sins.
sanderk

How YouTube's Recommendation Algorithm Really Works - The Atlantic - 0 views

  • YouTube wants to recommend things people will like, and the clearest signal of that is whether other people liked them. Pew found that 64 percent of recommendations went to videos with more than a million views. The 50 videos that YouTube recommended most often had been viewed an average of 456 million times each. Popularity begets popularity, at least in the case of users (or bots, as here) that YouTube doesn’t know much about.
  • So, the challenge becomes how to recommend “new videos that users want to watch” when those videos are new to the system and low in views. (Finding fresh, potentially hot videos is important, YouTube researchers have written, for “propagating viral content.”)
  • The system learns from a video’s early performance, and if it does well, views can grow rapidly. In one case, a highly recommended kids’ video went from 34,000 views when Pew first encountered it in July to 30 million in August.
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  • First, as Pew’s software made choices, the system selected longer videos. It’s as if the software recognizes that the user is going to be around for a while, and starts to serve up longer fare. Second, it also began to recommend more popular videos regardless of how popular the starting video was.
  • more than 70 percent of the videos that YouTube recommended showed up on the list only once. It’s impossible to examine how hundreds of thousands of videos connect to each first random video when there are such limited data about each one.
  • People want to know if YouTube regularly radicalizes people with its recommendations, as the scholar Zeynep Tufekci has suggested. This study suggests that YouTube pushes an anonymous user toward more popular, not more fringe, content.
  • For my November magazine story about children’s YouTube, the company’s answer to these kinds of troubling suggestions was that YouTube isn’t for kids. Children, they told me, should be using only the YouTube Kids app, which has been built as a safe space for them
Javier E

TikTok Brain Explained: Why Some Kids Seem Hooked on Social Video Feeds - WSJ - 0 views

  • Remember the good old days when kids just watched YouTube all day? Now that they binge on 15-second TikToks, those YouTube clips seem like PBS documentaries.
  • Many parents tell me their kids can’t sit through feature-length films anymore because to them the movies feel painfully slow. Others have observed their kids struggling to focus on homework. And reading a book? Forget about it.
  • What is happening to kids’ brains?
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  • “It is hard to look at increasing trends in media consumption of all types, media multitasking and rates of ADHD in young people and not conclude that there is a decrease in their attention span,
  • Emerging research suggests that watching short, fast-paced videos makes it harder for kids to sustain activities that don’t offer instant—and constant—gratification.
  • One of the few studies specifically examining TikTok-related effects on the brain focused on Douyin, the TikTok equivalent in China, made by the same Chinese parent company, ByteDance Ltd. It found that the personalized videos the app’s recommendation engine shows users activate the reward centers of the brain, as compared with the general-interest videos shown to new users.
  • Brain scans of Chinese college students showed that areas involved in addiction were highly activated in those who watched personalized videos.
  • It also found some people have trouble controlling when to stop watching.
  • attention. “If kids’ brains become accustomed to constant changes, the brain finds it difficult to adapt to a nondigital activity where things don’t move quite as fast,”
  • A TikTok spokeswoman said the company wants younger teens to develop positive digital habits early on, and that it recently made some changes aimed at curbing extensive app usage. For example, TikTok won’t allow users ages 13 to 15 to receive push notifications after 9 p.m. TikTok also periodically reminds users to take a break to go outside or grab a snack.
  • Kids have a hard time pulling away from videos on YouTube, too, and Google has made several changes to help limit its use, including turning off autoplay by default on accounts of people under 18.
  • When kids do things that require prolonged focus, such as reading or solving math problems, they’re using directed attention
  • This function starts in the prefrontal cortex, the part of the brain responsible for decision making and impulse control.
  • “Directed attention is the ability to inhibit distractions and sustain attention and to shift attention appropriately. It requires higher-order skills like planning and prioritizing,”
  • Kids generally have a harder time doing this—and putting down their videogame controllers—because the prefrontal cortex isn’t fully developed until age 25.
  • “We speculate that individuals with lower self-control ability have more difficulty shifting attention away from favorite video stimulation,
  • “In the short-form snackable world, you’re getting quick hit after quick hit, and as soon as it’s over, you have to make a choice,” said Mass General’s Dr. Marci, who wrote the new book “Rewired: Protecting Your Brain in the Digital Age.” The more developed the prefrontal cortex, the better the choices.
  • Dopamine is a neurotransmitter that gets released in the brain when it’s expecting a reward. A flood of dopamine reinforces cravings for something enjoyable, whether it’s a tasty meal, a drug or a funny TikTok video.
  • “TikTok is a dopamine machine,” said John Hutton, a pediatrician and director of the Reading &amp; Literacy Discovery Center at Cincinnati Children’s Hospital. “If you want kids to pay attention, they need to practice paying attention.”
  • Researchers are just beginning to conduct long-term studies on digital media’s effects on kids’ brains. The National Institutes of Health is funding a study of nearly 12,000 adolescents as they grow into adulthood to examine the impact that many childhood experiences—from social media to smoking—have on cognitive development.
  • she predicts they will find that when brains repeatedly process rapid, rewarding content, their ability to process less-rapid, less-rewarding things “may change or be harmed.”
  • “It’s like we’ve made kids live in a candy store and then we tell them to ignore all that candy and eat a plate of vegetables,”
  • “We have an endless flow of immediate pleasures that’s unprecedented in human history.”
  • Parents and kids can take steps to boost attention, but it takes effort
  • Swap screen time for real time. Exercise and free play are among the best ways to build attention during childhood,
  • “Depriving kids of tech doesn’t work, but simultaneously reducing it and building up other things, like playing outside, does,”
  • Practice restraint.
  • “When you practice stopping, it strengthens those connections in the brain to allow you to stop again next time.”
  • Use tech’s own tools. TikTok has a screen-time management setting that allows users to cap their app usage.
  • Ensure good sleep. Teens are suffering from a sleep deficit.
Emily Horwitz

Studying the Effects of Playing Violent Video Games - NYTimes.com - 1 views

  •  
    This article talked about the connection for which psychologists are looking between violent video games and actual violence. Some studies have shown that exposure to a violent video game has short term effects, that drive people to act more rudely. However, other studies have shown that an increase in violent video game sales over a period of time have sometimes led to a decrease in crime. I'm interested to see if these psychologists can run some sort of brain scan as well, to see if there really is some sort of biological basis for a difference in behavior. Additionally, it would be great to see if the same phenomena occurred with violent or psychopathic movies or television shows.
Javier E

'ContraPoints' Is Political Philosophy Made for YouTube - The Atlantic - 1 views

  • While Wynn positions herself on the left, she is no dogmatic ideologue, readily admitting to points on the right and criticizing leftist arguments when warranted
  • She has described her work as “edutainment” and “propaganda,” and it’s both
  • But what makes her videos unique is the way Wynn combines those two elements: high standards of rational argument and not-quite-rational persuasion. ContraPoints offers compelling speech aimed at truth, rendered in the raucous, meme-laden idiom of the interne
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  • In 2014, Wynn noticed a trend on YouTube that disturbed her: Videos with hyperbolic titles like “why feminism ruins everything,” “SJW cringe compilation,” and “Ben Shapiro DESTROYS Every College Snowflake” were attracting millions of views and spawning long, jeering comment threads. Wynn felt she was watching the growth of a community of outrage that believes feminists, Marxists, and multiculturalists are conspiring to destroy freedom of speech, liquidate gender norms, and demolish Western civilization
  • Wynn created ContraPoints to offer entertaining, coherent rebuttals to these kinds of ideas. Her videos also explain left-wing talking points—like rape culture and cultural appropriation—and use philosophy to explore topics that are important to Wynn, such as the meaning of gender for trans people.
  • Wynn thinks it’s a mistake to assume that viewers of angry, right-wing videos are beyond redemption. “It’s quite difficult to get through to the people who are really committed to these anti-progressive beliefs,” Wynn told me recently. However, she said, she believes that many viewers find such ideas “psychologically resonant” without being hardened reactionaries. This broad, not fully committed center—comprising people whose minds can still be changed—is Wynn’s target audience.
  • Usually, the videos to which Wynn is responding take the stance of dogged reason cutting through the emotional excesses of so-called “political correctness.” For example, the American conservative commentator Ben Shapiro, who is a target of a recent ContraPoints video, has made “facts don’t care about your feelings” his motto. Wynn’s first step in trying to win over those who find anti-progressive views appealing is to show that these ideas often rest on a flimsy foundation. To do so, she fully adopts the rational standards of argument that her rivals pride themselves on following, and demonstrates how they fail to achieve them
  • Wynn dissects her opponents’ positions, holding up fallacies, evasions, and other rhetorical tricks for examination, all the while providing a running commentary on good argumentative method.
  • The host defends her own positions according to the same principles. Wynn takes on the strongest version of her opponent’s argument, acknowledges when she thinks her opponents are right and when she has been wrong, clarifies when misunderstood, and provides plenty of evidence for her claims
  • for Wynn, the true key to persuasion is to engage her audience on an emotional level.
  • she critiques many of her leftist allies for being bad at persuasion.
  • Socrates persuaded by both the logic of argument and the dynamic of fandom. Wynn is beginning to grow a dedicated following of her own: Members of online discussion groups refer to her as “mother” and “the queen,” produce fan art, and post photos of themselves dressed as characters from her videos.
  • she shares Socrates’s view that philosophy is more an erotic art than a martial one
  • As she puts it, she’s not trying to destroy the people she addresses, but seduce them
  • Wynn is a former Ph.D. student in philosophy, and though her videos are too rich with dick jokes for official settings, her argumentative practice would pass muster in any grad seminar.
  • One thing she has come across repeatedly is a disdain for the left’s perceived moral superiority. Anti-progressives of all stripes, Wynn told me, show an “intense defensiveness against being told what to do” and a “repulsion in response to moralizing.”
  • Matching her speech to the audience’s tastes presents a prickly rhetorical challenge. In an early video, Contra complains: “The problem is this medium. These goddamn savages demand a circus, and I intend to give them one, but behind the curtain, I really just want to have a conversation.
  • Philosophical conversation requires empathy and good-faith engagement. But the native tongue of political YouTube is ironic antagonism. It’s Wynn’s inimitable way of combining these two ingredients that gives ContraPoints its distinctive mouthfeel.
  • Wynn spends weeks in the online communities of her opponents—whether they’re climate skeptics or trans-exclusionary feminists—trying to understand what they believe and why they believe it. In Socrates’s words, she’s studying the souls of her audience.
krystalxu

Why People Play Video Games - 0 views

  • video games are one of the most seductive of all of these activities because they fulfill our psychological needs more efficiently than almost any other activity.
    • krystalxu
       
      But drug and drink can also bring us the same effect.
  • A game’s narrative makes our choices feel significant enough that we buy into the game emotionally, and the feedback system encourages us to keep working.
  • These highly tuned feedback systems are the key to turning video games into an indispensable tool for bettering our future.
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  • Games are more consistent at rewarding us for the choices we make, and they also provide a diversity of choice that the real world doesn’t provide.
  • Many modern – even violent – games might be better teaching tools than we realize.
  • “I think games can provide a framework for understanding contemporary issues such as governmental budgets and spending,”
  • Building blocks of a better world
  • Aside from the physical benefits of gaming, video games excel at setting clear goals and showing a player’s progression towards those goals.
  • The playful nature of video games lowers the barrier of entry for people to get behind new social causes.
  • When used correctly, video games hold the potential to show us the world through a different set of lenses
  • to craft experiences that engage our mind both cognitively and socially, and ultimately make us feel like an active participant in shaping our destiny.
    • krystalxu
       
      ppl can find more effective ways to achieve these goals. It is like the say "do some work while watching TV" to safe time. How about just stop watching TV and do work more efficiently and in more volume?
  • those who play games feel a need to break free from the mundane slavery of their reality.
  • how they encourage or discourage violence, inspire creativity, or nurture laziness.
  • the human ability to play is so powerful.
  • ones more fantastical than our own
  • enjoy retreats to other realities
  • Immersyve’s complex needs-satisfaction metrics narrow down to three basic categories.
  • desire to seek out control or to feel mastery over a situation.
  • need for competence
  • People like to feel successful, and we like to feel like we’re growing and progressing in our knowledge and accomplishments.
  • video games make us feel more accomplished.
  • need is autonomy
  • the desire to feel independent or have a certain amount of control over our actions.
  • need is relatedness.
  • gamers can fulfill this need for relatedness by playing games with friends online,
  • make us feel more competent, more autonomous, and more related because these experiences make us feel good and keep us mentally healthy.
sissij

Google Training Ad Placement Computers to Be Offended - The New York Times - 0 views

  • But after seeing ads from Coca-Cola, Procter &amp; Gamble and Wal-Mart appear next to racist, anti-Semitic or terrorist videos, its engineers realized their computer models had a blind spot: They did not understand context.
  • Now teaching computers to understand what humans can readily grasp may be the key to calming fears among big-spending advertisers that their ads have been appearing alongside videos from extremist groups and other offensive messages.
  • But the recent problems opened Google to criticism that it was not doing enough to look out for advertisers. It is a significant problem for a multibillion-dollar company that still gets most of its revenue through advertising.
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  • The idea is for machines to eventually make the tough calls.
  •  
    I have never think about the context of where the ads are in. I though ads just pops up randomly and now I know that there are actually codes behind where the ads appears. Why is putting ads besides extremist video a bad idea? I think it is probably because they people would mistaken that the company sponsor the video. Actually I am not very sure about why it is a bad thing. However, ads can definitely be more efficient in the right context. Different people watch different kind of video, targeting the potential costumers. It would benefit both the viewer and the company. --Sissi (4/3/2017)
sissij

YouTube Filtering Draws Ire of Gay and Transgender Creators - The New York Times - 0 views

  • YouTube said on Sunday that it was investigating the simmering complaints by some users that its family-friendly “restricted mode” wrongly filters out some lesbian, gay, bisexual and transgender videos.
  • In a statement, YouTube said that many videos featuring lesbian, gay, bisexual and transgender content were unaffected by the filter, an optional parental-control setting, and that it only targeted those that discussed sensitive topics such as politics, health and sexuality.
  • In a statement, YouTube described restricted mode as “an optional feature used by a very small subset of users who want to have a more limited YouTube experience.”
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  • the system is “not 100 percent accurate.”
  • Over the weekend, many video creators and users complained on Twitter, recycling the hashtag #YouTubeIsOverParty, which was trending worldwide by Sunday night.
  •  
    Restriction in social media has always been a controversial issue. I think this problem in the system filtering the videos of gay and transgender creator shouldn't be all blamed on Youtube. I think the system Youtube used to filter the video is not based on the sexuality information of the creators. It think the system might take in the comments and survey results from the viewer. I think this reflects that the mainstream community and mindset still reject and repel transgenders and gays. People don't want to be sensitive topics. --Sissi (3/20/2017)
Javier E

Video Games Aren't Addictive - The New York Times - 0 views

  • the neuroscientific analogy: that the areas in the brain associated with the pleasures of drug use are the same as those associated with the pleasures of playing video games. This is true but not illuminating. These areas of the brain — those that produce and respond to the neurotransmitter dopamine — are involved in just about any pleasurable activity: having sex, enjoying a nice conversation, eating good food, reading a book, using methamphetamines.
  • A large-scale study of internet-based games recently published in the American Journal of Psychiatry bears out our skepticism about this “addiction.” Using the American Psychiatric Association’s own metrics for ascertaining psychiatric disorder, the study’s researchers found that at most 1 percent of video game players might exhibit characteristics of an addiction and that the games were significantly less addictive than, say, gambling.
  • More damning, the study found that almost none of those classified as being possibly addicted to video games experienced negative outcomes from this addiction. That is, the mental, physical and social health of these potential “addicts” was not different from that of individuals who were not addicted to video games. This suggests that the diagnosis of addiction doesn’t make much sense to begin with
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  • Consider a common diagnostic question used to help identify addiction, such as “I always use X to relax after a bad day.” Well, if X is methamphetamine, that’s a worrisome choice, one that presumably indicates addiction. But if X is playing video games, how is that different from unwinding after work by knitting, watching sports or playing bridge?
Javier E

Don't Do TikTok - by Jonathan V. Last - The Triad - 0 views

  • The small-bore concern is personal data. TikTok is basically Chinese spyware. The platform is owned by a Chinese company, Bytedance, which, like all Chinese companies, operates at the pleasure of the Chinese Communist Party.1 Anyone from Bytedance who wants to look into an American user’s TikTok data can do so. And they do it on the reg.
  • But personal data isn’t the big danger. The big danger is that TikTok decides what videos people see. Recommendations are driven entirely by the company’s black-box algorithm. And since TikTok answers to the Chinese Communist Party, then if the ChiComs tell TikTok to start pushing certain videos to certain people, that’s what TikTok will do.
  • It’s a gigantic propaganda engine. Making TikTok your platform of choice is the equivalent of using RT as your primary news source.
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  • TikTok accounts run by the propaganda arm of the Chinese government have accumulated millions of followers and tens of millions of views, many of them on videos editorializing about U.S. politics without clear disclosure that they were posted by a foreign government.
  • The accounts are managed by MediaLinks TV, a registered foreign agent and Washington D.C.-based outpost of the main Chinese Communist Party television news outlet, China Central Television. The largest of them are @Pandaorama, which features cute videos about Chinese culture, @The…Optimist, which posts about sustainability, and @NewsTokss, which features coverage of U.S. national and international news.
  • In the run-up to the 2022 elections, the @NewsTokss account criticized some candidates (mostly Republicans), and favored others (mostly Democrats). A video from July began with the caption “Cruz, Abbott Don’t Care About Us”; a video from October was captioned “Rubio Has Done Absolutely Nothing.” But @NewsTokss did not target only Republicans; another October video asked viewers whether they thought President Joe Biden’s promise to sign a bill codifying abortion rights was a “political manipulation tactic.” Nothing in these videos disclosed to viewers that they were being pushed by a foreign government.
  • any Chinese play for Taiwan would be accompanied by TikTok aggressively pushing content in America designed to divide public opinion and weaken America’s commitment to Taiwan’s defense.
  • With all the official GOP machinations against gay marriage, it seems like if McConnell wanted that bill to fail, he could have pressured two Republican senators to vote against it. He said nothing. Trump said nothing. DeSantis said nothing. There was barely a whimper of protest from those who could have influenced this. Mike Lee and Ted Cruz engaged in theatrics, but no one actually used their power to stop this.
  • They let it pass because they don’t care and they want it to go away as an issue. And that goes for the MAGA GOP as well. Opposition to it in politics is all theater and will have a shelf life in riling up the base.
  • Evangelical religious convictions might be for one man + one woman marriage. But, the civil/political situation is far different from that and it’s worth recognizing where the GOP actually stands. They could have stopped this. They didn’t. That point should be clear, especially to their evangelical base who looks to the GOP to save America for them.
Javier E

All the (open) world's a stage: how the video game Fallout became a backdrop for live S... - 0 views

  • The Wasteland Theatre Company is not your average band of thespians. Dotted all across the world, they meet behind their keyboards to perform inside Fallout 76, a video game set in a post-nuclear apocalyptic America. The Fallout series is one of gaming’s most popular, famous for encouraging players to role-play survivors within the oddly beautiful ruins of alternate-history Earth
  • “Imagine a wandering theatre troupe in the 17th century going from town to town doing little performances,” says the company’s director, Northern_Harvest, who goes by his gamertag or just ‘North’, and works in communications in real life. “It’s not a new idea; we’re just doing it within the brand new medium of a video game.”
  • The company was formed almost by chance, when North befriended a group of players in the wasteland. As they adventured together, they noticed that the Fallout games are peppered with references to Shakespeare’s works.
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  • “The Fallout universe lends itself really well to Shakespeare. It’s very desolate, very grotesque, very tragic, really,” says North. In this world, Shakespeare existed before the bombs fell, so it seemed logical that North and his friends could role-play a company keeping culture alive in the ruins of civilisation – like the troupe of actors in Emily St John Mandel’s post-apocalyptic dystopia, Station Eleven.
  • It takes months to pull a show together. First, North picks the play and adapts it. Hundreds of pages of script are shared with the crew, so set design and rehearsals can commence. “It’s just like a real theatre company, where you start with an idea and a few folks sitting together and figuring out what our season is going to look like,”
  • There are no ticketed seats, and the company makes no money. The majority of audiences stumble across the performances accidentally in the wasteland, and sit to watch the show for free – or tune in on Twitch, where the company broadcasts every performance live
  • n 2022 Fallout 76 claimed to have over 13.5 million players, some of whom North believes “may never have seen a Shakespeare play. Ninety-nine per cent of those who find us sit down and quietly watch the show … It’s really quite moving, performing for people who might not go to the theatre in their own communities or haven’t thought about Shakespeare since high school. We are tickled silly knowing that we are potentially reaching new, untapped audiences and (re)introducing Shakespeare to so many. I hope Shakespeare academics who study comparative drama will take note of our use of this new medium to reach new audiences
  • “I think we’re a perfect example of how video games inspire creativity, and celebrate theatre and culture and the arts. I hope that other gamers out there know that there’s so much potential for you to be able to express what you’re passionate about in video games.”
charlottedonoho

How can we best assess the neuropsychological effects of violent video game play? | Pet... - 0 views

  • Every time a research paper about violent video games makes it into the news, it feels like we’re in a time loop. Any claims that the study makes about the potential positive or (usually) negative effects of playing games tend to get over-egged to the point of ridiculousness.
  • At best, the measures of aggression that are used in such work are unstandardised; at worst, the field has been shown to be riddled with basic methodological and analytical flaws. These problems are further compounded by entrenched ideologies and a reluctance from some researchers to even talk to their ‘adversaries’, let alone discuss the potential for adversarial collaborations
  • All of this means that we’re stuck at an impasse with violent video games research; it feels like we’re no more clued up on what the actual behavioural effects are now than, say, five or ten years ago.
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  • In stage 1, they submit the introduction, methods, proposed analysis, and if necessary, pilot data. This manuscript then goes through the usual peer review process, and is assessed on criteria such as the soundness of the methods and analysis, and overall plausibility of the stated hypotheses.
  • Once researchers have passed through stage 1, they can then move on to data collection. In stage 2, they then submit the full manuscript – the introduction and agreed methods from stage 1, plus results and discussion sections. The results must include the outcome of the analyses agreed in stage 1, but the researchers are allowed to include additional analyses in a separate, ‘exploratory’ section (as long as they are justified).
  • Pre-registering scientific articles in this way helps to protect against a number of undesirable practices (such as p-hacking and HARKing) that can exaggerate statistical findings and make non-existent effects seem real. While this is a problem across psychology generally, it is a particularly extreme problem for violent video game research.
  • By outlining the intended methods and analysis protocols beforehand, Registered Reports protect against these problems, as the review process concentrates on the robustness of the proposed methods. And Registered Reports offer an additional advantage: because manuscripts are never accepted based on the outcome of the data analysis, the process is immune to researcher party lines. It doesn’t matter which research ‘camp’ you are in; your data – and just as importantly, your methods - will speak for themselves.
Javier E

The Ethical Will, an Ancient Concept, Is Revamped for the Tech Age - NYTimes.com - 2 views

  • JO KLINE CEBUHAR first encountered the ancient concept of creating an ethical will while she was a volunteer at a hospice in Iowa.The wills, nonlegal documents that pass on heartfelt wisdom to future generations — were being used to help dying patients share their final thoughts. She became taken with the idea of passing on personal lessons — not just assets. And before long, she was creating one of her own.
  • the 3,500-year-old ethical will is getting a high-technology makeover. Technology aficionados like Ms. Cebuhar are turning to videos, DVDs, digital scrapbooks, iPhones and even Facebook pages to put a human touch on their legacies.
  • Her firm uses professional videographers to film a matriarch or patriarch, and then the final version is edited down to about 10 minutes. “With videos, there’s a greater moral obligation to understand what’s being conveyed,” she added, “when the person can be seen.”
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  • Originally
  • These days, ethical wills are nonbinding documents that are increasingly seen as important legacy-building ingredients, say experts, because they can convey a person’s deep inner values and beliefs, even helping soothe ruffled feathers when dispensing family assets.
  • They may explain how the family money was made, she said, so that future generations can understand how the monetary legacy is to be used. “Without the glue of the family patriarch or matriarch, conflict is more likely to happen,” she added.
  • an oral tradition, ethical wills have been used by Jewish people for centuries to pass on life lessons and ethics, such as the importance of charity. In the 11th century, ethical wills began to be written down, and some still exist in archives.
  • Mr. Friedman said that video wills were especially effective because messages were best heard when conveyed through tone of voice or posture. “Being appropriately emotional in a video adds more dimensions than just words on paper,” he said.
  • “People can even do video selfies.”
  • To coax storytelling, Ms. Bell uses a 20-question questionnaire that touches on a person’s values and philosophies. “But the point is keeping it simple and fun,” she said.
  • Though high-tech ethical wills can be inviting, they aren’t for everyone, Ms. Turnbull said. “Writing is enduring and timeless,” she said. “It’s an archive that can be printed.” Conversely, high-tech wills can become outmoded. “What happens if video is outdated in a generation?”
  • ethical wills can also deepen our own lives, said Mr. Baines. “Today, we don’t take time to self-reflect,” he said. “But putting together an ethical will early on helps you live life with more intention.” That way, life can be richer, he said, adding: "We’re built for story and narrative.”
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