Curry Chandler

Curry Chandler is a writer, researcher, and independent scholar working in the field of communication and media studies. His writing on media theory and policy has been published in the popular press as well as academic journals. Curry approaches the study of communication from a distinctly critical perspective, and with a commitment to addressing inequality in power relations. The scope of his research activity includes media ecology, political economy, and the critique of ideology.

Curry is a graduate student in the Communication Department at the University of Pittsburgh, having previously earned degrees from Pepperdine University and the University of Central Florida.

Filtering by Tag: technology

Metaverse Madness

Late last month Facebook CEO Mark Zuckerberg announced that the company was changing its name to Meta Platforms Inc., or simply Meta for short. The timing of the announcement led many commentators to interpret the re-branding as an attempt by Facebook leadership to direct attention away from the leaked documents and whistleblower testimony that were drawing scrutiny to the company at the time. Zuckerberg himself downplayed the coincidental timing and described the primary motivation of the name change as minimizing confusion that may be generated by the corporate entity sharing a name with one of its many app services.

The October re-branding announcement sparked a deluge of commentary and a spike in usage of the term “metaverse.” Yet the notion of the metaverse has been floated by Zuckerberg and others far in advance of the recent name change. In January of last year venture capitalist and essayist Matthew Ball penned an oft-cited overview of the looming metaverse. Ball’s primer presents a definition of the metaverse and surveys the fundamental characteristics of what the metaverse both is and is not. The primary case study in this account is Epic Games, purveyor of the uber-popular Fortnite. Part of what sets Fornite apart, Ball says, is its role as a virtual gamespace where players engage and interact with an unparalleled range of pop culture intellectual property (IP).

“To this end, Fortnite is one of the few places where the IP of Marvel and DC intersects. You can literally wear a Marvel character’s costume inside Gotham City, while interacting with those wearing legally licensed NFL uniforms. This sort of thing hasn’t really happened before. But it will be critical to the Metaverse.”

The image of gamers clad in licensed superhero regalia while interacting in pop culture themed environments brings the movie Ready Player One to mind, and Ball actually refers to Ready Player One to illustrate how aspects of the metaverse may be reflected in the popular imagination. Last Spring, in the halcyon early pandemic days when I still thought my stay with my family would only last a month or two, I watched Ready Player One with my mom and sister. I had seen the film once before, and the story itself was the same bland trifle that I remembered. However, watching the movie in 2020, in the context of a global pandemic that has sent everyone indoors to more fully interface with virtual fantasy worlds mediated by various screens, the film seemed chillingly vital. When the film concluded I stated to my viewing companions that while the movie wasn’t very good, it might be among the most important in terms of reflecting the zeitgeist.

The not-too-distant future of Ready Player One seemed shockingly more possible in 2020 than when it was first released in 2018. Drones deliver pizzas amidst the ramshackle housing towers comprised of motley stacks of mobile homes. Within these rickety domiciles the inhabitants don VR headsets that enable users to ignore their deteriorating real world surroundings by immersing their consciousness in virtual dream worlds. Furthermore, the film’s emphasis on recognizable pop culture artifacts, decontextualized media signifiers, and reverence for the minutiae of fictional worlds seems highly resonant with our contemporary media and consumer culture. Our cultural landscape is dominated by an endless proliferation of cinematic universes most pervasively characterized by the remediation or reinvention of established franchises or IP, a cynical appropriation of memory and experience where nostalgia is mined for brand recognition. Our collective imagination seems bereft of novel or alternative visions to an extent that does not merely portend a stultifying homogenization of entertainment content but also implicates our very capacities for imagining and the horizons of our possible futures.

Facebook signaled a clear interest in Ready Player One-style VR gaming when it bought virtual reality company Oculus in 2014. Following the Meta name change Zuckerberg talked about research into material for a body suit like the characters wear in the movie, and the company is also working on haptic gloves.

Gaming applications do seem like a ripe avenue for metaverse initiatives. I’ve talked about Niantic on this blog for several years, not only in relation to the role of Pokemon Go in popularizing augmented reality but also regarding their ambitious plans for further AR ventures. Earlier this month Niantic announced that it was launching an AR developer kit designed to support development for a “real-world metaverse.” This news is not interesting in and of itself; what I did find interesting was that Niantic CEO John Hanke’s announcement of the initiative described the metaverse as a “dystopian nightmare.”

“As a society, we can hope that the world doesn’t devolve into the kind of place that drives sci-fi heroes to escape into a virtual one — or we can work to make sure that doesn’t happen. At Niantic, we choose the latter. We believe we can use technology to lean into the ‘reality’ of augmented reality — encouraging everyone, ourselves included, to stand up, walk outside, and connect with people and the world around us. This is what we humans are born to do, the result of two million years of human evolution, and as a result those are the things that make us the happiest. Technology should be used to make these core human experiences better — not to replace them.”

While I remain ambivalent about Niantic’s operations and ultimate goals, it is nice to see Hanke acknowledge how these dominant metaverse imaginaries seem to support a retreat from our physical environments in favor of purely virtual spaces. Zuckerberg’s promotion of his metaverse ambitions arrived shortly after his fellow billionaires like Jeff Bezos, Elon Musk, and Richard Branson were criticized for their respective vanity space-faring projects, activities that seem like extremely expensive and indulgent rocket hobbies in light of the ongoing precarity and existential anxiety being experienced by people around the world. While the space-faring billionaires seem to have elected to abandon the doomed Earth by escaping to another planet, Zuckerberg offers escape into the metaverse. As James D. Walsh put it in an editorial:

“There are some very uncomfortable things about all of this. We live in a capitalist society — money equals options. The people with the most options in the world, specifically Jeff Bezos, Elon Musk, and Mark Zuckerberg, either want to be off the planet or they want to create a different universe on this planet. It feels like the mother of all abdications. “We don’t want to improve the world, we want to go to a different world.” It seems somewhat nihilistic and strange.”

There are obvious ideological implications here (it is also depressingly unsurprising that Zuckerberg’s demo video announcing the metaverse centered around a work meeting…even after more than a year of the horrors of remote work and endless zoom meetings, Zuck can’t imagine an application of the metaverse beyond what amounts to a Second Life room for interacting with colleagues and being surveilled by your boss.). Some notable differences between these two visions of escape routes from civilizational collapse: the metaverse at least offers greater accessibility in the sense that many more people could realistically gain access to the technology as compared with the elite few who might end up migrating to Mars. However, the rocket jockeys have the benefit of actually having somewhere to go. The metaverse (which, it should be noted, is nascent at best) might promise virtual spaces for gaming, interacting, and (*sigh*) working, but it cannot offer a space to sleep, or food to eat, or air to breathe. In light of the social strains, environmental catastrophes, and other existential threats posed by the ideology of limitless growth meeting its inherent contradictions, the ultimate difference between these two abdications of capital may just be their respective timeframes.

Niantic responds to Pokemon Go players, acquires scanning company

In an earlier post I wrote about how Pokemon GO developer Niantic was rolling back some gameplay changes implemented during the pandemic, and how many players were pushing back against the reversion to the pre-pandemic status quo. Last week Niantic posted a response to the Pokemon GO community:

“We have heard your feedback about one change in particular - that of the PokéStop and Gym interaction distance. We reverted the interaction distance from 80 meters back to the original 40 meters starting in the U.S. and New Zealand because we want people to connect to real places in the real world, and to visit places that are worth exploring.”

Several threads on Pokemon GO-related subreddits featured reactions to Niantic’s statement. Some users dismissed the developer’s message as diversionary corporatespeak and crisis PR. This was echoed in several of the top comments in an r/Games thread:

“tl;dr We heard you. Now shut up and leave us alone. Quit telling us how you should be enjoying our game. But just to make you be quiet, we promise to make an investigative task force who will look into the risks and benefits of increasing the distance and get back to you at a later date.”

“Ah the classic "we need an internal team to decide the best course of action" when the solution is already right there and had been implemented for months. They're not changing anything, they're attempting damage control and hoping it all blows over.”

Over on r/PokemonGo, several users found Niantic’s stated rationale of “encouraging exploration” as dubious:

“This game is like 2% exploration and 98% visiting the same neighborhood pokestops and gyms over and over again, and Niantic knows this.”

“You want to give us exploring? Give us biomes, give us rare Pokemon in hiking areas, give us better pokemon in eggs so we see the benefit of walking. Why the hell would I want to walk any extra to get the same dumb pokemon that is in the wild? Do I really need to "explore" a QFC parking lot? Lies. Exploring has nothing to do with it.”

Many of the comments in the above thread posited that Niantic was appealing to virtues of “exploration” and “exercise” in order to mask their purely financial interest in prompting players to move to Poke stops. Niantic is clearly invested in maintaining their edge in geolocation and augmented reality technology: last week the company acquired a 3D scanning company called Scanverse. As Greg Kumparak wrote for TechCrunch:

“As I first wrote about years ago, one of Niantic’s goals is to build a detailed and endlessly-evolving 3D map of the world — a step they see as fundamental to enabling true, rich augmented reality experiences if/when the world ever embraces something like AR glasses. It’s a rather massive (and never-ending) task, but one made a bit more feasible by way of its ever-roaming player base across games like Pokémon GO, Harry Potter Wizards Unite and Ingress.”

Meanwhile, debates over the gameplay changes have now spawned divisive conversations over Covid and vaccines on the Pokemon Go subreddit. One user asked why Niantic was reversing the pandemic gameplay decisions when the virus is still with us, and the board moderators have affirmed a zero tolerance policy toward Covid denial or anti-vaccine posts.

Smart Cities: India's initiative; technologized transport; democratic dilemmas and dystopian dangers

 

  • Smart cities continue to be a hot topic for urban designers and commentators, even as the very definition of the term is debated. Kieron Monks at CNN recently addressed this in an article on the next generation of smart cities:

The urban planning equivalent of a Rorschach test, a "Smart City" can be taken to mean almost anything.

But by the most popular criteria; sustainable energy and development, open data and government, and integrated information, communications and technology (ICT) serving wide areas of a city, these ultra-modern hubs are on the rise.

  • One site for this next generation of smart cities is India, where the Prime Minister has advanced a vision of building "100 smart cities":

Secretary of India's Urban Development ministry, Shankar Aggarwal interacted with the people and officials involved with the ambitious project.

Aggarwal said a smart city may have diverse significance for different groups belonging to various fields.

"The definition of smart city differs from person to person. One can say that smart design is smart city or smartly deployment of a city can be considered as smart city. If utilities are put forward in a smarter way can be defined as a smart city. Assimilation of all the things makes a smart city. If there is growth of economic activates, improvement of quality of life, that is a smart city," he said.

Smart cities have the potential to transform India's cities, but unless the people who design them are sensitive to the reality that half a billion Indians are not even on the current grid, and almost a quarter of the country is illiterate, real change will not happen. Unless the engineering is combined with ingenuity to address fundamental political, social and economic weaknesses, smart cities will inevitably become another high profile megaproject; a false promise that does not realize its potential and becomes a burden, much like an empty Olympic stadium after games that promised much needed infrastructure and sustainable economic development.

The current model of city planning is based on an outdated Le Corbusier concept that the city needs to be flat. Indian planners still believe that Chandigarh is the best city as it was planned by Corbusier, but it is not a smart city because you need a car to live in such a city. And dependence on a car means depending upon fast-depleting fossil fuels; it means commute as a part of daily life.

While small initiatives like Raahgiri are catching people’s attention as they reclaim the streets from cars for a few hours every week, what if it was part of a city’s design? That the streets belonged to people, and not to cars? A fundamental shift in even the way permissions are given for development and integration of public transportation has to be part of city planning. Then only can a city be livable; it has to be embedded in its planning and not in its sensors.

Another suggestion would be to make the city self-sufficient in terms of agricultural produce, so that in times of crisis it is capable of taking care of the basic requirements of the residents of the city. Of course, it seems to much to ask for in the current scenario but with advanced technological know-how it's not impossible.

But just as having a smartphone doesn't make you a smart person, a digitally smart city isn't necessarily one that's doing all the right things by its citizens and making their lives more pleasant.

In fact, a smart city with all the computers at its disposal can be doing many dumb things, and doing them even more quickly.

A really smart city (as opposed to being just digitally smart), on the other hand, knows what the right things to do are, with or without technology.

The true enablers of participation turn out to be nothing more exciting than cheap commodity devices, reliable access to sufficiently high- bandwidth connectivity, and generic cloud services. These implications should be carefully mulled over by developers, those responsible for crafting municipal and national policy, and funding bodies in the philanthropic sector.

In both these cases, ordinary people used technologies of connection to help them steer their own affairs, not merely managing complex domains to a minimal threshold of competence, but outperforming the official bodies formally entrusted with their stewardship. This presents us with the intriguing prospect that more of the circumstances of everyday urban life might be managed this way, on a participatory basis, by autonomous neighbourhood groups networked with one another in something amounting to a city-wide federation.

The system, still in its early stages, has put Copenhagen on the leading edge of a global race to use public outdoor lighting as the backbone of a vast sensory network capable of coordinating a raft of functions and services: whether easing traffic congestion, better predicting where to salt before a snowstorm or, to the alarm of privacy advocates, picking up on suspicious behavior on a busy street corner.

Cities worldwide are expected to replace 50 million aging fixtures with LEDs over the next three years, with roughly half of those in Europe. Some are mainly interested in switching from outmoded technologies to one that uses less energy and can last for decades. But many others want to take full advantage of the LED’s electronics, which are more conducive to wireless communication than other types of lighting.

Many cities are also using smart technology to integrate services between different areas of government. For example, Barcelona has undertaken an ambitious multi-year program, Smart City Barcelona, in order to efficiently ensure that city services reach all citizens. The city’s long-term plan involves government, residents, and the business community in developing and shaping the city’s technological initiatives. One of these unique solutions will be called CityOS (operating system), for which the city is currently seeking a developer. City officials envision this OS as an open platform that unites the various smart technology projects operating across the city. In particular, the OS is expected to improve the daily commuting experience as well as reduce the operating costs of transport systems.

One only has to look at the hi-tech nerve centre that IBM built for Rio de Janeiro to see this Nineteen Eighty-Four-style vision already alarmingly realised. It is festooned with screens like a Nasa Mission Control for the city. As Townsend writes: “What began as a tool to predict rain and manage flood response morphed into a high-precision control panel for the entire city.” He quotes Rio’s mayor, Eduardo Paes, as boasting: “The operations centre allows us to have people looking into every corner of the city, 24 hours a day, seven days a week.”

What’s more, if an entire city has an “operating system”, what happens when it goes wrong? The one thing that is certain about software is that it crashes. The smart city, according to Hollis, is really just a “perpetual beta city”. We can be sure that accidents will happen – driverless cars will crash; bugs will take down whole transport subsystems or the electricity grid; drones could hit passenger aircraft. How smart will the architects of the smart city look then?

[...]

One sceptical observer of many presentations at the Future Cities Summit, Jonathan Rez of the University of New South Wales, suggests that “a smarter way” to build cities “might be for architects and urban planners to have psychologists and ethnographers on the team.” That would certainly be one way to acquire a better understanding of what technologists call the “end user” – in this case, the citizen. After all, as one of the tribunes asks the crowd in Shakespeare’s Coriolanus: “What is the city but the people?”

Mice memory implants, augmented reality trends, predictive policing, more

Scientists have created a false memory in mice by manipulating neurons that bear the memory of a place. The work further demonstrates just how unreliable memory can be. It also lays new ground for understanding the cell behavior and circuitry that controls memory, and could one day help researchers discover new ways to treat mental illnesses influenced by memory.

Augmented reality blurs the line between the virtual and real-world environment. This capability of augmented reality often confuses users, making them unable to determine the difference between the real world experience and the computer generated experience. It creates an interactive world in real-time and using this technology, businesses can give customers the opportunity to feel their products and service as if it is real right from their current dwelling.

AR technology imposes on the real world view with the help of computer-generated sensory, changing what we see. It can use any kind of object to alter our senses. The enhancements usually include sound, video, graphics and GPS data. And its potentials are tremendous as developers have just started exploring the world of augmented reality. However, you must not confuse between virtual reality and augmented reality, as there is a stark difference between them. Virtual reality, as the name suggests, is not real. It is just a made up world. On the other hand, augmented reality is enhancing the real world, providing an augmented view of the reality. The enhancements can be minor or major, but AR technology only changes how the real world around the user looks like.

Augmentedrealitytrends.com: Why augmented reality and why your prime focus is on retail industry?

SeeMore Interactive: We recognize the importance of merging brick-and-mortar retail with cloud-based technology to create the ultimate dynamic shopping experience. It’s simply a matter of tailoring a consumer’s shopping experience based on how he or she wants to shop; the ability to research reviews, compare prices, receive new merchandise recommendations, share photos and make purchases while shopping in-store or from the comfort of their home.

Deep learning is based on neural networks, simplified models of the way clusters of neurons act within the brain that were first proposed in the 1950s. The difference now is that new programming techniques combined with the incredible computing power we have today are allowing these neural networks to learn on their own, just as humans do. The computer is given a huge pile of data and asked to sort the information into categories on its own, with no specific instruction. This is in contrast to previous systems that had to be programmed by hand. By learning incrementally, the machine can grasp the low-level stuff before the high-level stuff. For example, sorting through 10,000 handwritten letters and grouping them into like categories, the machine can then move on to entire words, sentences, signage, etc. This is called “unsupervised learning,” and deep learning systems are very good at it.

Intelligent policing can convert these modest gains into significant reductions in crime. Cops working with predictive systems respond to call-outs as usual, but when they are free they return to the spots which the computer suggests. Officers may talk to locals or report problems, like broken lights or unsecured properties, that could encourage crime. Within six months of introducing predictive techniques in the Foothill area of Los Angeles, in late 2011, property crimes had fallen 12% compared with the previous year; in neighbouring districts they rose 0.5% (see chart). Police in Trafford, a suburb of Manchester in north-west England, say relatively simple and sometimes cost-free techniques, including routing police driving instructors through high-risk areas, helped them cut burglaries 26.6% in the year to May 2011, compared with a decline of 9.8% in the rest of the city.

Although they may all look very different, the cities of the future share a new way of doing things, from sustainable buildings to walkable streets to energy-efficient infrastructure. While some are not yet complete – or even built – these five locations showcase the cutting edge of urban planning, both in developing new parts of an existing metropolitan area and building entirely new towns. By 2050, it is forecast that 70% of the world’s population will live in cities. These endeavours may help determine the way we will live then, and in decades beyond.

Mention thorium—an alternative fuel for nuclear power—to the right crowd, and faces will alight with the same look of spirited devotion you might see in, say, Twin Peaks and Chicago Cubs fans. People love thorium against the odds. And now Bill Gates has given them a new reason to keep rooting for the underdog element.

TerraPower, the Gates-chaired nuclear power company, has garnered attention for pursuing traveling wave reactor tech, which runs entirely on spent uranium and would rarely need to be refueled. But the concern just quietly announced that it's going to start seriously exploring thorium power, too.

Google might have put the kibosh on allowing x-rated apps onto Glass (for now) but that hasn't stopped the porn industry from doing what they do best: using new technology to enhance the, um, adult experience. The not yet titled film stars James Deen and Andy San Dimas.

There has always been a basic split in machine vision work. The engineering approach tries to solve the problem by treating it as a signal detection task using standard engineering techniques. The more "soft" approach has been to try to build systems that are more like the way humans do things. Recently it has been this human approach that seems to have been on top, with DNNs managing to learn to recognize important features in sample videos. This is very impressive and very important, but as is often the case the engineering approach also has a trick or two up its sleeve.

  • From Google Research:

We demonstrate the advantages of our approach by scaling object detection from the current state of the art involving several hundred or at most a few thousand of object categories to 100,000 categories requiring what would amount to more than a million convolutions. Moreover, our demonstration was carried out on a single commodity computer requiring only a few seconds for each image. The basic technology is used in several pieces of Google infrastructure and can be applied to problems outside of computer vision such as auditory signal processing.

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