ParityBOT: Twitter bot

ParityBOT is a chatbot developed here in Edmonton that tweets positive things about women in politics in response to hateful tweets. It send empowering messages.

You can read about it in a CBC story, Engineered-in-Edmonton Twitter bot combats misogyny on the campaign trail.

The bot follows all women candidates in the election and uses some sort of AI or sentiment detection to identify nasty tweets aimed at them and then responds with a positive message from a collection crowdsources from the public. What isn’t clear is if the positive message is sent to the offending tweeter or just posted generally?

ParityBOT was developed by ParityYEG which is a collaboration between the Alberta Machine Intelligence Institute and scientist Kory Mathewson.

Slaughterbots

On the Humanist discussion list John Keating recommended the short video Slaughterbots that presents a plausible scenario where autonomous drones are used to target dissent using social media data. Watch it! It is well done and presents real issues in a credible short video.

While the short is really about autonomous weapons and the need to ban them, I note that one of ideas included is that dissent could be silenced by using social media to target people. The scenario imagines that university students who shared a dissenting video on social media have their data harvested (including images of their faces) and the drones target them using face recognition. Science fiction, but suggestive of how social media presence can be used for control.

Continue reading Slaughterbots

Unnikrishnan: Temporary People

Deepak Unnikrishnan’s story collection, “Temporary People,” riffs on the plight of South Asian guest workers in the Gulf states.

I’ve just finished Deepak Unnikrishnan’s collection of interwoven stories, Temporary People (Restless Books, 2017). The stories are about the lives of the immigrant workers in the Emirates. They tell mostly of those from Kerala – those who come and return. The style is rude and magical in a way that conveys the brutal conditions of many migrant workers in the Gulph. The New York Times has a good review,  Stories of Fragmented Lives in the Emirates.

The war on (unwanted) dick pics has begun

Legislators and tech companies are finally working to protect women from receiving unwanted sexually explicit images online – will it work?

The war on (unwanted) dick pics has begun according to a Guardian article about a web developer who asked people to send her “dick pics” so she could train a machine to recognize them and deal with them. The Guardian rightly asks why tech-companies don’t provide more tools for users to deal with harassing messages.

The interesting thing is how many women get them (53% get lewd images) and how many men have sent one (27% of millenial men). (Data from Pew Online Harassment 2017 and the I’ll Show You Mine study.)

Continue reading The war on (unwanted) dick pics has begun

Linked Infrastructure For Networked Cultural Scholarship Team Meeting 2019

This weekend I was at the Linked Infrastructure For Networked Cultural Scholarship (LINCS) Team Meeting 2019. The meeting/retreat was in Banff at the Banff International Research Station and I kept my research notes at philosophi.ca.

The goal of Lincs is to create a shared linked data store that humanities projects can draw on and contribute to. This would let us link our digital resources in ways that create new intellectual connections and that allow us to reason about linked data.

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.