From Facebook: An Update on Building a Global Oversight Board

We’re sharing the progress we’ve made in building a new organization with independent oversight over how Facebook makes decisions on content.

Brent Harris, Director of Governance and Global Affairs at Facebook has an interesting blog post that provides An Update on Building a Global Oversight Board (Dec. 12, 2019). Facebook is developing an independent Global Oversight Board which will be able to make decisions about content on Facebook.

I can’t help feeling that Facebook is still trying to avoid being a content company. Instead of admitting that parts of what they do matches what media content companies do, they want to stick to a naive, but convenient, view that Facebook is a technological facilitator and content comes from somewhere else. This, like the view that bias in AI is always in the data and not in the algorithms, allows the company to continue with the pretence that they are about clean technology and algorithms. All the old human forms of judgement will be handled by an independent GOB so Facebook doesn’t have to admit they might have a position on something.

What Facebook should do is admit that they are a media company and that they make decisions that influence what users see (or not.) They should do what newspapers do – embrace the editorial function as part of what it means to deal in content. There is still, in newspapers, an affectation to the separation between opinionated editorial and objective reporting functions, but it is one that is open for discussion. What Facebook is doing is a not-taking-responsibility, but sequestering of responsibility. This will allow Facebook to play innocent as wave after wave of fake news stories sweep through their system.

Still, it is an interesting response by a company that obviously wants to deal in news for the economic value, but doesn’t want to corrupted by it.

Plato’s Virtual Reality

From a Humanist note I came across the fine essay on virtual reality, The Promise and Disappointment of Virtual Reality. It starts and ends with Plato’s cave and the responsibility of those freed from the cave to go back in and help others. Alas the state of VR technology doesn’t yet seem good enough to free us from reality and in this case the reality of VR is the commercialism of it.

But Plato’s Cave presupposes that those freeing the prisoner from their chains to reveal the true nature of “reality” are altruistic in their intent—that the world being shown the freed prisoners is indeed the truth. It is an allegory that does not allow for the world as it is today, or the pervasive desire to escape it.

The continued commercial failure of VR may represent an unconscious resistance to jettisoning our connection to the real. Maybe we are waiting for that blockbuster game to drive mass-market appeal. Perhaps the technology simply is not good enough yet to simulate a truly authentic—and profitable—experience. In this sense we are trapped. We crave authenticity of experience but, despite the efforts of philosophers, authors and auteurs, our imaginations appear limited to what we can individually consume and identify with. While capitalism lumbers on, we cannot see anything but the shadows on the wall.

What is nice about this essay by Mark Riboldi is the tour of the history of virtual reality technologies and dreams. What he doesn’t talk about is the sense of disappointment when the first generation of VR didn’t live up to the hype. I remember in the 1990s believing in VR (and lecturing on it.) When it proved clunky and nausea-inducing I felt let down by technology. Perhaps I and others had dreamed too much into VR led on by novels like Neuromancer. I was convinced VR was the logical next thing after the GUI. We had gone from a one-dimensional calligraphic screen to a two-dimensional desktop … wasn’t the three-dimensional virtual world next?

It is also worth mentioning that there have been a number of people writing about gender differences in how VR technology affects us. See Closing the Gender Gap in Virtual Reality. The technology seems to have been designed for men and calibrated to the male experience of reality.

‘Photo Archives Are Sleeping Beauties.’ Pharos Is Their Prince

Pharos is an effort among 14 institutions to create a database that will eventually hold and make accessible 22 million images of artworks.

The New York Times has a story about a collaboration to develop the Pharos consortium photo archive, ‘Photo Archives Are Sleeping Beauties.’ Pharos Is Their Prince. The consortium has a number of interesting initiatives they are implementing in Pharos:

  • They are applying the CIDOC Conceptual Reference Model.

The CIDOC Conceptual Reference Model (CRM) provides definitions and a formal structure for describing the implicit and explicit concepts and relationships used in cultural heritage documentation.

  • They have a visual search (which doesn’t seem to find anything at the moment.)
  • They are looking at Research Space (which uses CRM) for a research linked data environment.

Why We Need to Talk About Indigenous Literature in the Digital Humanities

Screenshot from 1991 BBC Horizon documentary

I’ve just come across some important blog essays by David Gaertner. One is Why We Need to Talk About Indigenous Literature in the Digital Humanities where he argues that colleagues from Indigenous literature are rightly skeptical of the digital humanities because DH hasn’t really taken to heart the concerns of Indigenous communities around the expropriation of data.

Continue reading Why We Need to Talk About Indigenous Literature in the Digital Humanities

Carpenter: The Gathering Cloud

From the Modification of Clouds

The Cloud is an airily deceptive name connoting a floating world far removed from the physical realities of data.

The Gathering Cloud by J. R. Carpenter is a great interactive work that uses Luke Howard’s Essay on the Modification of Clouds from 1803 to meditate on the digital cloud. The The work “is a hybrid print- and web-based work by J. R. Carpenter commissioned by NEoN Digital Arts Festival 2016.”

Continue reading Carpenter: The Gathering Cloud

Unique copy of first full-length audio book found in Canada

The Guardian has a nice story about the discovery of a Unique copy of first full-length audio book found in Canada. The UK Royal National Institute of Blind people began recording books to records in 1935. A complete set of the records with Conrad’s novella Typhoon was found in Canada.

Matthew Rubery from Queen Mary University in London has just published a book The Untold Story of the Talking Book (Harvard, 2016) about audio books and this Canadian first.

Museum of Online Museums

From Twitter I learned about the Museum of Online Museums. The idea is great. It is part of a site by Coudal Partners, “a design, advertising and interactive studio … as an ongoing experiment in web publishing, design and commerce.” I’m not sure what that means? Will this survive? They also have an enormous Board which seems to be voluntary.

On the MoOM I found some neat online museums like the Sheaff : ephemera.

A Short History of the Highrise

The New York Times and the National Film Board (of Canada) have collaborated on a great interactive A Short History of the Highrise. The interactive plays as a documentary that you can stop at any point to explore details. The director, Katerina Cizek, on the About page talks about their inspiration:

I was inspired by the ways storybooks have been reinvented for digital tablets like the iPad. We used rhymes to zip through history, and animation and interactivity to playfully revisit a stunning photographic collection and reinterpret great feats of engineering.

For the NFB this is part of their larger Highrise many-media project.

Narrative and Technology: Curtis Wong and Geoffrey Rockwell in Conversation – YouTube

The kind folks at the Long Room Hub at Trinity College Dublin have put up the video of the “conversation” I participated in on the 6th of March. The event was called Narrative and Technology: Curtis Wong and Geoffrey Rockwell in Conversation. Curtin Wong is now at Microsoft Research, but worked for some time at the Voyager Company back in the days when they were developing some of the most interesting multimedia works.