February 25, 2011

What Does the Future Entail? Project 2 Final Draft

Contemporary authors writing on today's internet revolution, both William Gibson and Tim Wu are notable for their ideas on the current and future progress of technological innovation and cyberspace. Yet while each has written several books on the topic, their visions of the future remain drastically different. This may be due to the generation gap between each author, or the twenty years between the publishing of their two most notable novels -- Neuromancer (1984) and The Master Switch (2010), respectively. Either way, however, it is apparent that Wu has a much better conceptualization of what the future world holds.

Though Gibson wrote Neuromancer out of pure ingenuity, the future he predicts is flawed. Describing a twisted world where humans and computers have become intertwined, Gibson pushed science fiction in a direction never before thought possible. In doing so, he managed to develop a world that, in few ways, remains similar to the one we live in today. For example, the 'jacking-in' that Gibson so often illustrates can be compared to society's immersion in technology, with one important difference - we know where to draw the line between human and cyborg. While we, figuratively speaking, bind to the high-tech devices around us, I believe that this is as far as society will take us into technological development. I believe that long before we even begin considering strapping nodes to our heads, the more cautious and concerned social elites will begin questioning the morality behind giving up our human qualities in order to get the latest technological advances. Sooner or later, the rest of the world will come around and see what they are actually doing, what they are giving up, all we can hope is that it will not be too late.

Strangely Gibson also includes references to drugs, which although fairly subtle, again point to a society that he predicts will be even more defined by its drug use. For instance, on multiple occasions, Case, along with several other side characters, can be seen using 'derms', small attachable patches infused with a potent cocktail of stimulants. Yet again, what makes Gibson so sure that this is what the future holds? Why does he believe that in just a few decades, we will all be a bunch of junkies looking for our next fix?

Also noteworthy of pointing out are the artificial intelligences Wintermute and Neuromancer. By including these two super computers, it is clear that William envisioned a future where society develops an artificial being with intelligence comparable, if not superior, to our own. Today however, while we do have AI's capable of carrying a basic conversation with a user, or playing against or with someone in a first-person shooter, they are nowhere near the advanced state of Wintermute and Neuromancer. Additionally, while Gibson asserts the domination of 'console cowboys' (experienced hackers) over 'zaibatsus' such as the mighty Tessier-Ashpool family, we see no such occurrence of the common man overpowering a large company in present life. In the real world, in fact, it is quite the opposite.

More interesting, however, is the comparison of Gibson's novel to Tim Wu's The Master Switch. In his book, Wu outlines the history and development of the telephone, radio, and several other devices that have become incredibly popular in today's society. Yet, while he does an excellent job outlining each technology's successes and failures, it is his claims that make his book so interesting. When outlining each piece of innovation, for example, Wu makes sure that he ties in his central idea, 'The cycle', to show how each one has developed from an idea, to a working piece of equipment, to a monopoly on the product. He then theorizes that in the future, each monopoly will reach a point where it will begin to control what its users are able to access in terms of information, which he fears will deliver an abrupt end to net neutrality. Take for example the mighty Bell Corporation before its breakup. According to Wu, “What made bell labs partially so successful was the fact that Bell, controlling an absolute, government guaranteed monopoly -- the telephone lines -- could raise enough money, and centralize it to direct it to what it considered the most important project” (Tim Wu on the Master Switch). By directing funding to where it wanted, Bell could control what items were given resources for development, and which were denied funding and ultimately suppressed. The best example is the household answering machine, which was developed by Bell, but kept under wraps until the public was introduced to captured German versions after World War II. Afterwards, Bell began marketing the answering machine, but why did Bell engage in such covert tactics pre-release? There is no clear answer to this question, yet it can be assumed that by maintaining a hold on what the public had access to, Bell strove to prevent the further development of items that had the potential to corrupt its monopoly.  Furthermore, Wu believes, and for obvious reason, that monopolies, like Bell, are only out to produce a profit and that "It is too much to ask of any corporate entity...to be the guardian of the general economic good" (Wu 195). Thus, Bell was acting in its best interest to maintain the monopoly it had, and produce maximum revenue. Furthermore, it can be ascertained that Wu believes monopolies can and will continue to exist long into the foreseeable future.

After comparing Gibson and Wu, it is clear that while both have several points of connection to the modern world, only Wu has an accurate prediction of what the future will bring. Wu understands that big business will continue to get bigger, following a life cycle mapped out by "the cycle," disregarding the individuals it serves. Yet, if Wu's future does hold true, are we looking at a world where monopolies will continue to exploit the individual?

Sources Cited:
  • Gibson, William. Neuromancer. New York: Ace, 1984. Print.
  • Tim Wu on the Master Switch. Perf. Tim Wu. Youtube. 12 Jan. 2011. Web. 13 Feb. 2011. <http://www.youtube.com/watch?v=LVZLl4EKQis>.
  • Wu, Tim. The Master Switch: the Rise and Fall of Information Empires. New York: Alfred A. Knopf, 2010. Print.

    February 23, 2011

    What brings us back to the screen?

    By GAME.co.uk
    Selling more than 3.3 million copies within the first 24 hours, Blizzard Entertainment's most recent expansion, World of Warcraft: Cataclysm, jumped into the gaming market, and became the fastest-selling PC game to date (WORLD OF WARCRAFT...). With a constantly expanding user base of more than 12 million players worldwide, WOW is undoubtedly one of the more, if not most, popular computer game series in the world (World of Warcraft...). What this shows, however, is that for most, what used to just be a simple pass time, has now become an unquenchable addiction to an alternate reality. So what compels so many to play these massively multiplayer online role playing games (MMORPG)? What keeps the over 50 million dedicated players coming back (Second Skin)?

    Those two questions are easier asked than answered, because in reality it really all depends on the type of gamer. For starters, there may be some at low end jobs who are looking for ways to empower themselves, and online gaming is their solution. They feel that they can choose who they want to be, and what they want to look like, without anyone there to judge them. So, they log on several times a week to roam the virtual world, showing off their avatars -- idealistic images of themselves.

    Or, a little less common than the empowering gamer, there are some looking to make a basic living off of long hours spent in front of the computer screen. Much like Julian Dibbell does in his book Play Money, some hardcore gamers will collect gold pieces (or another type of in-game currency), rare artifacts, homes, and so on, sell them on eBay, and make a quick profit, all from the comfort of their living room chair. That sounds a lot better than a typical nine-to-five, doesn't it? Yet, while it sounds easy, stories of gamers who make as much as a businessman aren't too common; the profit margins on some items are minuscule, if not nonexistent. So, in order to make the best of it, working gamers play for days on end in some cases, all so they can continue to pay the rent and keep food on the table.

    This last group is the one that most people, including myself and probably many of you, fit into. We are the gamers who play solely for the entertainment, and while we don't play often -- maybe once or twice a week -- we get a lot of fun and new friends out of it. In fact, while the typical stereotype of gamers today depicts us as lonely couch potatoes that sit in front of a TV or computer screen, what many forget is that while we are there playing, there are others beside us in the virtual world, playing the exact same thing. So, in a way, playing Call of Duty creates a social scene ten times bigger than any other you could ever encounter on a small college campus.

    So, while there are many types of gamers, they each have their own reasons for being drawn back to the game, whether it is to get their minds off of the real world, empower themselves, make money, or even meet new people. Yet, this brings me to one final question: If the world continues to shift towards online gaming, and people continue to devote increasing amounts of time in virtual worlds, where is the line drawn between the pass time gamer and agoraphobic addict?

    Works Cited:
    • Dibbell, Julian. Play Money. New York: Basic, 2006. Print.
    • GAME.co.uk. World of Warcraft: Cataclysm for PC. Digital image. Flickr. Yahoo Inc., 18 Aug. 2010. Web. 22 Feb. 2011. <http://www.flickr.com/photos/game_online/5240939484/>.
    • Second Skin. Dir. Juan C. Pineiro-Escoriaza. Prod. Peter S. Brauer and Victor Pineiro-Escoriaza. By Victor Pineiro-Escoriaza. Warner Music Inc., 2008. YouTube. Pure West Films, 13 Sept. 2010. Web. 22 Feb. 2011. <http://www.youtube.com/watch?v=HpYkPZC89dc>.
    • "WORLD OF WARCRAFT®: CATACLYSM™ SHATTERS PC-GAME SALES RECORD." Blizzard Entertainment. Blizzard Entertainment, 13 Dec. 2010. Web. 22 Feb. 2011. <http://us.blizzard.com/en-us/company/press/pressreleases.html?101213>.
    • "World of Warcraft Cataclysm Takes PC Sales Crown." BBC News. BBC News, 14 Dec. 2010. Web. 22 Feb. 2011. <http://www.bbc.co.uk/news/technology-11991041>.

    February 16, 2011

    They're Smarter Than You Think

    Using some much deserved free time last week, I looked through Facebook, watched a couple short videos on Hulu, and read the headlines off of MSN. Then, about twenty minutes into my surfing joy ride, I got a message from a good friend telling me to search a site called Cleverbot. Curious, I typed in the URL, and the page popped into view. Having not the slightest idea what Cleverbot was, I looked around and quickly noticed that towards the bottom of the Cleverbot webpage, two comedic warnings were posted: "Cleverbot learns from real people...use with discretion" and "Visitors never talk to a human, however convincing it is - the AI knows many topics - use ONLY WITH OVERSIGHT." Chuckling to myself, I concluded that the site was devoted to providing a simple, text-based interface between humans and a computer, so I typed a simple "what's up?" in the Google-style text box. The response and following conversation were, to my surprise, very much human.

    Taken from Cleverbot.com; my words are shown in black, while Celverbot's are in blue 
    After having several extensive conversations with the AI, I noticed that it had a noticeable slip up every once in a while (incoherent sentences or an illegitimate answer to my questions), but for the most part the computer's thoughts were well put together. I can't even begin to explain how impressed I am with this technology; it's amazing to think that here we are with computers that can already recognize a question proposed by the user, and provide a reasonable answer within a few moments.

    Afterwards, I began to wonder just how smart this AI is in comparison to others like it. Scrolling down, I noticed a little side note underneath the conversation feed, reading "Cleverbot wins Machine Intelligence Competition 2010." To follow up on this, I decided to do a little research of my own. Similar to the infamous Turing Test mentioned in both Neuromancer and our newest book Play Money, The Machine Intelligence Competition is held annually, and allows for five teams and their artificial intelligences to compete in front of a panel of judges. The panel  will then award a prize to whichever team demonstrates the most "'progress towards an intelligent machine.'" Thus, while the Machine Intelligence Competition does not determine whether an AI can fool humans into thinking that it is another human (like the Turing Test), it does show that we have come a significant distance in the development of artificial intelligence. How far with this technology go? What will happen when computers become smarter than humans? To end with a cliché, only the future holds the answer.

    Work Cited:
    • Carpenter, Rollo, JabberWacky, and Icogno Existor. "Cleverbot." Cleverbot. Rollo Carpenter, 2010. Web. 16 Feb. 2011. <www.cleverbot.com>.

    February 14, 2011

    What Does the Future Entail? Project 2 Rough Draft

    Contemporary writers on today's internet revolution, both William Gibson and Tim Wu are notable for their ideas on the current and future development of technological innovation and cyberspace. Yet while each has written several books on the topic, their visions of the future remain drastically different. This may in part be due to the generation gap between each authors' birth, and the twenty years between the publishing of their two most notable novels -- Neuromancer and The Master Switch, respectively. Either way, it is apparent that Wu and Gibson believe in two different futures, ultimately leading us to question 'who, if either, is accurate in their predictions?'

    Written before the advent of the public internet, Gibson wrote Neuromancer out of pure genius alone. Describing a twisted world where humans and computers have become intertwined, Gibson pushed science fiction in a direction never before thought possible. Yet in doing so, he managed to develop a world that, in a few ways, remains similar to the one we live in today. For example, the 'jacking-in' that William so often illustrates can be compared to society's immersion in technology -- cell phones in particular -- where we, figuratively speaking, bind to the high-tech devices around us. So adapt have today's youth become to the modern cell phone's capabilities, that many use them with the expertise of a skilled multi-tasker, even when driving seventy miles per hour down the highway. Also noteworthy for comparison are Gibson's inclusion of drug references, which although fairly subtle, again point to a society that he predicts will be even more defined by its drug use. For instance, on multiple occasions, Case, along with several other side characters, can be seen using 'derms', small attachable patches infused with a potent cocktail of stimulants. While it seems strange that an author would include such explicit references, it does add some personality to the characters, making them seem more human. On the contrary, aside from these two references, the majority of Neuromancer focuses on ideas and events that have yet to occur. Thus, while these examples show that Gibson was on the right track when writing his novel, he did not drive far enough with some of his assertions, and fell short with some of his futuristic predictions.

    Take for example the artificial intelligences portrayed: Wintermute and Neuromancer. By including these two super computers, it is clear that William envisioned a future where society will have developed an artificial being with intelligence comparable, if not superior, to our own. Today however, while we do have AI's capable of carrying a basic conversation with a user, or playing against or with someone in a first-person shooter, they are nowhere near the advanced state of Wintermute and Neuromancer, as Gibson portrays. Additionally, while Gibson asserts the domination of 'console cowboys' (experienced hackers) over 'zaibatsus' such as the mighty Tessier-Ashpool family, we see no such occurrence of the common man overpowering a large company in present life.

    More interesting, however, is the comparison of Gibson's novel to Tim Wu's The Master Switch. In his book, Wu outlines the history and development of the telephone, radio, and several other devices that have become incredibly popular in today's society. Yet, while he does an excellent job outlining each technology's successes and failures, it is his claims that make his book so interesting. When outlining each piece of innovation, for example, Wu makes sure that he ties in his central idea, 'The cycle', to show how each one has developed from an idea, to a working piece of equipment, to a monopoly on the product. He then theorizes that in the future, each monopoly will reach a point where it will begin to control what its users are able to access in terms of information, which he fears will deliver an abrupt end to net neutrality. Take for example the mighty Bell Corporation before its breakup. According to Wu, “What made bell labs partially so successful was the fact that Bell, controlling an absolute, government guaranteed monopoly -- the telephone lines -- could raise enough money, and centralize it to direct it to what it considered the most important project” (Tim Wu on the Master Switch). By directing funding to where it wanted, Bell could control what items were given resources for development, and which were denied funding and ultimately suppressed. The best example is the household answering machine, which was developed by Bell, but kept under wraps until the public was introduced to captured German versions after World War II. Afterwards, Bell began marketing the answering machine, but before the release of the German versions, why did Bell engage in such covert tactics? There is no clear answer to this question, yet it can be assumed that by maintaining a hold on what the public had access to, Bell strove to prevent the further development of items that had the potential to corrupt its monopoly.  Furthermore, Wu believes, and for obvious reason, that monopolies, like Bell, are only out produce a profit and that "It is too much to ask of any corporate entity -- pace Theodore Vail -- to be the guardian of the general economic good" (Wu 195). Thus, Bell was acting in its best interest to maintain the monopoly it had, and produce maximum revenue. Furthermore, it can be ascertained that Wu believes monopolies can and will continue to exist long into the foreseeable future.

    After comparing Gibson and Wu, it is clear that while both have several points of connection to the modern world, only Wu provides an accurate depiction of what the future will and has brought. On the contrary, while Gibson's model has thus far proven to be incorrect, it can be used as a model to show the consequences of a world where we are no longer 'human,' but a combination of flesh and silicon.

    Sources Cited:

    • Gibson, William. Neuromancer. New York: Ace, 1984. Print.
    • Tim Wu on the Master Switch. Perf. Tim Wu. Youtube. 12 Jan. 2011. Web. 13 Feb. 2011. <http://www.youtube.com/watch?v=LVZLl4EKQis>.
    • Wu, Tim. The Master Switch: the Rise and Fall of Information Empires. New York: Alfred A. Knopf, 2010. Print.



    February 08, 2011

    How much Facebook is too much?

    The TV is off and my music is paused, but one thing still remains open -- Facebook. I'll admit that I am somewhat of a Facebook junkie; for most of the day it occupies a browser tab in Chrome, so that whenever I feel in need of a break from studying, I can easily flip down the list of status updates and see what all of my friends are up to. Most of you reading this would agree to have a habit similar to mine, where you spend at least a few minutes every hour scrolling through social networking sites. What slips our minds, however, is the amount of time we devote to the task. Say you take five minutes, six times a day to skim through the News Feed -- roughly 30 minutes a day. That doesn't seem like a lot of time, does is it? Well if we do a quick calculation, that's 182 hours a year spent looking at others' profiles, usually only to find that the pizza they had last night for dinner was really good (seriously, is that the best status people can come up with?). Shockingly, I have a similar amount of time built around my Facebook usage. Today, for example, I used the social site to chat with my chemistry lab partner and to look through some pictures, in addition to checking up on some of my high school friends. That totals roughly forty-five minutes in itself. Sadly, those forty-five minutes could have been used to study for some upcoming tests.

    So, if we spend so much time on sites like Facebook, Twitter, and LinkedIn, why haven't we developed something more interactive, like Gibson's "consensual hallucination?" Well, while we do have things comparable to Gibson's matrix --Second Life and the Sims -- progress towards a point where operators will be able to "jack in" has remained quite slow. The reason may be attributed to our negative attitude toward giving up our human senses for artificial stimuli sent to us through nodes on our heads. As discussed in class, once we integrate with computers, many fear we will no longer be "human."

    Taken from the public domain. Photo by: ExplainThatStuff
    It is possible that such a virtual reality will become possible. And once it does, social networking sites may be obsolete, alongside face-to-face conversations, which even today are being pushed down by internet chatting and telephone conversations. Furthermore, the time users spend inside the alternate reality will surely dwarf the usage of Facebook today, meaning that two or three generations from now, the people on Earth will more than likely have little to any social skills, and a problem dealing with reality. So, if this matrix is created, how will society deal with human and computer integration, and will the matrix become the new Facebook?

    Work Cited:
    • Explainthatstuff. Ethernet Networking Cable. Digital image. Flickr. Yahoo Inc., 14 July 2008. Web. 8 Feb. 2011. <http://www.flickr.com/photos/explainthatstuff/3752750492/>.

    February 02, 2011

    "Would you like to play a game?"

    Having almost finished William Gibson's Neuromancer, I must say that the style of writing used is very complex and requires a lot of re-reading to catch all of the little details. Yet, while it is not my favorite book, Gibson does an excellent job of predicting the evolution of artificial intelligence-years before the internet was commercially available. Thus far, we know that Case was an excellent data "cowboy" (or hacker), until he double crossed his last employer. As punishment, Case was injected with a myotoxin that destroyed his nervous system, and was left to die in the streets. Yet, a man known as Armitage is willing to reverse the damage, in exchange for helping him on one last mission.

    Throughout most of the book, the mission's main objective is kept secret, yet Armitage and the other two members of the team, Molly and Riviera, hint that it involves two artificial intelligences: Wintermute and its counterpart Neuromancer. Designed by the Tessier-Ashpool family, Wintermute and Neuromancer were supposed to constitute a single AI. Under Turing law, however, they were split into separate entities to prevent the super computer from becoming too powerful. Desiring re-union with its counterpart, Wintermute attempts to contact Case while in the airport by calling a nearby pay phone. When Case picks up, Wintermute says "It's time we talk," and Case abruptly hangs-up, obviously in shock (Gibson 98); on his way back through the terminal to meet with Molly, each phone rang in succession.

    After reading that short passage, the hair on the back of my neck immediately stood up. It is surreal, and even a little bit creepy to think that a super computer knew where Case was in the airport, and how to get a hold of him. On a side note, it also reminded me of the super computer WOPR from the 1983 hit War Games, where the main character, David Lightman, is constantly called by WOPR who solicits "would you like to play a game?" In both stories, the AI is obviously flaunting its intellectual capacity.

    Whether or not Case responds to Wintermute is yet to be seen, but their confrontation is surely inevitable. Over the weekend I hope to finish Neuromancer so that I can post the critical information to my blog. But, with the Super Bowl on Sunday, my schedule might be a little bit crunched. GO PACKERS!

    Works Cited:
    • Gibson, William. Neuromancer. New York: Ace, 1984. Print.
    • War Games. Dir. John Badham. Perf. Matthew Broderick, Ally Sheedy, John Wood. Metro-Goldwyn-Mayer, Sherwood, The Leonard Goldberg Company, United Artists, 1983.YouTube. Andiback, 28 May 2007. Web. 2 Feb. 2011. <http://www.youtube.com/watch?v=RLJ3zcdPtl8>.