Technology columns news, articles and features | Âéśš´ŤĂ˝ /topic/technology-columns/ Science news and science articles from Âéśš´ŤĂ˝ Sun, 12 Jul 2026 11:24:59 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.1 242057827 Enter the world of virtual dating with pigeons and dream daddies /article/2146513-enter-the-world-of-virtual-dating-with-pigeons-and-dream-daddies/?utm_campaign=RSS|NSNS&utm_content=technology-columns&utm_medium=RSS&utm_source=NSNS /article/2146513-enter-the-world-of-virtual-dating-with-pigeons-and-dream-daddies/#respond Wed, 06 Sep 2017 14:40:31 +0000 /?post_type=article&p=2146513 A fair-haired cartoon man rests his head on the shoulder of a red-haired cartoon man. In the top left corner is a puzzled young girl's face
Not as superficial as they seem?
Dream Daddy

It’s been a long time since I last went on a date. Even so, I wasn’t expecting Robert to move so fast.

Sure, he’s my type – casual, confident, gruff. But just this afternoon I was head over heels for newly buff Craig, who I hadn’t seen since college. Then my daughter kicks me out of the house so I don’t embarrass her friends and I head to the nearest bar.

Robert buys me two whiskies, takes me home and is tugging at my belt before I know what I’m clicking. A box pops up in the corner of my screen: “Achievement: Bad dad”.

Written by Vernon Shaw and Leighton Gray, is the unlikely hit of the summer. The game is an interactive story in which you guide a single dad through romantic encounters with other single dads. In July it topped the charts on Steam, the biggest online store for video games.

Dream Daddy has hit the mainstream, but there are hundreds more dating sims listed on Steam and stores like Itch.io, a site that lets anyone upload and sell games they have made. Dating sims have been popular in Japan for some time, but in the last few years they have found new audiences in the West.

In most of these games, you click your way through on-screen text, making simple choices about what to say and where to go. The aim is to find things out about potential suitors so you can sweet-talk them into liking you. There’s a collector’s mentality to it – you’ve gotta date them all. But many also have unexpected emotional depths.

Romantic Boogaloo

Dating sims are romantic novels in video game form, manga mixed with Mills & Boon. Many are childish, saccharine and superficial. But skim the lists and you can find titles that cater to everyone: Lads in distress, Hot or bot and Blood for the Blood God: A Dating Sim.

One called Rankr lets you play with a fake dating app, making matches and chatting with characters. Another lets you date sharks, and in Hatoful Boyfriend, a Japanese game that has set hearts fluttering around the world, you play as a teenage girl looking for love in a school for pigeons.

Amanda Cosmos, who works at New York-based games studio Dots, is a dating sim aficionado – in June, she organised , her second game jam focusing on games that explore romantic relationships. She thinks most people in the West got into dating sims through games company Bioware.

Bioware, based in Edmonton, Canada, is the studio behind the blockbuster role-playing games in the Dragon Age and Mass Effect series. These games are filled with hundreds of storylines and epic quests that put the fate of the world – or galaxy – in your hands. But they are also the first mainstream games to let you hook up with your sidekicks, some of which are talked about online like celebrity heartthrobs. The fact that Fenris is an elf and Garrus and Liara are aliens just makes them more attractive.

It’s the stuff of teenage daydreams. Out earlier this year, Persona 5 is another rich roleplaying game in which you can spend hundreds of hours playing as a 17-year-old school kid making friends and battling demons. You can also sink much of that time into seducing several of your teachers.

But dating sims can deal with more serious issues. “It’s a common misconception that dating sims are only light-hearted titillation,” says Frankfurt-based developer , who goes by the online alias Kinmoku. “Many look fun, cute and silly on the outside but are often sincere, difficult or even dark.”

Loquacious pigeons

Dream Daddy is as much about your relationship with your daughter, who you have raised alone after the death of her mother, than it is about chatting up other dads, for example. When I slink home from Robert’s house the next morning, my daughter cooks me bacon and eggs to ease my hangover. The reversal of our roles says a lot about our life together.

The awkward aftermath of a reckless encounter is interesting enough that Blundell made a whole game about it. In One night stand you wake up in a stranger’s bed and have to work out who she is and what happened the night before by piecing together clues you find in her room – without poking around too much and getting kicked out for being a creep.

Blundell got the idea for the game one morning when she saw a man sitting opposite her on the tram. “He looked hungover, ill and full of shame,” she says. She wondered if he was on his way home from a one night stand. “It’s something that happens to a lot of people but it’s rarely spoken about.”

The game lets people explore their feelings about such encounters. Some players have written to her to say that the game helped them reflect on their own experiences.

Hatoful Boyfriend similarly lets you explore feelings. Japanese developer and manga artist Hato Moa has said she made a game about pigeons simply because she likes them – she keeps pigeons and posts pictures of them on social media. But, ultimately, who or what you’re flirting with doesn’t matter. These pigeons are attractive because their conversation fizzes.

If you date all the pigeons – which takes multiple play-throughs – Hatoful Boyfriend has a secret ending and the game takes an abrupt turn away from pigeon fancying. You find yourself in an apocalyptic setting where everyone is going to die unless you save them and you finally find out why you’re a human in a school for pigeons.

“It goes way deeper into explaining the silly premise than you expect it to,” says Cosmos. “It starts to hurt. You’re like, ‘Wow, I really care about these pigeons, I hope they’re ok’.”

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The games that build playgrounds out of impossible physics /article/2141821-the-games-that-build-playgrounds-out-of-impossible-physics/?utm_campaign=RSS|NSNS&utm_content=technology-columns&utm_medium=RSS&utm_source=NSNS /article/2141821-the-games-that-build-playgrounds-out-of-impossible-physics/#respond Wed, 26 Jul 2017 14:44:28 +0000 /?post_type=article&p=2141821 An impossible, Escher-like tangle of stairs that sem to carry on down infinitely
It’s weird, but you get the hang of it
Manifold Garden
The primary colours, the simple shapes, the knock of wood on wood as the blocks tumble out – there’s nothing unfamiliar about a box of babies’ toys tipped across the floor. Then you start playing. Toss a ball into a stack of blocks and those shapes shrink and morph, popping in and out of subjective reality. This is not everyday physics. is pretty much summed up by its name. Made by Marc ten Bosch, the game gives you a toybox and a highly accurate simulation of four-dimensional physics, then just lets you play. You will be knocking down duocylinders with hyperspheres, bouncing omnitruncated tesseracts and throwing 600-sided dice in no time. “I’d never seen anything like it before,” says ten Bosch, who is based in San Francisco. “I thought it would be fun to make.” For the last few years, ten Bosch has been working on another game called , which uses a simulation of 4D space as the basis for a series of puzzles. 4D Toys is both a spin-off and appetizer. But ten Bosch also thinks playing is a great way for people to grasp the head-twisting concept of higher dimensions. “It becomes instinctive,” he says. “You get a feel for what’s going to happen even if you don’t understand why.”

Elegant like Escher

4D Toys and Miegakure join a handful of games that drop you into an impossible space and ask you piece together alien physics. “Exploring a universe with different rules has always been something people have wanted to do,” says Chicago-based artist and game designer William Chyr. Some games take the infinitely repeating drawings of M. C. Escher as a starting point, using the vertiginous geometries for different effects. , released in 2013, engages in psychological trickery to make you lose your sense of place, with looping corridors and rooms that contain different items depending on how you approach them. Smartphone game Monument Valley, released in 2014, gives delight by letting you manipulate Escher-like optical illusions. came out a couple of weeks ago and builds on the elegant puzzling of its predecessor. Chyr is working on . Like Antichamber, the game drops players into in a weird, disorienting place – but here they are encouraged to really understand it. Chyr wants players to feel overwhelmed by the dizzying strangeness of the world at first, but then to experience revelations that let them piece together how it works. The first thing you learn is that you can switch the direction of gravity. There is no up or down or sideways. You later discover that the world wraps around on itself. Drop something over the side of a platform and a few seconds later it will fall out of the sky above you. The same happens to you when you fall into the abyss. Players must master these rules in order to move through the world.

Consistently weird

Chyr was inspired by one Escher piece in particular, the 1953 work , which shows people climbing multiple staircases at impossible angles. At the time, Chyr was creating installations for large spaces using balloons – but he wanted to do more. So he cast about for a new material to work with. He thought about metal working or glass blowing. “But they were all huge logistical nightmares,” he says. Then, a friend showed him some of the things people were doing with games. For Chyr, creating virtual worlds has that same sense of freedom that his balloon work afforded him. The biggest challenge is ensuring the rules of his world are consistent so that players feel they are really learning about an underlying mechanism. Ten Bosch is also going to great lengths to ensure his simulation is accurate. But first he had to invent a way for players to visualise and interact with the fourth dimension at all. His simulation is an extrapolation of 3D physics that had not been made before. A few things had previously been worked out by physicists, but others just hadn’t been talked about, says ten Bosch. He now has a simulation of 4D space that is intuitive enough to be a playground. And it is attracting unexpected attention. Days after releasing 4D Toys, ten Bosch started getting emails from physicists excited about actually being able to see some of the 4D concepts they had in their heads. They’ve asked him to add things to the game, he says.
A brightly coloured polygon with colourful spheres dropping onto it
Playtime with extra dimensions
4D Toys
“There’s a kind of spinning that can only happen in four or more dimensions – something like a floating four dimensional spinning top – and they want to be able to see that really clearly,” he says. “It’s super hard to imagine with words but you know the math is there and it should be possible.” Ten Bosch thinks his games could make all of us see the world a little differently. Thinking in higher dimensions is good for humanity, he says. “When we look at stuff we always think of it in terms of what we can see. We think of particles as tiny spheres that move around because that’s all we know.” Ultimately, however, he admits that playing in four dimensions is just a lot of fun. “Nature is the best designer,” he says. “It’s so much more interesting to play around with a fundamental concept of our universe rather than a weird rule that some dude scribbled down because he felt like it might be cool.” Throwing these impossible shapes about on screen, I see what he means. They’re hard to keep track of, though. I drop a cantitruncated 16-cell polyhedron and it rolls out of my reality again.]]>
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The games that feel more like watching Twin Peaks than playing /article/2108898-the-games-that-feel-more-like-watching-twin-peaks-than-playing/?utm_campaign=RSS|NSNS&utm_content=technology-columns&utm_medium=RSS&utm_source=NSNS /article/2108898-the-games-that-feel-more-like-watching-twin-peaks-than-playing/#respond Wed, 12 Oct 2016 14:44:42 +0000 /?post_type=article&p=2108898
Virginia
The game VirginiaĚýimmerses you in a film-like experience
505 Games

There’s not much to do in . I’m sitting in a diner watching as a waitress drops the bill on the table and my FBI partner gets up to leave. I pick up the bill, then – jump!

I’m standing outside a house watching as a man opens the door and my partner holds up her badge. I hold up my own, then – jump!

I’m watching as my partner prepares to question the grieving parents. I walk down the corridor to the missing teenager’s bedroom. There’s a wardrobe, a false panel and a hidden journal, then – jump!

Sometime later, I awake in the night to find an eerie red glow under my door and a bison by the bed.

Virginia is a game you play by watching rather than doing. You can move forward and look around, but there are only ever one or two objects with which you can interact in each area. What’s more, nobody talks. The game plays out like a silent film, with startling cuts between scenes that wrench your character out of your control and put her down somewhere else.

Using tricks lifted directly from TV and film, the game creates an experience closer in effect and tone to David Lynch thrillers such as Twin Peaks or Lost Highway than to other games. The result is delightful and disorienting, leaving you puzzling over the story and the motivations of your character.

Released last month by two-person UK studio Variable State, Virginia is billed as a “play” in its opening credits – a term that suggests both active participation and the passive experience of sitting in a theatre. “I think we were nervous to refer to it as a game,” says Jonathan Burroughs. “But I think now I’d prefer not to be ashamed about that.”

A fresh challenge

Burroughs and co-developer Terry Kenny met when working on an unreleased game at artificial intelligence firm DeepMind, before the company was bought by Google in 2014. Each had a history of working on blockbuster action games such as Battlefield and Grand Theft Auto, and Burroughs says he and Kenny wanted to do something different: “We were both slightly jaded.”

Other games have told stories by dropping players into an environment in which they must piece together a narrative themselves as they explore. For example, in Gone Home, made by The Fullbright Company in Portland, Oregon, you wander around an empty house picking up notes and puzzling over clues that gradually reveal what happened to your character’s family.

But whereas Gone Home lets you pick your way through a story by yourself, Virginia constantly urges you onwards – walk here, click there – and asks you to do little more than look. “By paring this stuff back as far as possible, there can be a more honest marriage between the actions that the character performs and the themes of the story,” says Burroughs.

Yet the most striking thing about Virginia is its use of cinematic editing techniques. Burroughs and Kenny were inspired by Thirty Flights of Loving, a game that takes about 15 minutes to complete released in 2012 by Brendan Chung at in Culver City, California. Chung studied film before making games and brought the techniques with him.

Thirty Flights of Loving used edits such as jump cuts – sequential shots spliced together to give the impression of passing time – and smash cuts, in which one scene is abruptly swapped for another for narrative effect. “This is fundamental vocabulary in film and television, but it was unseen in games up to that point,” says Burroughs. “It expanded the possibility for storytelling in games a great deal.”

Blurring the lines

Virginia takes the tricks used in Chung’s experimental vignette and deploys them in the video-game equivalent of a feature-length film. But after stripping away the freedom to explore and interact with the game’s world, what’s left? Why not just make a film in the first place?

It all comes down to the small amount of interaction the game does give you. Controlling a character in a game – even in a limited way – can make you identify with their point of view. This can trigger different emotional responses to those you get from watching a film.

“As immersive and involving as a film can be, you still feel like an observer,” says Burroughs. “It’s a different experience when you’re the one driving the pace of the scenes and making the decisions that will move the story forwards.”

Burroughs hopes that others will follow and explore this new territory, potentially mapping out an entirely new way to tell stories. “There’s an opportunity to create things that blur the line between games and film in this fuzzy middle ground,” he says.

Just how blurred those lines will be remains to be seen. Millions of people like to watch others play games on video-streaming sites such as YouTube and Twitch. Will people want to play a film-like game if they have already watched someone else play it?

“I do worry that this will shape the kind of games that are viable for commercial release. But, to a fault, Virginia was made with no particular commercial considerations and it’s found an audience,” says Burroughs.

“I take great comfort in the idea of games being as varied and strange as possible,” he adds. “I’m all for people making more weird things.”

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Why granny’s only robot will be a sex robot /article/2096530-why-grannys-only-robot-will-be-a-sex-robot/?utm_campaign=RSS|NSNS&utm_content=technology-columns&utm_medium=RSS&utm_source=NSNS /article/2096530-why-grannys-only-robot-will-be-a-sex-robot/#respond Fri, 08 Jul 2016 16:27:26 +0000 /?post_type=article&p=2096530 Robobear
A robotĚýbear to care for you
AFP/JIJI Press
Douglas Hines started out with what sounded like a nice idea. In the early 2000s, the former Bell Labs engineer was busy caring for his elderly father and building his own technology business. That’s when he first came up with the idea for a companion robot: a machine that could look after his dad and keep him in touch with the outside world via webcam. Hines started working on a prototype, but ran into trouble finding financial and legal support for the project. So he gave up, and instead turned his attentions to Roxxxy, a life-size sexbot dressed in filmy black lingerie (“always turned on and ready to talk or play!”). That gambit was far more successful. As Hines deadpanned in an interview with IEEE Spectrum in 2010, . Hines’s story is a good allegory for the wider landscape of care robots: five years later, sexbots, though not yet exactly flying off shelves, have stoked enough cultural interest to inflame a covered . Meanwhile, care robots for the elderly remain stuck in sociocultural purgatory. They’re the flying skateboards of the service industry: always predicted, always trotted out as an example of the future, perpetually just out of reach. It’s time to admit that the problem with this vision isn’t the technology. It’s us. On the surface, the fates of sexbots and carebots should not be so divergent. Both are mechanised stand-ins for roles that are typically undervalued and ill-treated in society, with neither ethically straightforward to replace. Neither will work without a robot that can move around on its own and do some heavy lifting. Both would work even better with some level of social or emotional intelligence built in, to better respond to human needs.

Where are all the robots?

It’s especially curious that the carebot revolution has not taken place, in light of how direly we need it to. In the UK, the number of citizens over the age of 65 is expected to by 2020; and the number of over-85s by 18 per cent. Reports have identified care for the elderly as . It’s certainly not a lack of robots that’s causing the hold-up. A bevy of recent prototypes includes Toyota Research Labs’ , wheelie bot Zenbo, which can call for help in an emergency, and the seal pup Paro, which takes on the emotional labour of fuzzy companionship. In a demo video for , a project recently piloted in Italy and Sweden, pick up groceries and mail, relay video calls, take out the rubbish, provide reminders about medication, and take their owners’ arms as they stroll down the street. But how well will these sell? Not very, if you believe surveys. It seems that people don’t like the idea of carebots looking after their vulnerable relatives. Of more than 25,000 people questioned in a 2012 survey of attitudes in the European Union, 60 per cent thought robots that care for children, the elderly and the disabled should be banned outright; and with one caring for their children or parents (though many more were OK with the idea of a robotic assistant and even a surgeon). In a separate poll of people in the US, 65 per cent of respondents across all ages agreed that it would be a “change for the worse” if robots became the primary caregivers for the sick and elderly. Why the squeamishness? We generally look forward to robots doing the chores for us, from answering emails to picking apples to defusing bombs, tirelessly, cheerfully, with uniform precision. (The word “robot”, in fact, is derived from the .) It’s quite all right for a machine to carry out such demands, from the trivial to the tawdry. On the surface, carebots look like mechanised butlers, too. However, in difficult moments they flip the script – asking us to relinquish control, human connection and our fantasies about ourselves.

Complex dilemmas

Every day, carebots will run into hundreds of small moral dilemmas: their owner decides not to take today’s prescribed medication; she keeps leaving the stove on, or wandering out of the house and down a street heaving with traffic; or he commits a crime in full view of a watchful mechanical eye, as in the film Robot and Frank, in which an ageing thief recruits his carebot as an accomplice. What mistakes will be acceptable, and which will be grounds for a recall? Will there be limits to a bot’s responsibilities? Or will their charges have to submit to their power? In the paper “”, and at the University of Sheffield, UK, point out another drawback to life with a robo-caretaker: it’s lonely. Putting a carebot in place of a human might deprive many of one of their few opportunities for regular social contact. Such isolation is linked to poorer health outcomes, such as a greater risk of developing Alzheimer’s disease or dementia. It could also make people feel plain dehumanised – ripped of their dignity, a vulnerable object to be lifted, fed or prompted at intervals. “If the human rights of the elderly are to be respected as much as the rights of other members of society, it is important to ensure that robots introduced into elder care do actually benefit the elderly themselves, and are not just designed to reduce the care burden on the rest of society,” write Sharkey and Sharkey. Or, as one person put it recently in The Guardian, being left with a carebot is just “”. There’s another reason that carebots might not sit comfortably with us: they don’t jive with our flattering visions of ourselves. Looking after another human being is hard work. It’s physically and emotionally taxing, occasionally messy, and can be boring and thankless. It’s also among our . There’s an expectation that this work is a kind of calling, performed out of love or a sense of service by a friend or family member, or at least a compassionate and conscientious worker. The reality is a harsh departure from that ideal. In elderly care homes in the US, people are more likely than in the wider community to be subjected to Ěý– one in 10, according to some reports.

Carebot dystopia

No one looks forward to a carebot dystopia, in which machines exercise dubious moral power over people. But the alternative, too, can be discomfiting: robots turning out to actually be preferable to human aides. It doesn’t reflect too well on us if our future seniors opt to live in a non-human ghetto, with whatever glitches and lack of contact, over the prospect of abuse by bitter and angry staff. “We need to think of automation as a political question,” said Lucy Suchman at Lancaster University, UK, speaking at a White House workshop on artificial intelligence in New York City on 7 July. “What grounds are there to believe that a robot can engage in the work of care?” Work like this is difficult for a machine to master because of its nature: heterogeneous, open-ended, and often reliant on the ability to interact with others. Rather than jump to robotic substitutes, we could think of other ways to sate society’s growing need for workers who care for the elderly, such as revaluing the work involved. “The fact that you get paid a huge amount of money to write code and you get paid nothing to take care of people’s children is not a reflection of the relative skills,” said Suchman, “but rather a reflection of the valuation that we make of those jobs within a particular political economy.” We should ask whether there are really not enough people to do those jobs, or whether it’s just that those roles have been devalued, she added. The problem closely parallels the idea of using robots for childcare. New parents are expected to extol the joys of parenthood and gloss over the drudgery, even though the . Tireless devotion is considered a virtue, one that the vast majority of us cannot attain; leaving a child with just a human nanny carries an undeserved social stigma of neglect, even though for many it’s the only practical solution. What would the neighbours say if they heard that little Jimmy was left with a machine while mum went out for a well-deserved drink? It may not be fair, but it’s not unimaginable. That’s a tough norm for a shiny new robot to break down. Leaving a loved one in the care of a machine will look tantamount to admitting that we have other things we’d rather do – that all humans have things they’d rather do. Like, maybe, spend time with our new sexbot. So while sex robots already have enough of a built-in audience that people are fighting over whether we’ll or ban them, the future for care robots is looking a lot murkier. Unlike with sex robots, we don’t know what we want from them. Ěý]]>
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Sexing it app: The erotic video games that explore sexuality /article/2095184-sexing-it-app-the-erotic-video-games-that-explore-sexuality/?utm_campaign=RSS|NSNS&utm_content=technology-columns&utm_medium=RSS&utm_source=NSNS /article/2095184-sexing-it-app-the-erotic-video-games-that-explore-sexuality/#respond Mon, 27 Jun 2016 15:27:59 +0000 /?post_type=article&p=2095184
Someone playing with a game app called "La Petite Mort"
La Petite Mort: Too “crude” for some
#NordicGame

My fingers move in slow circles, gently at first. Chunky pink and red pixels flush under my touch. The music builds.

I’ve never done this on a bus before. As I stroke the screen of my phone I’m hyper aware of the people to my left and the woman behind me.

I get a rhythm going, learning what makes the ambient sounds swell and soar – and avoiding the rushed, rough strokes that bring everything to a halt. The beat kicks in, the colours pulse. I’m masturbating my phone.

is a game made by Andrea Hasselager and Patrick Jarnfelt, the pair behind two-person Danish studio Lovable Hat Cult. Last month Apple banned the game from its app store. “We were told the game contained excessively objectionable and crude content,” says Jarnfelt. “But what’s crude? It’s just abstract pixels. Just the idea of touching a sexual organ was a problem.”

Jarnfelt and Hasselager are at the centre of a growing community of developers who are making games that explore issues around sex and sexuality. They help run the annual Lyst conference, where developers meet to discuss and show off games such as Breakup – a VR experience in which you endlessly repeat the last few moments of a relationship –Ěýand Pocket Jockey – in which players make other players’ phones vibrate.

The third Lyst event took place in Hamar, Norway, last weekend. “The community is growing, we’re getting more and more participants,” says Hasselager. “Love, romance and sex are some of the most natural human emotions but they are portrayed so badly in games,” she says.

Pixelated porn

La Petite Mort is not the pair’s first game about sex. In 2008 the pair were co-creators of Dark Room Sex Game, in which to reach a musical climax. “You had to look each in the eye and communicate through body language,” says Jarnfelt.

The idea for La Petite Mort came to Jarnfelt when he was playing around with cellular automata–Ěýabstract models that can simulate complex systems, such as living things, just by following a simple set of rules. Jarnfelt got his automata to respond to touch – and immediately saw the erotic potential.

To make the game’s graphics Jarnfelt and Hasselager filmed the genitals of actual women, then pixelated the footage to such a degree that it is almost unrecognisable. “We’ve had people play through the game without realising what they were touching,” says Hasselager.

People play the game quite differently. When Jarnfelt tested it with a group of male friends, they all looked over the player’s shoulder. They were checking out each other’s technique, he says. “It became almost competitive.”

Others prefer to go off and sit by themselves. “The images are in your head,” says Hasselager. “But this is why it can become embarrassing to watch somebody else.”

Risky business

New York-based developer Robert Yang has also explored intimacy –Ěýand the awkwardness that often goes with it –Ěýin dozens of games. Yang makes games about gay men that are often tongue in cheek and funny, but they address serious issues.

Where mainstream games include sex at all, it is often presented as part of the game’s story as a reward or a goal for the player. But Yang presents intimacy as a process in itself, one that is inherently risky. “What if you tell someone you love them, and they reject you? Or what if you want to have sex, but you’re terrible at it?”

“When we think of sex as a process laden with tension, rather than a conclusion, it suddenly opens up a lot of emotional language in games,” he says.

Screenshot from a game called "Hurt Me Plenty" - a man in his underwear is kneeling down, facing away from the camera
Games can help teach us about consideration and consent
<i>Hurt Me Plenty</i>/Robert Yang

Yang explores important themes that few others do, says writer and game designer Cara Ellison, “but he’s paid a huge price for it.”

Like Jarnfelt and Hasselager, Yang has had his games banned from certain online distribution services. He cannot sell his work through Steam, the largest online games store and he is not allowed to use the payment processing service PayPal.

Such companies have a relatively conservative policy about what they deem pornographic. There is a line that defines what forms of sexual content companies permit developers to include in games, but it’s blurry, he says. “And they can shift the line without warning. Even asking for donations puts me in danger of getting banned from PayPal.”

Grown-up games

We have a problem with prudishness when it comes to games, says Ellison. Sexual content is more common in films and on TV than ever and books like Fifty Shades of Grey are mainstream bestsellers, yet attitudes about sexual content in games have not caught up.

Many people still think games are for kids, says Jarnfelt. “It’s an antiquated view, but it has stuck in people’s minds and the rules have formed around it.”

Ellison feels similarly. She also thinks many people are still uneasy about games because of their interactive element. “People are slightly suspicious of that still, they think it’s much more influential to play a sex scene than merely watch one.”

But that’s ridiculous, she says. There is more to interactivity than pressing buttons to move hips, she says. In Yang’s game Hurt Me Plenty, for example, a player is locked out if they violate their partner’s trust. “It’s perfect for understanding exactly how important consideration of another body is,” says Ellison.

“There are lots of games coming out pushing the boundaries,” says Jarnfelt. “They’re not getting widely released but they’re getting made and that’s the first step.”

Games are obsessed with violence because players find it entertaining. But we also like sex, says Yang. “I suspect that sex is the only other cultural force in the universe that is sufficiently weird, scary, funny and sad to dethrone violence as the default interactive experience.”

Hasslager has a similar view. “It would not be obvious for me to make a game about war because I’ve never been in a war,” she says.

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The rebirth of calm: Why we need technology with manners /article/2091902-the-rebirth-of-calm-why-we-need-technology-with-manners/?utm_campaign=RSS|NSNS&utm_content=technology-columns&utm_medium=RSS&utm_source=NSNS /article/2091902-the-rebirth-of-calm-why-we-need-technology-with-manners/#respond Fri, 03 Jun 2016 11:39:25 +0000 /?post_type=article&p=2091902 Hyper-Reality
How do we keep our calm amid a bombardment of information?
Keiichi Matsuda/Hyper-Reality
What do your nightmares look like? If you’re cyborg anthropologist Amber Case,Ěýyour bad dreams might be a little like Hyper-Reality, the new short film from artist Keiichi Matsuda. Hyper-Reality is a first-person glimpse into the life of Juliana Restrepo, a woman trying to make ends meet in near-future Colombia. In Matsuda’s version of the future, ubiquitous augmented reality creates a hyperactive, technicolour world that rolls together the worst of Candy Crush, unending smartphone notifications and relentless billboards. The surface of everything is screaming for her attention. As she makes her way through town, Juliana – along with the viewer, who shares her first-person perspective – is assaulted by incoming messages, flashing alerts and ads, holographic corporate mascots and pleas for ratings, and a digital woman writhing on the edge of her shopping trolley. We’re not so far away from that reality, judging by the riotous applications in the works for the internet of things. Think of any household object, and there’s a good chance that someone out there is figuring out how to soup it up with digital smarts and link it to the internet. Soon, the world will be encrusted in these machines, streaming data back and forth to the cyborgs moving around it. There are two possible futures, one of which is going to give you a headache. That’s what Case is worried about, and it’s why her new book, Calm Technology: Principles and Patterns for Non-Intrusive Design, calls for designers to create what she calls “calm technology”.

Tech all over

Over the decades, computers have shrunk and multiplied. Computing power that once required giant machines taking up whole rooms can now fit comfortably into an Apple watch. By 1996, Mark Weiser and John Seely Brown, scientists at Xerox PARC in Palo Alto, California, had anticipated the shift, predicting that soon these small computers would be all around us – a phenomenon they described as ubiquitous computing. In a , Weiser and Brown wrote that “if computers are everywhere they better stay out of the way”. Their warning was prescient: as we have accumulated ever more personal devices at an increasingly fast rate, their requests for our attention have multiplied. Now there’s a good chance that your screens – your smartwatch, your phone, your browser tabs – are pregnant with at least four unread notifications. In other words, we still haven’t figured out how to get our computers out of the way. It’s a tragedy of the commons. And as our screens extrude into the worldĚýaround us, thanks to the internet of things and augmented reality, Hyper-Reality provides a warning about how thingsĚýwill become: needy; loud; chaotic. “It’s kind of like [comic strip] The Family Circus, except all of your objects are now children and they’re shouting at you,” says Case. These fancy computerised replacements threaten to overcomplicate the tiniest details of life. Imagine a fridge or an AI-studded fruit bowl that texts you when one of your bananas is rotting. That might sound nice, but Case points out that a banana already comes with a custom technology that lets you know it’s going bad: “It’s a peel,” she says. It doesn’t need batteries, its software is always up to date, and it can’t be hacked. This kind of needless overcomplication threatens to make the internet of things into a house of horrors. “You shouldn’t have to be a systems administrator to live in your own home,” says Case. The future implications of this connected dystopia are evident every time someone complains online that they can’t log into Google Calendar on their smart fridge, or a hacker manages to leak live images from a baby monitor.

Breaking the dystopia

There’s a way to avoid this dystopia, though: start making “calm technology”, says Case. “If good design allows someone to get to their goal with the fewest steps,”Case writes, “Calm Technology allows them to get there with the lowest mental cost.” The ideal calm tech is like electricity: it works, is easy to access when you need it, and is able to disappear into the background so you can focus on more important things. It doesn’t needlessly drain our energy and attention. “A person’s primary task should not be computing, but being human,” she says. Much of Case’s approach focuses on moving technology away from being the centre of our attention to the periphery, where people can keep tabs on important details without becoming overwhelmed by them. Think, for example, of the dashboard light that reminds you to fill your car with petrol, or the whistle of a kettle when tea is ready. Rather than force someone to focus all their attention on a screen to find out what’s going on, she suggests communicating through simple sounds or colours, or even touch. A coloured light bulb could give you weather information at a glance. A haptic buzz from the map on your phone might let you know whether to take the next left or right. Many new devices are eager to speak to their human owners – but unless they are providing crucial information, such as directions from a satnav, maybe they should be seen and not heard. In many cases, she suggests replacing voice with something less complicated, like the tone of the Roomba robotic vacuum cleaner to show it’s finished the job. Another rule is that calm technology should respect social norms. This was a major reason why Google Glass failed, says Case, with too many new features introduced at once rather than being rolled out at a pace the public could handle. It also lacked any obvious indicators of whether the wearer was recording video, breeding mistrust in the many people who didn’t want to be captured on film by strangers. Neither will those social norms be one-size-fits-all, says Genevieve Bell, an anthropologist at Intel. But she thinks the broader value of calmness may prove important across cultures. “We’re entering this moment where it’s less about interaction and more about relationships,” says Bell. “What are we going to do to ensure that all computers don’t feel incredibly aggravating and burdensome?”

A calmer world

While we wait for the tech world to catch up with the philosophy of Case, Weiser and Brown, there are things we can do to make thingsĚýcalmer. Time Well Spent, a design community that rails against the slide towards ever more distracting software, offers a list of tips for smartphone users that encourages them to make “mindful” choices: for example, hiding distracting apps from the phone’s first page or putting them in separate folders; turning off all notifications from businesses or machines; and not unlocking your phone when the alarm goes off in the morning – or, better yet, buying a second alarm clock so that you’re not tempted to browse in bed. The foremost rule is to respect what a single person’s attention can handle. “Though technology might not have a limit, we do,” says Case.]]>
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Explosive golf video game has the best physics simulation ever /article/2080980-explosive-golf-video-game-has-the-best-physics-simulation-ever/?utm_campaign=RSS|NSNS&utm_content=technology-columns&utm_medium=RSS&utm_source=NSNS /article/2080980-explosive-golf-video-game-has-the-best-physics-simulation-ever/#respond Wed, 16 Mar 2016 11:03:47 +0000 /?post_type=article&p=2080980
A flaming golf ball in mid flight heading towards a burger on a countertop
Fore!
Three Fields

Before teeing off, I take a few seconds to line up the shot. Do I go for the cheeseburgers on the counter or the jars of mayonnaise on the shelf? It doesn’t really matter because the ball’s on fire. I hit it and half the kitchen explodes.

The shot ricochets off the wall and cupboards spill their contents. Tins of soup topple, saucepans clatter. Stacked plates crash to the floor and food splatters the ceiling. My score climbs. I get a huge bonus for smashing a hidden golden ketchup bottle. When the breadcrumbs settle, I look for the flag. It’s an easy putt: off the dishwasher, over the upturned trolley and into the hole.

. It’s a game of trick shots and high scores rather than five irons and bogeys. “Golf’s boring,” says Three Fields co-founder Alex Ward. But what really sets it apart is its simulation of Newtonian physics – the most realistic ever seen in a video game. Everything in the game’s environments – which range from kitchens to petrol stations to palaces – can be knocked over, spilled and smashed in a completely life-like way.

The game is set for release in June. I’m visiting Three Fields’ small studio of 11 people based in Petersfield, UK, to try out an unfinished build. Nearly everyone at the company used to work at Criterion Games, a UK studio best known for its award-winning Burnout series – racing games in which crashing was often more fun than winning. “High speed action with lots of destruction, that’s our background,” says Phil Maguire. “Dangerous Golf is Burnout with a golf ball.”

Render it quick

Other sports games aim for an accurate simulation of physics. Football games like Fifa, for example, go to great lengths to get the equations that model drag on a kicked ball just right, so that its flight through the air feels familiar and predictable to players. But Dangerous Golf is modelling thousands of objects at once. “It is terrifically complex,” says team member Paul Ross. “That’s why you haven’t seen it in any other video game until now.”

The team began by studying scenes in action films like Inception and X Men: Days of Future Past. For example, . “At the end of the scene there’s a massive mess,” says Maguire. “That was a huge inspiration. It got us thinking, how far can we push games in that direction?”

A flaming golf ball is streaking past a vase falling to the floor, aiming for the flag in the middle of the grandiose room
A flaming good shot
Three Fields

Films tend to look a lot more realistic than games, but they have it easy. Computer generated scenes – like the kitchens in X Men or Dangerous Golf – are created by crunching an enormous amount of data, which describes the positions of objects, the direction they are moving, the lighting effects and so on. The process is called rendering. For a film, render farms will run overnight, taking weeks to produce a second of footage, says Ward.

That’s fine for films. A scripted scene may only need to be rendered once. Not so in games, where the screen has to respond to your actions immediately. Instead of weeks, it may need to render a scene 30 times a second. And to get the data needed for each scene, Dangerous Golf first simulates the physical interactions of up to several thousand objects. “Most games – even big budget ones – have maybe four or five objects active at a time,” says Ward.

Faking flaws

The team is using techniques developed by Matthias Muller and Miles Macklin, researchers at graphics chip maker Nvidia, to model and different materials deform or crack. First, they model the physical properties of each object – its mass, centre of gravity and friction. “We looked up the densities of a lot of materials to make sure we had them correct,” says Ross. Fluids are modelled as tiny particles. There are about 5000 particles in a bowl of soup.

When a player takes a shot, the simulation tracks the energy transfer from the golf ball into the objects it hits – a wine bottle, say – and calculates how it would move or fracture. Then it does the same for any object hit by shards from the wine bottle and so on, in a domino effect across potentially thousands of pieces.

But even that isn’t good enough. “It looks too perfect,” says Ross. The simulation must also account for the tiny differences between real objects. “Every plate that’s manufactured is slightly different,” he says. “It has different numbers of atoms, it has a slightly different mass. We had to take these little differences and put them into the simulation.”

Why go to such lengths? Many video games look the part but the realism is spoiled if the physics is just slightly off. More detailed physics models could make games even more immersive – even if it is just to smash up some crockery.

Smashing fantasy

“It’s just a bit of stupid fun,” says Ward. But destroying things is cathartic, he says. Many people have fantasies about knocking things off supermarket shelves or smashing priceless statues. For that feeling to come across in a game it has to look and feel totally believable.

In the last few years games have reached a very high level of fidelity, says Ross, especially with techniques like photogrammetry, where many pictures of the real world are stitched together and used to model virtual replicas. It’s not always convincing, however. “Everything looks real but the world is static.”

On to the next hole. I line up a shot that takes out most of a public toilet. It may be stupid fun, but Dangerous Golf is pushing for greater realism than we have ever seen in games – environments that are not only photorealistic, but where things break when you knock them over. “We’ve got fully destructible urinals,” says Ward.

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Skyscrapers of the future will be held together with glue /article/2079877-skyscrapers-of-the-future-will-be-held-together-with-glue/?utm_campaign=RSS|NSNS&utm_content=technology-columns&utm_medium=RSS&utm_source=NSNS /article/2079877-skyscrapers-of-the-future-will-be-held-together-with-glue/#respond Tue, 08 Mar 2016 13:15:58 +0000 /?post_type=article&p=2079877 Looking up at a skyscraper under construction
Just stick it together
WestEnd61/REX Shutterstock
New Urbanist is Geoff Manaugh‘s monthly column that explores how technology and design are changing our cities, homes, the built environment – and ourselves Glue is the future of architecture. At least that’s how architect Greg Lynn sees it. And he’s not alone. “Mechanical assembly is already waning in many industries,” Lynn says. “An airplane now is glued together. A car now is glued together. Even a lot of appliances are being glued together.” So why not skyscrapers? We have the materials. These non-metallic composites – such as carbon fibre, fiberglass panels and other structural plastics – are lightweight, often much cheaper than traditional industrial materials and offer physically stronger systems for designers to work with. In fact, composite materials are more like rigid fabrics. Sticking them together results in building-sized components that can sometimes be set hard in just a few seconds, depending on the adhesives used. Composite materials are already used to make high-performance yachts, wind turbine blades, large passenger aircraft such as Boeing’s carbon fibre Dreamliner and even commercial spacecraft such as SpaceShipOne. “These are fundamentally different material systems,” says architect , who began his career making composite sailboats, but later moved on to designing structures such as family homes and art museums. His firm recently worked on the modular exterior panels for the expansion of the San Francisco Museum of Modern Art’, which is currently the largest composite-based building facade in the United States.

Trust issues

The connective strength of architectural adhesives can be astonishing, says Kreysler, surpassing that of mechanical connections such as bolts and screws. But composites are not well understood in the building industry – the invisible magic of glue is distrusted in favour of brute force. As a result, they have not yet been widely adopted. Even when assembling a structure using carbon fibre panels, contractors will often still use screws, rivets or bolts. This is both redundant and expensive. Glue would be much stronger than a bolt, especially when standing up to sheer forces. Despite being niche for the time being, there are already successful building projects that use these techniques. Take the project from the University of Maine, which is exploring the construction of lightweight bridges. Made from carbon fibre tubes, with individual arches weighing so little they can be carried by four people, these road bridges can be assembled in less than two weeks. In the US, 18 have already been built.
A composite bridge in Maine, US
Arch rival of regular bridges
Advanced Infrastructure Technologies/University of Maine
Lynn thinks it is just a matter of time before we see skyscrapers held together entirely by adhesives. ‘The use of composites and adhesives could revolutionise engineering in every building type, says Lynn. It could change the way we design around natural disasters, for example. By drastically cutting the weight of a building, you could stop it swaying so much during an earthquake.

Weighty matters

Lighter buildings are also cheaper. “If you can take 30 per cent of the weight out of the upper section of a building by using lightweight composite materials, you could end up saving between 70 and 80 per cent of the material in the entire structure,” says Lynn. And these aren’t the only advantages. Most skyscrapers are built around a steel frame, which expands in the heat much more quickly than other materials, such as masonry cladding. But composite buildings are monocoque structures, like the hulls of sailing boats. Such buildings fare much better as they expand and contract. “The skin is the structure,” says Kreysler. What’s more, composite structures are typically made from fewer parts, so assembly is simpler. But this also makes those structures stronger – sticking a smaller number of parts together along large surface areas beats bolting or nailing them together at specific, vulnerable points. Of course, there are down sides. Most adhesives deteriorate rapidly in a fire and can even feed a blaze. Recently, composites have been blamed for a hotel fire in Dubai – materials used on the building’s exterior are thought to have fuelled the flames.

Oiling the cogs

Kreysler and Lynn think we need to get composite and adhesive-based construction methods better incorporated into building regulations. But this will involve testing, which takes time and money. Few architects or clients today have much of an incentive to pay for the extra steps that mean the one-off use of a novel material becoming a permanent part of a city’s building code. The new Apple headquarters, designed by the London-based architecture firm Foster and Partners, has a lot of exposed carbon fibre. “But that’s a billion-dollar building,” says Lynn. However, maybe the impetus will come from elsewhere. It is worth bearing in mind that most composites are actually petroleum products, says Lynn. They potentially offer a massive untapped market for the oil industry to exploit.
Medina station roof, made of compositie panels
Medina station has a roof built out of composite panels
Premier Composite Technologies
, a manufacturer of composite components based in Dubai, has been involved in the construction of movable, lightweight domes made from carbon fibre that provide shade in mosques, as well as a composite-based rail station in Medina. Similar to a heavily forested region promoting timber, the oil-producing nations of the world could see this natural resource used not as a fuel to be burned but as a raw material to be converted into futuristic building components. If anyone is prepared to invest in turning petroleum products into a new form of architecture, Dubai is a good place to start.]]>
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Blockchain-based microgrid gives power to consumers in New York /article/2079334-blockchain-based-microgrid-gives-power-to-consumers-in-new-york/?utm_campaign=RSS|NSNS&utm_content=technology-columns&utm_medium=RSS&utm_source=NSNS /article/2079334-blockchain-based-microgrid-gives-power-to-consumers-in-new-york/#respond Wed, 02 Mar 2016 11:23:19 +0000 /?post_type=article&p=2079334
Solar panels on roof of building in New York City
Solar power equals off grid electricity
FernandoAH/Getty

Something odd is happening on President Street in Brooklyn. While solar panels on the roofs of terraced houses soak up sun, a pair of computers connected to the panels quietly crunch numbers. First, they count how many electrons are being generated. Then, they write that number to a blockchain. Welcome to the future of energy exchange.

This project, run by a startup called Transactive Grid, is the first version of a new kind of energy market, operated by consumers, which will change the way we generate and consume electricity.

Transactive Grid aims to enable people to buy and sell renewable energy to their neighbours. To deal in energy at the moment, you have to go through a central company like Duke Energy in the US or National Grid in the UK, or one of their resellers.

Transactive can skip this central authority because its energy market is built on a technology called blockchain. First used to underpin the bitcoin currency, a blockchain is a cryptographically secure list of transactions. The list is stored on every computer in the system, and is continuously updated as each transaction is completed. The list for President Street is built using blockchain software called Ethereum. It deals with buying and selling electrons generated by solar panels. No central authority is in control: the computers monitor each other to stop fraud.

Buy and sell

The first devices were installed on President Street a few weeks ago. On one side of the street are five homes that produce some of their own energy through solar power. On the other side are five consumers interested in buying excess energy from their neighbours.

Lawrence Orsini, co-founder of Transactive explains that the blockchain makes it easy for anyone to set up and enforce contracts, with the transaction following automatically.

“You don’t have the billing components around it, you don’t have the infrastructure losses or the accounting losses in the system,” he says. Down the line, the company plans to build an app which lets residents set personal preferences for the distribution of the energy they produce. One homeowner might decide to sell all their excess energy for maximum profit, for example, while another could choose to donate a portion to a low-income area.

Community benefits

Either way, the energy and the money goes to benefit the community, says Orsini, not the large centralised power company. “When you buy energy from the community, the money goes back to the community.”

“Every kilowatt you buy, you pay for network. If you can cut out the middle man and do the trade directly, you don’t have to pay for the wires,” says Philipp Grunewald of the University of Oxford.

But the might of utility companies makes the road to autonomy rocky. Grunewald says that at one point solar panel users in Spain were paying less than their fair share for grid access. When a charge was introduced to account for this difference, some were forced off the grid entirely, which is bad for the system as a whole.

Despite hiccups like this, Grunewald sees the potential in projects like President Street. “People are disgruntled with their utility companies, and like this idea of becoming autonomous,” he says.

Disaster-proof your grid

Decentralised systems may also prove more resilient than a centralised grid in natural disasters such as hurricane Sandy, allowing people to rely on a local microgrid when the major infrastructure fails.

Other companies are hot on Transactive’s heels. , based in Vienna, Austria, wants to bring the same decentralised energy market to developing countries, to help distribute solar power. MIT start-up SolarCoin pays people with an alternative digital currency for generating solar energy, one coin for 1 megawatt-hour of solar electricity.

With blockchain, “it’s like the early days of the internet,” says Greentech Media CEO Scott Clavenna. When the internet was first introduced, it was hard to conceive of the drastic impact it would have on the world. “We’ve got all the parts to do some really interesting things,” he says.

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Facebook can map more of Earth in a week than we have in history /article/2078754-facebook-can-map-more-of-earth-in-a-week-than-we-have-in-history/?utm_campaign=RSS|NSNS&utm_content=technology-columns&utm_medium=RSS&utm_source=NSNS /article/2078754-facebook-can-map-more-of-earth-in-a-week-than-we-have-in-history/#respond Wed, 24 Feb 2016 18:00:23 +0000 /?post_type=article&p=2078754 Building mega-maps
Building mega-maps
Reuters/Albert Gea
We just learned that Facebook’s artificial-intelligence software can probably map more in a week than humanity has mapped over our entire history. In a the social network announced that its AI system took two weeks to build a map that covers 4 per cent of our planet. That’s 14 per cent of Earth’s land surface, with 21.6 million square kilometres of photographs taken from space, digested and traced into a digital representation of the roads, buildings and settlements they show. And Facebook says it can do it better and faster, potentially mapping the entire Earth in less than a week. This is the starkest example I’ve seen so far of the most important phenomenon in technology – computers doing human work really fast. It’s going to change the way we work forever, and will have massive implications for how we acquire knowledge, cooperate on large projects and even understand the world. The stated goal of Facebook’s data-science team is to build maps to help the social network plan how to deliver internet to people who are currently offline. It’s a dubious starting point, but whatever you think about Facebook’s internet colonialism, the company’s drones won’t be able to beam Wi-Fi to the disconnected until they know where they are.

Fast learner

The model was able to map 20 different countries after being trained on just 8000 human-labelled satellite photos from a single nation. This is mind-boggling – and Facebook’s data-science team wasn’t even trying to go fast. The company says it has now improved the process to the point where it could do the same mapping in a few hours. Assuming it had the photographs, it could map Earth in about six days. That’s something that humanity still hasn’t managed to do. “We processed 14.6 billion images with our convolutional neural nets, typically running on thousands of servers simultaneously,” said Facebook in its blog post. Using its AI, Facebook aped how humans make maps in the 21st century. One way they are now being made is a project called Open Street Map, which uses volunteer labour to trace satellite photographs by hand, picking out roads and houses. The resulting maps have been used all over the world, often for disaster response – with the system able to build maps of an entirely unmapped region in a few days. Facebook’s AI can do the same in seconds. Mapping on the scale that its AI system has demonstrated would take decades for a human team of any size – and it is more data than people or their organisations are built to handle.

The power of AI

Facebook’s map-making AI is just one of probably thousands of narrow AIs – ones that are trained to focus on a single task – churning through human tasks around the planet right now, faster and on larger scales than we ever could. The CERN particle physics laboratory near Geneva, Switzerland, is using deep learning to find patterns in the mass of its collision data; pharmaceutical companies are using it to find new drug ideas in data sets that no human could plumb. Nvidia’s Alison Lowndes, who helps organisations build deep-learning systems, says she now works with everyone: governments, doctors, researchers, parents, retailers and even, mysteriously, meatpackers. What’s exciting is that all neural networks can scale like Facebook’s mapping AI. Have a narrow AI that can spot the signs of cancer in a scan? Good: if you have the data, you can now search for cancer in every human on Earth in a few hours. An AI that knows how to spot a crash in the markets? Great: it can watch all 20 of the world’s major stock exchanges at the same time, as well as the share prices of individual companies. The real power of narrow AI isn’t in what it can do, because its performance is almost never as good as that of a human would be. The maps that Facebook’s AI produces are nowhere near as good as those that come out of a company such as custom map developer Mapbox. But the smart systems being built in labs at Google, Facebook and Microsoft are powerful because they run on computers. What the future of human work looks like will be determined by whether it is better to do an average-quality job 50 million times a second or a human-quality job once every few minutes. Make no mistake, AI is here – and it’s real and powerful. But humans are still in total control. We’re just all about to get some extremely clever help.]]>
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