The End of Agile

I knew the end of Agile was coming when we started using hockey sticks.

From Slashdot I found my way to a good essay on The End of Agile by Kurt Cagle in Forbes.

The Agile Manifesto, like most such screeds, started out as a really good idea. The core principle was simple – you didn’t really need large groups of people working on software projects to get them done. If anything, beyond a certain point extra people just added to the communication impedance and slowed a project down. Many open source projects that did really cool things were done by small development teams of between a couple and twelve people, with the ideal size being about seven.

Cagle points out that certain types of enterprise projects don’t lend themselves to agile development. In a follow up article he provides links to rebuttals and supporting articles including one on Agile and Toxic Masculinity (it turns out there are a lot of sporting/speed talk in agile.) He proposes the Studio model as an alternative and this model is based on how creative works like movies and games get made. There is an emphasis on creative direction and vision.

I wonder how this critique of agile could be adapted to critique agile-inspired management techniques?

 

 

Bird Scooter Charging Is ‘One Level Up From Collecting Cans’–But These Entrepreneurs Are Making a Lucrative Business of It

Scooters have come to Edmonton. Both Bird and Lime dumped hundreds of scooters in my neighbourhood just before the Fringe festival. Users are supposed to use bike lanes and shared-use paths, but of course they tend to use sidewalks. Fortunately most people using them seem to tying them for a lark rather than seriously trying to get somewhere.

I can’t help thinking this business is a bit like the Segway (a company apparently making money now selling the scooters) – a great concept that appeals to venture capital, but not something that will work economically. For example, what will happen in the winter? Will the companies leave them around in the snow or pack them up for the season?

The economic model of these companies is also interesting. They seem to have minimal staff in each city. They pay chargers a to find the scooters and charge them each night. More gig-economy work that may not provide a living! See  Bird Scooter Charging Is ‘One Level Up From Collecting Cans’–But These Entrepreneurs Are Making a Lucrative Business of It.

At the end of the day, does anyone make enough to make this viable? One wonders if the scooter companies are selling the data they gather?

Of Course Citizens Should Be Allowed to Kick Robots | WIRED

Seen in the wild, robots often appear cute and nonthreatening. This doesn’t mean we shouldn’t be hostile.

Wired magazine has a nice short piece that suggests, Of Course Citizens Should Be Allowed to Kick Robots. In some ways the point of the essay is not how to treat robots, but whether we should tolerate these surveillance robots on our sidewalks.

Blanket no-punching policies are useless in a world full of terrible people with even worse ideas. That’s even more true in a world where robots now do those people’s bidding. Robots, like people, are not all the same. While K5 can’t threaten bodily harm, the data it collects can cause real problems, and the social position it puts us all in—ever suspicious, ever watched, ever worried about what might be seen—is just as scary. At the very least, it’s a relationship we should question, not blithely accept as K5 rolls by.

The question, “Is it OK to kick a robot?” is a good one that nicely brings the ethics of human-robot co-existence down to earth and onto our side walks. What sort of respect do the proliferation of robots and scooters deserve? How should we treat these stupid things when enter our everyday spaces?

Hutchinson: Japanese Culture Through Videogames

Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames…

I’ve been reading Rachael Hutchinson’s Japanese Culture Through Videogames and it is excellent. The book nicely does three things:

First, it is about important Japanese videogames like Katamari Damacy and Okami giving them a serious reading. Hutchinson treats them as art, but videogame art. She clearly plays the games and writes about the way the mechanics are important to the experience.

Second, she deals with the ways these games are interpreted by both Western and Japanese critics (and fans). This book could serve as a great introduction to Japanese game studies, weaving important Western and Japanese theory into a dialogue around individual games.

Third, and most importantly, she connects the games to reflections about Japanese culture, or I should say, she shows the different ways these games reflect Japanese culture. She deals from the beginning with the way some Japanese games are designed to be mukokuseki or “culturally odourless.” She also talks about how games can have the culture washed out of them in localizations. Above all, she shows how Japanese culture comes through games. This book, as the title suggests, introduces approaches to Japanese culture as seen through games by introducing larger discussions about space and time.

I particularly liked the generous footnotes that allow one to follow up on the critics and cultural theory she weaves in. This is an academic book at its best where every footnote promises a pleasurable exploration of some facet of game studies or Japanese culture.

I have taught a course on Japanese Game Culture a couple of times and always felt that I wasn’t well enough prepared for the potential of the course. This book strikes me as a perfect guide and text for such a course. It is clear that Hutchinson has taught Japanese games for some time and this book benefits from the experience. She talks about how students might interpret a game and contrasts that to more obscure interpretations in a way that hints at how one might teach Japanese games. One senses echoes of class discussions in the balanced way she handles questions about games and I can’t help feeling that she has a rich syllabus up her sleeve for teaching the subject.

In short, this book does what I’ve felt we needed for some time: it provides a serious and rich introduction to Japanese game studies suitable for scholars and useful as a textbook. (Full disclosure: I know Hutchinson from the Replaying Japan conference series and she thanks me in the Acknowledgements.)

Update August 25th, 2019: If you are interested in Hutchinson’s ideas about teaching Japanese games see the YouTube video she recorded, Teaching Japanese Videogames: Why, How and an Example of What. She describes her philosophy of teaching Japanese games, the issues around teaching games, the issues discussed, the “texts”, and she gives some in-depth examples.

Harry Potter: Wizards Unite

Screen Shot of Harry Potter: Wizards UniteI’ve been playing the augmented reality game, Harry Potter: Wizards Unite and rather enjoying it. It is a locative game that resembles Ingress and, in fact, is from the same company Niantic which also made Pokémon Go. It encourages you to walk around to finish daily goals and to get portkeys.

In the game you trace spells to free people who have been confounded and you get into duels. It is free to play, but you have to buy gold with which to buy other things if you want to move the game along faster. I found that I didn’t need much gold as long as I didn’t want to play for more than an hour a day.

The game has a Harry Potter feel with a certain amount of humour. At times I felt I was grinding and there were bugs. I liked the portkey idea which lets one see through to another space.

Di GRA 2019 And Replaying Japan 2019

Read my conference notes on Di GRA 2019 And Replaying Japan 2019 here. The two conferences were held back to back (with a shared keynote) in Kyoto at Ritsumeikan.

Kieji Amano deserves a lot of credit for putting together the largest Replaying Japan programme ever. The folks at the Ritsumeikan Center for Games Studies should also be thanked for organizing the facilities for both conferences. They have established themselves as leaders in Japan in the field.

I gave two papers:

  • “The End of Pachinko” (given with Amano) looked at the decline of pachinko and traditional forms of gambling in the face of the legalization of casinos. It looked at different types of ends, like the ends of machines.
  • “Work Culture in Early Japanese Game Development” (with Amano, Okabe, Ly and Whistance-Smith) used text analysis of Szczepaniak’ series of interviews, the Untold History of Japanese Game Developers, as a starting point to look at themes like stress and gender.

The quality of the papers in both conferences was very high. I expect this of DiGRA, but it was great to see that Replaying Japan, which is more inclusive, it getting better and better. I was particularly impressed by some of the papers by our Japanese colleagues like a paper delivered by Kobayashi on the “Early History of Hobbyist Production Filed of Video Games and its Effect on Game Industries in Japan.” This was rich with historical evidence. Another great one was “Researching AI technologies in 80’s Japanese Game Industry” delivered by Miyake who is involved in some very interesting preservation projects.

CIFAR Amii Summer Institute On AI And Society

Last week I attended the CIFAR and Amii Summer Institute on AI and Society. This brought together a group of faculty and new scholars to workshop ideas about AI, Ethics and Society. You can see  conference notes here on philosophi.ca. Some of the interventions that struck me included:

  • Rich Sutton talked about how AI is a way of trying to understand what it is to be human. He defined intelligence as the ability to achieve goals in the world. Reinforcement learning is a form of machine learning configured to achieve autonomous AI and is therefore more ambitious and harder, but also will get us closer to intelligence. RL uses value functions to map states to values; bots then try to maximize rewards (states that have value). It is a simplistic, but powerful idea about intelligence.
  • Jason Millar talked about autonomous vehicles and how right now mobility systems like Google Maps have only one criteria for planning a route for you, namely time to get there. He asked what it would look like to have other criteria like how difficult the driving would be, or the best view, or the least bumps. He wants the mobility systems being developed to be open to different values. These systems will become part of our mobility infrastructure.

After a day of talks, during which I gave a talk about the history of discussions about autonomy, we had a day and a half of workshops where groups formed and developed things. I was part of a team that developed a critique of the EU Guidelines for Trustworthy AI.

DH 2019 in Utrecht

I am back home after two conferences, first the CHCI conference in Dublin and then DH 2019 in Utrecht.

The CHCI (Consortium of Humanities Centers and Institutes) had its annual conference in Dublin, Ireland. The Kule Institute for Advanced Studies (which I direct) is a member. The conference was held at Trinity College and featured some extraordinary talks including a Silent Shakespeare performance talk by Judith Buchanan. My (flawed) conference notes are here.

Next I was in Utrecht, Holland for DH 2019. As always, my typo-ridden conference notes are at philosophi.ca : DH 2019This was the biggest DH ever with over 1000 participants. There was a real feel of the explosion of the field and all its directions. Before the conference proper I attended a workshop on DLS (Digital Literary Stylistics) Tool Criticism: Use Cases. I was asked to give a paper at the workshop and presented on Zombies as Tools: Revivification in Computer Assisted Interpretation. Revivification was my variant on replication as inspired by the Silents Shakespeare performances reviving silent movies. I also gave a short paper in a panel organized by Micki Kaufman on XR in DH: Extended Reality in the Digital Humanities. My short paper looked at Campus Mysteries: Playing with Serious Augmented Reality Games.

The conference was closed by a great keynote by Johanna Drucker on Complexity and Sustainability.

 

Conference notes for CSDH 2019

In early June I was at the Congress for the Humanities and Social Sciences. I took conference notes on the Canadian Society for Digital Humanities 2019 event and on the Canadian Game Studies Association conference, 2019. I was involved in a number of papers:

  • Exploring through Markup: Recovering COCOA. This paper looked at an experimental Voyant tool that allows one to use COCOA markup as a way of exploring a text in different ways. COCOA markup is a simple form of markup that was superseded by XML languages like those developed with the TEI. The paper recovered some of the history of markup and what we may have lost.

  • Designing for Sustainability: Maintaining TAPoR and Methodi.ca. This paper was presented by Holly Pickering and discussed the processes we have set up to maintain TAPoR and Methodi.ca.

  • Our team also had two posters, one on “Generative Ethics: Using AI to Generate” that showed a toy that generates statements about artificial intelligence and ethics. The other, “Discovering Digital Methods: An Exploration of Methodica for Humanists” showed what we are doing with Methodi.ca.

Facebook refused to delete an altered video of Nancy Pelosi. Would the same rule apply to Mark Zuckerberg?

‘Imagine this for a second…’ (2019) from Bill Posters on Vimeo.

A ‘deepfake’ of Zuckerberg was uploaded to Instagram and appears to show him delivering an ominous message

The issue of “deepfakes” is big on the internet after someone posted a slowed down video of Nancy Pelosi to make her look drunk and then, after Facebook didn’t take it down a group posted a fake Zuckerberg video. See  Facebook refused to delete an altered video of Nancy Pelosi. Would the same rule apply to Mark Zuckerberg? This video was created by artists Posters and Howe and is part of a series

While the Pelosi video was a crude hack, the Zuckerberg video used AI technology from Canny AI, a company that has developed tools for replacing dialogue in video (which has legitimate uses in localization of educational content, for example.) The artists provided a voice actor with a script and then the AI trained on existing video of Zuckerberg and that of the voice actor to morph Zuckerberg’s facial movements to match the actor’s.

What is interesting is that the Zuckerberg video is part of an installation called Spectre with a number of deliberate fakes that were exhibited at  a venue associated with the Sheffield Doc|Fest. Spectre, as the name suggests, both suggests how our data can be used to create ghost media of us, but also reminds us playfully of that fictional criminal organization that haunted James Bond. We are now being warned that real, but spectral organizations could haunt our democracy, messing with elections anonymously.