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<channel>
	<title>Quiet Babylon &#187; cybernetics</title>
	<atom:link href="http://quietbabylon.com/category/cyborgs-architects/cybernetics/feed/" rel="self" type="application/rss+xml" />
	<link>http://quietbabylon.com</link>
	<description>Cyborgs, architects and our weird broken future.</description>
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			<item>
		<title>The Plants that Get Loved Get to Live</title>
		<link>http://quietbabylon.com/2010/the-plants-that-get-loved-get-to-live/</link>
		<comments>http://quietbabylon.com/2010/the-plants-that-get-loved-get-to-live/#comments</comments>
		<pubDate>Fri, 28 May 2010 00:04:14 +0000</pubDate>
		<dc:creator>Tim Maly</dc:creator>
				<category><![CDATA[architecture]]></category>
		<category><![CDATA[cybernetics]]></category>
		<category><![CDATA[proposal]]></category>

		<guid isPermaLink="false">http://quietbabylon.com/?p=1848</guid>
		<description><![CDATA[Project Proposal
A courtyard is equipped with plant beds, planters and all sorts of spaces for greenery. It is also wired with automated systems for maintaining and changing the environment and a variety of sensors that can detect both the health of the plants and the presence of people.
This is all tied together in a robotic [...]]]></description>
			<content:encoded><![CDATA[<h2>Project Proposal</h2>
<p>A courtyard is equipped with plant beds, planters and all sorts of spaces for greenery. It is also wired with automated systems for maintaining and changing the environment and a variety of sensors that can detect both the health of the plants and the presence of people.</p>
<p>This is all tied together in a robotic gardening system that both tracks which plant beds people stop near and cares for them based on the attention given. The ugly plants are allowed to die, to then be replaced by other plants. Over time, a semi-darwinian process results in the most evenly pleasing garden.</p>
<p>These allows for an objective community-driven decision making system that ensures that everyone has a vote and that the stakeholders who use the garden most get the most say in the final layout. It also allows for a crowd-sourced tinkerer-approach to selecting the best plants for a landscape. Lastly, it allows for an garden that shifts contents as time shifts the tastes and character of the users of the space.</p>
<h2>Prior Art</h2>
<ul>
<li><a href="http://www.wired.com/wiredscience/2009/10/precisionfarming/all/1">Precision farming</a></li>
<li><a href="http://blog.makezine.com/archive/2009/04/robot_gardening.html?CMP=OTC-0D6B48984890">Robot gardeners</a></li>
<li><a href="http://www.home-herb-garden.com/talkplants.html">Talking to your plants</a></li>
<li><a href="http://www.timsimpson.com/naturaldeselection">Natural deselection</a></li>
<li><a href="http://www.botanicalls.com/">Botanicalls</a></li>
</ul>
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		<title>Implants. Virii. Walking Botnets.</title>
		<link>http://quietbabylon.com/2010/implants-virii-walking-botnets/</link>
		<comments>http://quietbabylon.com/2010/implants-virii-walking-botnets/#comments</comments>
		<pubDate>Wed, 26 May 2010 20:43:56 +0000</pubDate>
		<dc:creator>Tim Maly</dc:creator>
				<category><![CDATA[context]]></category>
		<category><![CDATA[criticism]]></category>
		<category><![CDATA[cybernetics]]></category>
		<category><![CDATA[speculation]]></category>

		<guid isPermaLink="false">http://quietbabylon.com/?p=1831</guid>
		<description><![CDATA[I&#8217;ve had a couple of great conversations today deriving from the BBC&#8217;s sensationalist First human &#8216;infected with computer virus&#8217; headline.
 photo credit: tozzer
Tabloid Science
Why do I say sensationalist? Adam Rothstein of the Interdome explains it best.
William Gibson used the term &#8220;Tabloid Science&#8221; the other day on Twitter, and this couldn&#8217;t be a better example (unless [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve had a couple of great conversations today deriving from the BBC&#8217;s sensationalist <em><a href="http://news.bbc.co.uk/2/hi/technology/10158517.stm">First human &#8216;infected with computer virus&#8217;</a></em> headline.</p>
<p><a href="http://www.flickr.com/photos/72288264@N00/19901524/" title="" target="_blank"><img src="http://farm1.static.flickr.com/14/19901524_554538db20.jpg" alt="" border="0" /></a><br /><small><a href="http://creativecommons.org/licenses/by-nc-nd/2.0/" title="Attribution-NonCommercial-NoDerivs License" target="_blank"><img src="http://quietbabylon.com/wp-content/plugins/photo-dropper/images/cc.png" alt="Creative Commons License" border="0" width="16" height="16" align="absmiddle" /></a> <a href="http://www.photodropper.com/photos/" target="_blank">photo</a> credit: <a href="http://www.flickr.com/photos/72288264@N00/19901524/" title="tozzer" target="_blank">tozzer</a></small></p>
<h2>Tabloid Science</h2>
<p>Why do I say sensationalist? Adam Rothstein of <a href="http://interdome.blogspot.com/">the Interdome</a> explains it best.</p>
<blockquote><p>William Gibson used the term &#8220;Tabloid Science&#8221; the other day on Twitter, and this couldn&#8217;t be a better example (unless it also threatened to increase global warming, discover aliens, and involved robots becoming self-aware).</p>
<p>This story is, as I understand it, about a guy who figured out how to transmit a computer virus using RFID. And yet, we have this all-star headline, reposted everywhere from the BBC to Slashdot. It&#8217;s reminiscent of the back pages of popular science magazines (&#8220;enslave ants to grow all your woman-attractive pheromones, now only $2.99!&#8221;) except this is now science reporting, on the Internet: a domain supposedly rational and free of all that &#8220;headline&#8221; crap.</p></blockquote>
<p><cite>Adam Rothstein, private correspondence</cite></p>
<p>From the perspective of the systems being compromised, there is no difference between an RFID attacker that&#8217;s moving around the world inside someone&#8217;s skin or on top of it. There&#8217;s no benefit to doing the implant part of the procedure except that it gets you headlines. Which, I guess, is a pretty big benefit.</p>
<p>There&#8217;s something hilariously hair-splitting about how a variation in placement of just a few millimeters &#8211; fundamentally cosmetic &#8211; makes all the difference in coverage. Malware RFID has been around for years. Here&#8217;s the BBC <a href="http://news.bbc.co.uk/2/hi/technology/4810576.stm">covering it in 2006</a>.</p>
<p>We might be better off conceiving of Dr Gasson&#8217;s move as a sort of performance art intervention in the mediasphere.</p>
<h2>Under my skin</h2>
<p>The tone of coverage speaks directly to the conception of the self. Because the chip is under his skin, the BBC calls it a human infected with a computer virus (though couched in scare quotes) rather than a human wearing a device infected with a computer virus. Slashdot <a href="http://idle.slashdot.org/story/10/05/26/1214214/Scientist-Infects-Self-With-Computer-Virus">goes further</a>.</p>
<p>Why? I have a much deeper and more integrated relationship with my smartphone than Gasson has with a chip that stays in his body for a few days. It&#8217;s like saying that someone with cheap earrings is the first human to rust.</p>
<p>Indeed, the chip as worn by Gasson is substantially less useful than if he&#8217;d just stuffed it in his pocket (aside from the &#8220;getting media coverage&#8221; utility, which we must not dismiss). For one thing, the one in his pocket can be thrown down the sewer when security notices him.</p>
<p>It reminds me of the perennial prediction that <a href="http://politech.wordpress.com/2006/10/06/are-you-ready-for-a-cell-phone-implant/">cellphone implants are imminent</a>. No they aren&#8217;t. Cellphone contracts last 2-3 years and new phones come out even more frequently. Say what you will about the stuff that&#8217;s carried on you instead of in you, but at least it&#8217;s modular.</p>
<p>For it to be worth accepting implants, they have to offer significant benefits that carry-able items don&#8217;t. Medical prosthetics are one obvious category of this kind of thing (though even most of these are things that you wear). Devices or interfaces that give you <a href="http://www.wired.com/gadgets/mods/news/2006/06/71087">new senses</a> might be another.</p>
<p>Kevin Warwick&#8217;s <a href="http://www.kevinwarwick.com/Cyborg2.htm">Project Cyborg 2.0</a> is relevant here. Implants connected to his nerves allowed him to control a robot arm remotely and to exchange sensations with his wife wirelessly through a rig she also had implanted.</p>
<h2>Further intervention</h2>
<p>Moving away from hard realities of the current achievement, let&#8217;s take for granted for a moment that there will be abilities and senses worth having surgery for. Let&#8217;s allow for people with networked nervous systems, reaching far out beyond themselves to a whole host of new conveniences for the modern consumer. I&#8217;m thinking about flexible ego boundaries and an artist who replicates Marina Abramović&#8217;s <a href="http://en.wikipedia.org/wiki/Marina_Abramović#Rhythm_0.2C_1974">Rhythm 0, 1974</a> for the cyborg era.</p>
<p>In Rhythm 0, 2014 (2024?) the artist turns off her firewalls and publishes her personal IP and secret key. She is almost immediately compromised by the sea of ambient malware that&#8217;s just part of the background Internet. The participant/audience of the performance swoop in and begin a battle to take over and clean her system, while others attempt to reroute it for themselves.</p>
<p>The artist&#8217;s body goes haywire. She sometimes shouts the names of consumer pharmaceuticals along with other gibberish. She begins to develop a fever as all of her microcontrollers run at full tilt, generating dangerous amounts of heat. After an hour, her assistant intervenes. Her firmware must be wiped and restored. A great debate erupts in the art world about whether this is a success or a failure of the piece.</p>
<p>The debate is part of the performance.</p>
<p>I leave you with these words from <a href="http://simonbostock.me/">Simon Bostock</a> who pointed me to the BBC article in the first place.</p>
<blockquote><p>I&#8217;m pretty sure the best depiction of flexible ego boundaries I&#8217;ve read is Vernor Vinge&#8217;s <em>A Deepness in the Sky</em>, which, if you can get over the fact it&#8217;s a space opera about pirates using enforced-autism as a method of slavery and a war between a race of giant spiders, shows how we&#8217;ll probably accrete layers of tech and cyborg accoutrements until we all become reefs.</p>
<p>If we&#8217;re going to manage our future selves we&#8217;ll all have to get a grasp on what topology means.</p></blockquote>
<p><cite>Simon Bostock, private correpondence</cite></p>
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		<title>Things a City Can Do to You</title>
		<link>http://quietbabylon.com/2010/things-a-city-can-do-to-you/</link>
		<comments>http://quietbabylon.com/2010/things-a-city-can-do-to-you/#comments</comments>
		<pubDate>Fri, 21 May 2010 13:39:58 +0000</pubDate>
		<dc:creator>Tim Maly</dc:creator>
				<category><![CDATA[collapse]]></category>
		<category><![CDATA[cybernetics]]></category>

		<guid isPermaLink="false">http://quietbabylon.com/?p=1808</guid>
		<description><![CDATA[In an article called simply Bracing for the World the National Post has assembled tips for the soon to be beleaguered residents of downtown Toronto, as we prepare for the G20 summit.
Suggestions include having 72-168 hours worth of food supplies, putting nicely painted plywood over windows, not wearing ties (really), avoiding hospital visits, and being [...]]]></description>
			<content:encoded><![CDATA[<p>In an article called simply <a href="http://www.nationalpost.com/news/canada/toronto/story.html?id=3049609&#038;p=all">Bracing for the World</a> the National Post has assembled tips for the soon to be beleaguered residents of downtown Toronto, as we prepare for the <a href="http://g20.gc.ca/home/">G20 summit</a>.</p>
<p>Suggestions include having 72-168 hours worth of food supplies, putting nicely painted plywood over windows, not wearing ties (really), avoiding hospital visits, and being wary of hacktivists. All told, these scenarios would work as a nice backdrop for a <a href="http://www.youtube.com/watch?v=5yaXPx6xWEQz">Strange Days</a>-esque thriller.</p>
<p>I&#8217;m fascinated with this because it reads like a guide for preparing to withstand a hurricane&#8217;s landfall. The G20 becomes an Act of God, the anticipated disruptions caused not by any particular group&#8217;s actions but by the weird convergence of political and economic turbulence and pressure zones. Through the eyes of the article, the motivations of the actors are abstracted out. I keep thinking of traffic engineers who find it more effective to conceive of masses of commuters as a fluid.</p>
<p>There will be a conference, there will be protests, be sure to dress casually and don&#8217;t count on regular train service. Pack an umbrella and mind the tear gas in the afternoon.</p>
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		<title>Trails of Light and Shadow</title>
		<link>http://quietbabylon.com/2010/trails-of-light-and-shadow/</link>
		<comments>http://quietbabylon.com/2010/trails-of-light-and-shadow/#comments</comments>
		<pubDate>Wed, 19 May 2010 12:15:15 +0000</pubDate>
		<dc:creator>Tim Maly</dc:creator>
				<category><![CDATA[architecture]]></category>
		<category><![CDATA[cybernetics]]></category>

		<guid isPermaLink="false">http://quietbabylon.com/?p=1783</guid>
		<description><![CDATA[A few months ago, I saw David Benjamin of The Living give a lecture.
One of the projects covered was Amphibious Architecture, an installation of buoys in the East River with environmental sensors and LEDs that communicated the data the sensors were receiving. (Water quality, etc.)
 photo credit: somethingstartedcrazy
The coolest piece of the project was the [...]]]></description>
			<content:encoded><![CDATA[<p>A few months ago, I saw David Benjamin of <a href="http://www.thelivingnewyork.com/">The Living</a> give a lecture.</p>
<p>One of the projects covered was <a href="http://www.thelivingnewyork.com/amphibiousarchitecture.htm">Amphibious Architecture</a>, an installation of buoys in the East River with environmental sensors and LEDs that communicated the data the sensors were receiving. (Water quality, etc.)</p>
<p><a href="http://www.flickr.com/photos/10049583@N08/3014117523/" title="where's horrors?" target="_blank"><img src="http://farm4.static.flickr.com/3232/3014117523_8d83ac8650.jpg" alt="where's horrors?" border="0" /></a><br /><small><a href="http://creativecommons.org/licenses/by-nc-sa/2.0/" title="Attribution-NonCommercial-ShareAlike License" target="_blank"><img src="http://quietbabylon.com/wp-content/plugins/photo-dropper/images/cc.png" alt="Creative Commons License" border="0" width="16" height="16" align="absmiddle" /></a> <a href="http://www.photodropper.com/photos/" target="_blank">photo</a> credit: <a href="http://www.flickr.com/photos/10049583@N08/3014117523/" title="somethingstartedcrazy" target="_blank">somethingstartedcrazy</a></small></p>
<p>The coolest piece of the project was the motion sensors that detected fish as they swam by. As they passed through the matrix of buoys, their path was made visible above the surface by lights blinking out and back on. The public loved this element, Benjamin reported. Most people assumed that the river was so polluted that there weren&#8217;t any fish left at all. The visible indication of their presence changed residents&#8217; attitudes toward the water.</p>
<p>In Toulouse, they also have a network of lights attached to sensors These are street lamps, erected as part of <a href="http://www.guardian.co.uk/world/2009/oct/26/toulouse-heat-sensitive-lampposts">a trial for saving energy</a>. By default, the streetlights are dimmed. Each one has a heat sensor which monitor the area. If it detects someone, the light brightens.</p>
<p>Imagine Toulose seen from above in real time, the path of its residents traced out by pulses of light. Some areas glow constantly, marking areas of vibrant nightlife. Other areas are calm, with the occasional single ripple of a lone traveller hurrying home down a darkened street. Imagine a map of Toulouse with corresponding LEDs, brightening and dimming in sync with their matching post.</p>
<p>Imagine the cinematic possibilities. A spy thriller in Toulouse. Our hero&#8217;s contact has been made and he is fleeing from the enemy. Everywhere he goes, his path is lit. Meanwhile, his assailants proceed methodically, their advance heralded by a glow that seems suffused with dread. Crane shots of the contact&#8217;s frantic path through a town square, the converging lights of the hit squad.  Out of the darkness, our hero strikes. One by one the assailants are picked off without our hero&#8217;s path being lit. How? Dramatically, she opens her trenchcoat, revealing a skin-tight, black, heat suit.</p>
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		<title>Cybermilitia</title>
		<link>http://quietbabylon.com/2010/cybermilitia/</link>
		<comments>http://quietbabylon.com/2010/cybermilitia/#comments</comments>
		<pubDate>Wed, 12 May 2010 21:08:00 +0000</pubDate>
		<dc:creator>Tim Maly</dc:creator>
				<category><![CDATA[cybernetics]]></category>
		<category><![CDATA[fiction]]></category>
		<category><![CDATA[infrastructure]]></category>

		<guid isPermaLink="false">http://quietbabylon.com/?p=1764</guid>
		<description><![CDATA[Are there any botnets that come from either public or private sectors?
&#8220;This is our public-sector botnet.&#8221; Boy, I&#8217;d like to see one of those.
Bruce Sterling in More Cyberwar Semantics at Beyond the Beyond
 photo credit: Beverly &#038; Pack
After years of rumoured increases in the number and sophistication of attacks on the nation&#8217;s public and private [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>Are there any botnets that come from either public or private sectors?<br />
&#8220;This is our public-sector botnet.&#8221; Boy, I&#8217;d like to see one of those.</p></blockquote>
<p><cite>Bruce Sterling in <em><a href="http://www.wired.com/beyond_the_beyond/2010/05/more-cyberwar-semantics/">More Cyberwar Semantics</a></em> at Beyond the Beyond</cite></p>
<p><a href="http://www.flickr.com/photos/10101046@N06/3395150443/" title="Patriotic Kaleidoscope American Flag, Old Glory, The Red White &#038; Blue in Fractalius Art, Stars &#038; Stripes" target="_blank"><img src="http://farm4.static.flickr.com/3593/3395150443_0e1675299d.jpg" alt="Patriotic Kaleidoscope American Flag, Old Glory, The Red White &#038; Blue in Fractalius Art, Stars &#038; Stripes" border="0" /></a><br /><small><a href="http://creativecommons.org/licenses/by/2.0/" title="Attribution License" target="_blank"><img src="http://quietbabylon.com/wp-content/plugins/photo-dropper/images/cc.png" alt="Creative Commons License" border="0" width="16" height="16" align="absmiddle" /></a> <a href="http://www.photodropper.com/photos/" target="_blank">photo</a> credit: <a href="http://www.flickr.com/photos/10101046@N06/3395150443/" title="Beverly &#038; Pack" target="_blank">Beverly &#038; Pack</a></small></p>
<p>After years of rumoured increases in the number and sophistication of attacks on the nation&#8217;s public and private networked infrastructure, groups claiming to be from North Korea declare all out cyberwar. The U.S. government realizes that it needs its own, bigger, botnet to strike back. Rather than risk secure military computers, to say nothing of the hardware procurement and deployment time, the innovative Cyber Home Defence Initiative is announced.</p>
<p>Combining elements of <a href="http://en.wikipedia.org/wiki/Conficker">Conficker</a>, <a href="http://folding.stanford.edu/">Folding@Home</a>, and old fashioned American wartime <a href="http://stories.mnhs.org/stories/mgg/resources/artifact.do?shortName=do_part">patriotic spirit</a>, the CHDI allows allows ordinary citizens to do their part by dedicating spare cycles and bandwidth to protecting the networked home front and striking back at America&#8217;s enemies. A quick download and completely automatic installation makes contributing to the defence effort as easy as leaving you computer on and online when it&#8217;s not in use.</p>
<p>Whichever political party isn&#8217;t in power decries the CHDI as yet another infringement on American liberties, a governmental land grab, and a violation of privacy in hearth and home. The other side leverages their extensive social networking capabilities to build support for, and sign-ups to, the initiative. Department of Defence officials decline to comment on rumours that Blackwater&#8217;s cyber security division is renting time on the Nucrypt botnet. </p>
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		<title>Points for Everything!</title>
		<link>http://quietbabylon.com/2010/points-for-everything/</link>
		<comments>http://quietbabylon.com/2010/points-for-everything/#comments</comments>
		<pubDate>Tue, 13 Apr 2010 02:35:02 +0000</pubDate>
		<dc:creator>Tim Maly</dc:creator>
				<category><![CDATA[criticism]]></category>
		<category><![CDATA[cybernetics]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[game design]]></category>

		<guid isPermaLink="false">http://quietbabylon.com/?p=1735</guid>
		<description><![CDATA[Over the weekend, I finally watched Jesse Schell&#8217;s DICE 2010 presentation: &#8220;Design Outside the Box&#8220;. I&#8217;m told that it was a huge hit at SxSW. I&#8217;ve embedded it below.

It&#8217;s 30 minutes long, entertaining, and worth watching but in case you are pressed for time, here&#8217;s a summary:

Ultra-casual games like FarmVille, Webkinz, Mafia Wars and Club [...]]]></description>
			<content:encoded><![CDATA[<p>Over the weekend, I finally watched Jesse Schell&#8217;s DICE 2010 presentation: &#8220;<a href="http://g4tv.com/videos/44277/dice-2010-design-outside-the-box-presentation/">Design Outside the Box</a>&#8220;. I&#8217;m told that it was a huge hit at SxSW. I&#8217;ve embedded it below.</p>
<p><object classId="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="480" height="418" id="VideoPlayerLg44277"><param name="movie" value="http://g4tv.com/lv3/44277" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://g4tv.com/lv3/44277" type="application/x-shockwave-flash" name="VideoPlayer" width="480" height="382" allowScriptAccess="always" allowFullScreen="true" /></object></p>
<p>It&#8217;s 30 minutes long, entertaining, and worth watching but in case you are pressed for time, here&#8217;s a summary:</p>
<ul>
<li>Ultra-casual games like FarmVille, Webkinz, Mafia Wars and Club Penguin took the industry by surprise and are making enormous amounts of money.</li>
<li>Brian Reynolds should make a slot machine where if you win you get real money and if you lose, you get FarmVille money.</li>
<li>People are starved for authenticity and links with the real world.</li>
<li>Foursquare and other mobile apps seems like the next big thing.</li>
<li>Sensors are becoming cheaper and cheaper and are heading towards ubiquity. (Spimes!)</li>
<li>You think point programs and loyalty cards are a thing now? Wait until game designers get their hands on this stuff.</li>
<li>Some examples where game designers have redesigned systems with a gaming bent (turning grades from scores into experience levels).</li>
<li>An extended bit of design fiction where Schell imagines every action tracked and scored and how that might change our behaviour.</li>
</ul>
<h2>Prior art for a universal scoring system.</h2>
<p>First thing: we already have a universal points system. It&#8217;s called money. Indeed, just about every example that Schell mentioned in his talk were systems by which we&#8217;d get points from corporations and governments that we could convert into money, discounts or tax credits, all of which are just money.</p>
<p>So what we&#8217;re actually talking about here is a ubiquitous micropayment system, which tracks your behaviour and rewards you accordingly. He&#8217;s talking about turning things into games by attaching a reward scheme to them.</p>
<p>Here&#8217;s the thing about Mafia Wars, FarmVille and all the rest. They&#8217;re objectively terrible games. They are incredibly tedious, repetitive activities gussied up with adorable (or lukewarmly bad-ass) graphics. There is little to no skill or strategy involved and the main path to advancement is to show up and click on things.</p>
<p>Indeed, the main profit centre for for FarmVille is giving players methods by which they can <a href="http://mediacommons.futureofthebook.org/content/cultivated-play-farmville">avoid playing the terrible game</a>. You can either pay money to buy points that you can exchange for things that allow you avoid playing the terrible game, or you can look at advertisements you wouldn&#8217;t otherwise look at in order to get points that you can spend on things that allow you to avoid playing the terrible game.*</p>
<p>The lesson of these games is that a well-made reward scheme will get people to do all kinds of tedious fucking things. This really isn&#8217;t an exciting revelation. All those gambling addiction ads you see? Those are a consequence of the fact that a variable reward schedule will get some people to sit in front of <a href="http://www.casinoreviewbank.com/dictionary/guide/Slot_Machine.html">a glowing box</a> and press a single button over and over again until they run out of money. Casinos have this down to a science.**</p>
<h2>Unbelievably comprehensive surveillance.</h2>
<p>Back to the &#8220;ubiquitous&#8221; of Schell&#8217;s ubiquitous point scheme.</p>
<p>In computer games, the way that we can give you scores, points and achievements for the things that you do is that we know exactly what your avatar is doing at all times. Indeed the bulk of all hacking and cheating in games consists of giving the game bad information about where you are and what you are up to.</p>
<p>So what Schell is envisioning is a ubiquitous, perpetual, highly efficient surveillance society. Efficient to a degree that it orders of magnitude more effective than the worst fears about 1984. Is this plausible?</p>
<p>Well, on the one hand, people are already voluntarily giving out their locations to <a href="http://pleaserobme.com/">anyone who asks</a> and voluntarily <a href="http://www.apple.com/ipod/nike/sync.html">wear tracking devices</a> so they can exchange bragging rights. On the other hand sometimes people are <a href="http://www.google.com/search?sourceid=chrome&#038;ie=UTF-8&#038;q=resist+the+Census">extremely reluctant to share</a>. It&#8217;s a highly nuanced question, with very complex results.</p>
<h2>If you can play it, you can cheat at it.</h2>
<p>Let&#8217;s assume for a second that the right alchemy of incentives, fun, fad, and reassuring privacy policy can be found, and most of us choose to play. A lot of us are going to cheat.</p>
<p>We already do. We made the <a href="http://en.wikipedia.org/wiki/Game_Genie">Game Genie</a> a best-seller so that we could break our single player games. Every set of patch notes for every multiplayer game ever made includes changes made to close loopholes and code exploits that allow cheaters to teleport, fly, fire with perfect aim, and on and on. This is a constant battle waged over games where the gold, points, and scores have no real-world value whatsoever.</p>
<p>That&#8217;s just at the code level. There&#8217;s a social problem too. You can, right now, <a href="http://www.made-in-china.com/showroom/tenas7675/product-detailaeYnJxVujtWk/China-Wow-Power-Leveling-Service.html">hire someone in China</a> to play your game for you. These kinds of things are much, much harder to police and it&#8217;ll be much, much worse with real world games giving real world rewards.</p>
<p>Foursquare got their first taste of this when users started <a href="http://blog.foursquare.com/post/503822143/on-foursquare-cheating-and-claiming-mayorships-from">checking in from home</a>. Their fix promptly ran afoul of <a href="http://www.pcworld.com/article/193918/foursquare_cheater_code_vexes_legit_users.html">mistaking legit check-ins for cheats</a>. What happens when getting Foursquare points is valuable enough that it&#8217;s worth lending your phone or account login to a friend who bikes around the city collecting points for everyone in your crew? People will do it, that&#8217;s what happens. Did you hear about the US Dollar Coins exploit that gave <a href="http://online.wsj.com/article/SB126014168569179245.html">infinite frequent flier miles</a>? Ever considered cheating at Nike+? <a href="http://www.400mtogo.com/2008/04/04/5-ways-to-cheat-at-nike-challenges/">Here&#8217;s a guide for you</a>.***</p>
<h2>There are a lot of tools in the designer&#8217;s box.</h2>
<p>The lesson here is one that economists have know for ages. Changing the incentive structure will change the way that people behave but it will rarely be in the way that you envision. People will poke at the problem and some of them will find the most efficient way to tackle it, and then <a href="http://www.gamefaqs.com/">they&#8217;ll post a strategy guide</a>.</p>
<p>All that said, I&#8217;m pretty enthusiastic about turning the best parts of game design to the problems of the world. The promise of ubiquitous sensors that Schell mentions is that it will offer many new ways to make the invisible visible, to nudge us towards better habits and better behaviour. After all, <a href="http://www.google.com/search?hl=en&#038;q=what+gets+measured+gets+done+quote">what gets measured gets done</a>, right?</p>
<p>But the emphasis in Schell&#8217;s talk on scoring systems &#8211; the bluntest, worst hammer in the game design toolbox &#8211; is the wrong approach. We already knew that we could get you to do things you didn&#8217;t want to do by offering a reward. It&#8217;s why we&#8217;re paying you to show up at work all the time.</p>
<p>I&#8217;m much, much more interested in using game design techniques to make the activities themselves more fun, engaging, and valuable. Instead of replicating FarmVille&#8217;s success at papering over a terrible gameplay experience with an effective reward scheme, what if we tried to replicate the successful mechanics of genuinely good games? Jonathan Blow <a href="http://www.gamasutra.com/php-bin/news_index.php?story=16392">examined this question much more eloquently</a> in 2007.</p>
<hr />
<h2>Notes</h2>
<p><small><em>*One might think that an easier way to avoid playing FarmVille would by to simply stop playing it. Well, I have a theory about that.</em></p>
<p><em>I grew up in a household that was fairly suspicious of television. TV time was very limited and so TV was only on when it was time to watch TV; I never got used to just having the TV on in the background. The result is that I&#8217;m helpless when there&#8217;s a TV on. I can&#8217;t help but stare when I&#8217;m at bar or whatever. Meanwhile, my friends who grew up with TVs in the background are perfectly able to ignore the things. The people playing FarmVille aren&#8217;t gamers. They haven&#8217;t built up an immunity. Gamers take a look at FarmVille, figure out that it&#8217;s a shallow game and go waste their time somewhere else.</em></p>
<p><em>I wonder what will happen when this kind of scheme becomes commonplace. I think there will be huge pricing crash. Don&#8217;t believe me? When was the last time you clicked on a <a href="http://www.useit.com/alertbox/banner-blindness.html">flashing banner ad</a>? How much attention do you pay to point reward programs? Did you collect Popsicle Pete Points, or Coke Points, or McDonald&#8217;s Monopoly tickets?</em></p>
<p><em>**The moment of hope is that game design techniques can be used for improving bad situations. The same techniques that get people to play the lottery? With a few tweaks, you can get them to <a href="http://www.washingtonpost.com/wp-dyn/content/article/2010/02/05/AR2010020501447_pf.html">feed a savings account</a>. On the other hand, <a href="http://en.wikipedia.org/wiki/Assassination_market">here&#8217;s a fun assassination game</a> that anyone can play!</em></p>
<p><em>***We&#8217;ve hardly even started with the spime games and there are <a href="http://blog.makezine.com/archive/2010/04/diy_arduino-based_rfid_spoofer.html">proto spime game hacking tools</a>.</em></small></p>
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		<title>Intelligence with a Data Plan</title>
		<link>http://quietbabylon.com/2010/intelligence-with-a-data-plan/</link>
		<comments>http://quietbabylon.com/2010/intelligence-with-a-data-plan/#comments</comments>
		<pubDate>Thu, 11 Feb 2010 12:47:49 +0000</pubDate>
		<dc:creator>Tim Maly</dc:creator>
				<category><![CDATA[broken]]></category>
		<category><![CDATA[cybernetics]]></category>
		<category><![CDATA[futurity]]></category>
		<category><![CDATA[speculation]]></category>

		<guid isPermaLink="false">http://quietbabylon.com/?p=1667</guid>
		<description><![CDATA[In the summer of 2009, I was in San Francisco for the first time and on my way to meet Alexis Madrigal and Sarah Rich for a drink. Equipped with only a photocopied map and a dumb cellphone, I got off at the appointed BART stop with instructions to head south and no idea which [...]]]></description>
			<content:encoded><![CDATA[<p>In the summer of 2009, I was in San Francisco for the first time and on my way to meet <a href="http://www.greentechhistory.com/">Alexis Madrigal</a> and <a href="http://sarahrich.com/">Sarah Rich</a> for a drink. Equipped with only a photocopied map and a dumb cellphone, I got off at the appointed BART stop with instructions to head south and no idea which way that was. Ever the intrepid explorer, I worked out the solution using the phone&#8217;s clock, the map, and the location of the sun. That&#8217;s so remarkable that it&#8217;s worth saying a second time: In 2009 in a major metropolitan area, confused and disoriented I resorted to navigation <strong>by the sun</strong>.</p>
<p><a href="http://www.flickr.com/photos/15381776@N08/2283923841/" title="kenia al sol" target="_blank"><img src="http://farm4.static.flickr.com/3130/2283923841_ed4032e8df.jpg" alt="kenia al sol" border="0" /></a><br /><small><a href="http://creativecommons.org/licenses/by-nd/2.0/" title="Attribution-NoDerivs License" target="_blank"><img src="http://quietbabylon.com/wp-content/plugins/photo-dropper/images/cc.png" alt="Creative Commons License" border="0" width="16" height="16" align="absmiddle" /></a> <a href="http://www.photodropper.com/photos/" target="_blank">photo</a> credit: <a href="http://www.flickr.com/photos/15381776@N08/2283923841/" title="teresawer" target="_blank">teresawer</a></small></p>
<p>Here&#8217;s how that story goes in Edmonton, a city with which I am equally unfamiliar: I get off at the appointed stop, pull out my smartphone, put in the address, and the phone works out where I am and points me to my destination.</p>
<p>The difference? International roaming charges haven&#8217;t crippled me.</p>
<p><lj-cut>A fair number of future-facing writers like to call various aspects of our connected world their <a href="http://www.google.com/search?sourceid=chrome&#038;ie=UTF-8&#038;q=my+outboard+brain">outboard brains</a>. It&#8217;s a cute conceit but also an aspirational statement. It looks forward to the implanted memories and off-loaded cognition promised by cybernetics.</p>
<p>We already have prototypical versions of that to some degree. Just about everyone uses a calculator for simple math, many of us offload scheduling memory to a physical or digital calendar &#8211; that&#8217;s all elementary &#8220;everyone&#8217;s a cyborg&#8221; stuff. Expect this to intensify. The promise of intelligence in the cloud is that we get access to terabytes of data as needed, and that this access will make us better whatever it is we are trying to be.</p>
<p>Here&#8217;s how the San Francisco story goes in 2002: I get off the BART and my hosts are waiting to meet me, because they know it&#8217;s easy to get turned around OR I get off the BART and see the local landmark that I was careful to ask my hosts about, so that I could situate myself when I emerged from the station. In 2002 this is a natural part of the flow of planning. In 2009, it doesn&#8217;t enter into consideration until it&#8217;s too late. There&#8217;s an assumption by everyone involved in the planning process that getting from the exit to the bar is a solved problem, so it isn&#8217;t discussed.</p>
<p>Here&#8217;s why this is interesting: As knowledge and information move further and further away from being something we have towards being something we process, we become increasingly reliant on the machines that enable this relationship. Having knowledge becomes an increasingly contingent and fragile state. As this stuff advances, there comes a point when the connectivity becomes mandatory instead of optional and unconscious instead of controllable.</p>
<p>This is the wild extreme of the transformation of intelligence documented in Lyotard&#8217;s <em><a href="http://www.marxists.org/reference/subject/philosophy/works/fr/lyotard.htm">The Post Modern Condition</a></em>.</p>
<blockquote><p>We may thus expect a thorough exteriorisation of knowledge with respect to the &#8220;knower,&#8221; at whatever point he or she may occupy in the knowledge process. The old principle that the acquisition of knowledge is indissociable from the training (Bildung) of minds, or even of individuals, is becoming obsolete and will become ever more so. The relationships of the suppliers and users of knowledge to the knowledge they supply and use is now tending, and will increasingly tend, to assume the form already taken by the relationship of commodity producers and consumers to the commodities they produce and consume.</p></blockquote>
<p><cite>Jean François Lyotard <em><a href="http://en.wikipedia.org/wiki/The_Postmodern_Condition">The Post Modern Condition: A Report on Knowledge</a></em></cite></p>
<p>Looking ahead to a time when these machines are more thoroughly integrated, we end up with some profoundly weird consequences. Travellers become literally less intelligent when they leave their coverage area, relative to their connected hosts. A civil emergency occurs because a brief service outage leads to a poor decision by a plant manager. Data corruption causes a segment of customers to suffer a kind of patchwork amnesia. Rumours abound of hackers able to execute man-in-the-middle attacks that allow them to lift and shift memories. Parents and school administrators spar over what constitutes fair or unfair augmentation when it comes to state testing. Augmented students stripped of their connections fare far worse than their have-not peers. When the machines are active, the scores are very different.</p>
<p>For a glimpse into your connected future, consider the case of Steve Mann, wearable computing pioneer. He&#8217;s been connected to various devices for the past 20 years and has become used to a computer-mediated relationship with the world. At the height of post 9/11 security paranoia, some overzealous airport guards decided they needed to see his rig removed. In the process of the inspection, some equipment was damaged and all of it torn off his body.</p>
<blockquote><p>Without a fully functional system, he said, he found it difficult to navigate normally. He said he fell at least twice in the airport, once passing out after hitting his head on what he described as a pile of fire extinguishers in his way. He boarded the plane in a wheelchair.</p></blockquote>
<p><cite>By Lisa Guernsey <em><a href="http://www.nytimes.com/2002/03/14/technology/at-airport-gate-a-cyborg-unplugged.html">At Airport Gate, a Cyborg Unplugged</a></em> for the New York Times</cite></p>
<p>If misplacing your cellphone gives rise to a panic beyond what would be reasonably expected for a few hundred dollar expenditure, you are beginning to get there. If you no longer remember addresses, you simply refer to a slip of paper, you are well on your way.</p>
<p>There will be outages. There will be coverage problems. There will be billing issues.</p>
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		<title>Woven Spaces</title>
		<link>http://quietbabylon.com/2010/woven-spaces/</link>
		<comments>http://quietbabylon.com/2010/woven-spaces/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 02:09:05 +0000</pubDate>
		<dc:creator>Tim Maly</dc:creator>
				<category><![CDATA[architecture]]></category>
		<category><![CDATA[cybernetics]]></category>
		<category><![CDATA[cyborgs & architects]]></category>
		<category><![CDATA[speculation]]></category>

		<guid isPermaLink="false">http://quietbabylon.com/?p=1624</guid>
		<description><![CDATA[In the Pearson International Airport in Toronto, there&#8217;s a walkway that fascinates me. The walkway in question runs from where you get off the plane to the exit. If you get off the plane and have luggage, you proceed down the stairs to the carousels and the herd of humanity. If you don&#8217;t have luggage [...]]]></description>
			<content:encoded><![CDATA[<p>In the Pearson International Airport in Toronto, there&#8217;s a walkway that fascinates me. The walkway in question runs from where you get off the plane to the exit. If you get off the plane and have luggage, you proceed down the stairs to the carousels and the herd of humanity. If you don&#8217;t have luggage to collect, you can bypass the whole thing and take this walkway. It passes over the luggage claim area and then passes over the people waiting for their loved ones to emerge. A few meters later, its own set of doors opens and you are outside in a loading area, hailing a cab. Unremarkable.</p>
<p><a href="http://www.flickr.com/photos/59219261@N00/4158051079/" title="hopscotch" target="_blank"><img src="http://farm3.static.flickr.com/2496/4158051079_1bb9c31933.jpg" alt="hopscotch" border="0" /></a><br /><small><a href="http://creativecommons.org/licenses/by-nc-nd/2.0/" title="Attribution-NonCommercial-NoDerivs License" target="_blank"><img src="http://quietbabylon.com/wp-content/plugins/photo-dropper/images/cc.png" alt="Creative Commons License" border="0" width="16" height="16" align="absmiddle" /></a> <a href="http://www.photodropper.com/photos/" target="_blank">photo</a> credit: <a href="http://www.flickr.com/photos/59219261@N00/4158051079/" title="{tribal} photography" target="_blank">{tribal} photography</a></small></p>
<p><lj-cut>But there is that brief moment when you are crossing above the waiting throng. You are cleared through security, vetted and behind the cordon. They are random people milling about the airport. Physically, you are within shouting distance. Legally, they are miles away. It&#8217;s not a big drop, I&#8217;ve made worse without hurting myself. Physically, it&#8217;d be a simple movement. Legally, it would be as if I&#8217;d teleported.</p>
<p>At some point during a 36 hour multi-flight marathon, I have this dim memory of an airport escalator that skipped a floor. There was plexiglass on either side and as we were going from floors 3 to 1, we passed an escalator that ran from 2 to 4.  Who was the other escalator for? I have no idea. Probably employees sporting a special badge with chips and magnetic codes that allow them to open certain doors. Doors that I&#8217;d be arrested for loitering near, alert levels being what they are.</p>
<p>Years ago, in a philosophy of mind seminar, we talked about abstract reasoning skills. I&#8217;m going to mangle it but the basic idea was something like this: Water has no abstract reasoning at all. You can trap water with a bowl. From water&#8217;s perspective, the floor is infinitely far away once the bowl has collected it. Animals like dogs can get out of obstacles like a bowl, but you can mess them up with a picket fence. They can see the thing they want to get, and they&#8217;ll stay stuck right where it is, barking. They are unwilling to move &#8220;away&#8221; from the tasty bone even though the open gate down the lane is actually the shortest route from their current position to the morsel. A human is able to make that kind of higher order of reasoning, happily sauntering down the road, popping the latch and collecting the prize. On the other hand, dogs don&#8217;t get tricked by lines painted on the ground.</p>
<blockquote><p>Jackie is smiling at the zoo security guard like she&#8217;s not terrified. The guard is yelling something or other.</p>
<p>&#8220;Blah blah blah,&#8221; he yells. &#8220;Blah blah blah blah.&#8221; Jackie&#8217;s classmates are crowded around him now, watching her. She looks crazy up here, but they&#8217;re the ones who think that a little fence like that can stop them.</p></blockquote>
<p><cite>Joey Comeau <em><a href="http://www.ecwpress.com/books/one_bloody_thing_after_another">One Bloody Thing After Another</a></em></cite></p>
<p>Ordinarily, legal and physical architecture work in concert. You aren&#8217;t allowed into a certain area, so they helpfully wall it off and lock the doors. They&#8217;d prefer you to be in some other area and so offer you bright lighting and wide aisles. But there are times when the two work at cross purposes, either when some architect is being clever (as in the walkway and escalators) or when the subtleties of legal distinction are too much for dumb mortar and brick to implement. I&#8217;ve started thinking of these areas as woven spaces.</p>
<p>We start building legal architecture when we&#8217;re young. &#8220;Don&#8217;t touch the floor, it&#8217;s made of lava!&#8221; &#8220;The big comfy chair is &#8217;safe&#8217;!&#8221; &#8220;No boys allowed!&#8221; Chalk, debris, and language are the tools of the budding legal architect. A patch of playground morphs between uses, guided only by a few well placed rocks or backpacks, some lines scratched in the dust, and an elaborately argued consensus.</p>
<p>This kind of rule-making gives us a means to shape our environment when we&#8217;re otherwise powerless. We can&#8217;t get together a voting block, draw up plans, lobby for, and build a new arena for kids&#8217; hockey, but we can cart a net into the street and declare a manhole cover centre ice.</p>
<p>At the same time, the most prolific legal architects of our childhood are parents and authority figures. Under their watchful eye, otherwise easily traversed spaces become mazes of prohibition and regulation. It hardly seems fair. But these are hacks, allowing layers of use in a single space. Without stern looks and sharp words, it would be impossible to have a usable kitchen that was not also a toddler deathtrap.</p>
<p>As kids mature, the likely uses for a given room begin to collapse into a roughly consistent set of needs. The physical and legal spaces coalesce and begin to operate in concert once more. But even as kids turn into young adults, there are plenty of exceptions. Siblings argue about each other&#8217;s bedroom use (&#8220;His stuff is on MY SIDE.&#8221;), parents and children have to negotiate privacy and access, and politeness constrains what rooms guests do and don&#8217;t enter during parties. Finally, there is always the threat of being grounded.</p>
<p>Restraining orders, probation, curfew, and house arrest are legal architecture is literally legal. House arrest ties you to a specific place, imprisoned by purely theoretical walls. Probation offers more freedom but turns the city into a maze customized to your particular circumstances and crime. Restraining orders create roving spheres of forbidden space, a protective bubble around those to whom you have been deemed a threat.</p>
<p>The current technology used for these measures is pretty primitive, relying on phonecalls, eyewitnesses, and crude ankle monitors. It&#8217;s not hard to imagine a GPS-enabled or networked monitor that translates rulings into a highly granular set of instructions. According to a schedule negotiated with the courts, virtual pathways open and close to allow you to travel to and from your community service workplace, before sealing you in at home for the night or downtown for your mandated shifts. In the case of restraining orders, the system could monitor the location of all parties, warning victim, perpetrator, and authorities in case of a breach.</p>
<p>If this seems at all draconian, consider that the rest of us are already pretty used to this kind of thing. We happily use theatre tickets, conference badges, time-locked access cards, metro passes, and other tokens to open and close spaces according to all sorts of schedules and regulations. It&#8217;s all tricks and hacks. It&#8217;s a cybernetic solution to an architectural problem.</p>
<p>Imagine instead an environment built out of some suite of smart materials able reconfigure themselves in a highly contextual manner. Guests checking in to a hotel are assigned a room and then follow a path that lights up at their feet, guiding them to rest. An ancient forest reconfigures itself, trapping and confusing enemies, while friendlies pass unmolested. Adventurers become lost in a dungeon of shifting walls and traps. The entire plot of the movie <a href="http://www.imdb.com/title/tt0123755/">Cube</a>.</p>
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		<title>Killing with a personal touch</title>
		<link>http://quietbabylon.com/2010/killing-with-a-personal-touch/</link>
		<comments>http://quietbabylon.com/2010/killing-with-a-personal-touch/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 12:34:04 +0000</pubDate>
		<dc:creator>Tim Maly</dc:creator>
				<category><![CDATA[broken]]></category>
		<category><![CDATA[cybernetics]]></category>

		<guid isPermaLink="false">http://quietbabylon.com/?p=1594</guid>
		<description><![CDATA[When it comes to video games, creating enemy artificial intelligence for a stealth-action game tends to be much harder than creating the AI for a plain shooter. One reason is a more complex sensory system. Another is the sheer amount of time that you spend in their presence.
In a shooter, the AI is unlikely to [...]]]></description>
			<content:encoded><![CDATA[<p>When it comes to video games, creating enemy artificial intelligence for a stealth-action game tends to be much harder than creating the AI for a plain shooter. One reason is <a href="http://www.gamasutra.com/view/feature/2888/building_an_ai_sensory_system_.php">a more complex sensory system</a>. Another is the sheer amount of time that you spend in their presence.</p>
<p>In a shooter, the AI is unlikely to spend more than a few seconds alive after they appear on screen. Even when they do, it&#8217;s in the context of bullets, rockets, and grenades flying everywhere. There&#8217;s a limited emotional and intellectual range required for those circumstances.</p>
<p>In a stealth game, the player is likely to spend several minutes in the presence of the AI, silently observing them. This gives the enemy plenty of opportunities to be <a href="http://www.youtube.com/watch?v=WV5E7h--m3M">unbelievably stupid</a>. In stealth games, the player watches the enemy move around, <a href="http://www.youtube.com/watch?v=avb6xWQ_F8I">talk to their friends</a>, get nervous, and investigate sounds. The extra exposure makes it easier for the AI to fall into the uncanny valley because the player has time to get to know them. The more you are watched, the more we can tell if you are human. <br />
<a href="http://www.flickr.com/photos/19743256@N00/2224073275/" title="@SNIPER_06-050516-A-0527A-006" target="_blank"><img src="http://farm3.static.flickr.com/2176/2224073275_18c694acc3.jpg" alt="@SNIPER_06-050516-A-0527A-006" border="0" /></a><br /><small><a href="http://creativecommons.org/licenses/by-nc/2.0/" title="Attribution-NonCommercial License" target="_blank"><img src="http://quietbabylon.com/wp-content/plugins/photo-dropper/images/cc.png" alt="Creative Commons License" border="0" width="16" height="16" align="absmiddle" /></a> <a href="http://www.photodropper.com/photos/" target="_blank">photo</a> credit: <a href="http://www.flickr.com/photos/19743256@N00/2224073275/" title="MATEUS_27:24&#038;25" target="_blank">MATEUS_27:24&#038;25</a></small></p>
<p><lj-cut>In 1939 <a href="http://en.wikipedia.org/wiki/Winter_War">Russia invaded Finland</a>. Over 100 days of fighting, sharpshooter Simo Häyhä killed 505 Russian soldiers with his bold-action rifle (he&#8217;s credited with 705 kills in total). The feat earned him the nickname &#8220;White Death&#8221; and a spot on Cracked.com&#8217;s prestigious list of <a href="http://www.cracked.com/article_17019_5-real-life-soldiers-who-make-rambo-look-like-pussy.html">Real Life Soldiers Who Make Rambo Look Like a Pussy</a>.</p>
<p>The crew of the Enola Gay killed 66,000 people in Hiroshima.</p>
<p>Here&#8217;s Vanity Fair on relations between snipers and other soldiers in World War I.</p>
<blockquote><p>&#8230;soldiers were willing to advance suicidally against machine-gun fire, but harbored a special dread of snipers&#8217; single shots. To dread in war is to despise. In a conflict where hatred had faded between the combatants, and most killing was impersonal and mechanized, snipers who were captured were invariably bayoneted, shot, or hanged. Summary execution was the norm during World War II as well.</p>
<p>&#8230;Truth is, the Allied snipers themselves — though sometimes sought after — were widely shunned by their fellow soldiers on the front lines. The snipers were indeed spooky, the way they stalked their victims, studied them through scopes, and then mercilessly took their lives. They were not wanton killers, as was often believed. But their single shots were handcrafted kills in an era of mass-produced slaughter.</p></blockquote>
<p><cite>William Langewiesche <em><a href="http://www.vanityfair.com/politics/features/2010/02/sniper-201002?printable=true&#038;currentPage=all">The Distant Executioner</a></em></cite></p>
<p>After World War II, military theorists dreamed of a &#8220;push button&#8221; solution to war. With improvements in guidance systems and other feedback mechanisms, the goal was to move away from dumb explosives strapped to rockets, or high risk manned bombing runs that were either <a href="http://www.coreygallon.com/2009/01/06/the-fog-of-war-lesson-4-maximize-efficiency/">inaccurate or fatal</a>. Here&#8217;s Time&#8217;s breathless coverage in 1947.</p>
<blockquote><p>With enough accuracy, atomic warheads would not be necessary for all purposes. A fair charge of ordinary explosive is enough to destroy, for instance, an aerial target, e.g., an enemy bomber. When launching methods are perfected, the missiles may take off in flocks, rising like falcons from the deck of a giant submarine which has crept toward an enemy coast.</p></blockquote>
<p><cite>From Time Magazine <em><a href="http://www.time.com/time/magazine/article/0,9171,798015-1,00.html">Science: Push-Button War</a></em> 1947</cite></p>
<p>For me, &#8220;push button war&#8221; is permanently entwined with NATO&#8217;s 1999 campaign in Kosovo. It was always a pejorative, aimed by critics on the left and the right. The charge was that the U.S. military had become too risk-averse, too antiseptic, not manly enough. The feeling seems to be that if you don&#8217;t put people on the line, if you don&#8217;t have any skin in the game, then your military actions lack a moral centre. There&#8217;s a sense of a lack of fair play.</p>
<blockquote><p>What we saw in the decision to bomb Yugoslavia was the result of combining US activism (often related to crusading moralism), a rationalist mindset, and the silicon chip. Add to this an extreme wariness of the prospect of US casualties being given the CNN treatment, a President who wants his war (like his sex) without the mess, and we arrived at a policy that rested on hope and &#8217;smart&#8217; weapons.</p></blockquote>
<p><cite> Andy Butfoy <em><a href="http://findarticles.com/p/articles/mi_hb6469/is_1999_June/ai_n28733801/">Kosovo and Western Strategic Hubris</a></em></cite></p>
<p>The NATO bombing campaign was a symbol for the desensitization of technological elites. They become greek gods high in their flying fortresses, raining death from above, causing havoc in mortals&#8217;s lives without controlling or directing events on the ground to any degree of success. Like greek gods they are capricious &#8211; willing to destroy the lives of others to handle their domestic troubles. The unfortunate tendency to <a href="http://news.bbc.co.uk/2/hi/340966.stm">hit the wrong targets</a> didn&#8217;t help.</p>
<p>In the years between 1947 and 1999 another cultural force had grown to give &#8220;push button&#8221; a distinctly unsettling edge. As video games became <a href="http://media.giantbomb.com/uploads/0/268/484382-hl_2008_08_03_17_49_31_06_super.jpg">more realistic</a> and violent, commentators worried that they were desensitizing players to killing. Recall that 1999 was also the year of <a href="http://www.bredel.homepage.t-online.de/Buch/Columbine-English/columbine-english.html">the Columbine Massacre</a>, a tragedy that was linked over and over again to violent games and movies. An abortive attempt was even made to <a href="http://www.freedomforum.org/templates/document.asp?documentID=15820">sue video game makers</a> for their supposed role the attack.</p>
<p>The fear is that as video games become more real, more like <a href="http://www.cbsnews.com/stories/2005/06/17/60minutes/main702599.shtml">murder simulators</a> and wars become more like video games, that we will further lose our moral compass when it comes to conflict. The enemy becomes anonymous, faceless, interchangeable, and easy to kill remorselessly. Our side becomes main characters. Each death is significant.</p>
<p>Depictions of events like the <a href="http://en.wikipedia.org/wiki/Battle_of_Mogadishu_(1993)">Black Hawk Down</a> blunder don&#8217;t help. In the movie, we are invited to sympathize with the 7 U.S. soldiers who lose their lives and the rest who make it home. It is only as the credits roll that the toll on the other side gets mentioned. 300-1,500 Somalis killed to 7 U.S. soldiers. Those are arcade death ratios! The incident was <a href="http://www.gamespot.com/pc/action/deltaforceblackhawkdown/index.html">turned into a game</a> in 2003. Reviews were mixed.</p>
<blockquote><p>It features some attractive visuals and a few particularly dramatic scenes. Still, Black Hawk Down is a deeply flawed shooter that has a moment of disappointment or frustration for every moment of fun.</p></blockquote>
<p><cite>Greg Kasavin <em><a href="http://www.gamespot.com/pc/action/deltaforceblackhawkdown/review.html">Delta Force: Black Hawk Down Review</a> on Gamespot</em></cite></p>
<p>That video games are being used <a href="http://www.wired.com/gaming/gamingreviews/news/2003/10/60688">to train soldiers</a> doesn&#8217;t do much to ease one&#8217;s fears. The military happily blurs the line between entertainment, training, and <a href="http://www.newamerica.net/publications/articles/2010/us_military_is_meeting_recruitmen_goals_with_video_games_but_at_what_cost">recruitment</a>. Their <a href="http://www.americasarmy.com/">America&#8217;s Army</a> project is a free online shooter which features a mix of <a href="http://www.youtube.com/watch?v=zm4GC_cVUfw">realistic training</a>, lovingly recreated <a href="http://www.americasarmy.com/intel/weapons.php">authentic weapons</a> and, you know, <a href="http://forum.americasarmy.com/viewtopic.php?t=288981">respawning soldiers</a>. </p>
<p>My favourite part of the increasingly cognitively dissonant gameplay is how the game handles being a multiplayer-only product. It&#8217;s a game about being in the US Army, but someone needs to be on the other end of your gun. Who plays the enemy? The US gov&#8217;t can&#8217;t be caught offering a &#8220;play as a terrorist&#8221; option on the tax payer&#8217;s dime. (Besides, <a href="http://kotaku.com/171722/al-qaeda-using-video-games-for-recruitment">they have their own game</a>.) The solution is a technically elegant accidental comment on the relative morality of war.</p>
<blockquote><p>No matter which side you choose, you and your teammates always look like US soldiers, while the enemy always wears ski masks or other garb that marks them as terrorists.</p></blockquote>
<p><cite>Scott Osborne <em><a href="http://www.gamespot.com/pc/action/americasarmyoperations/review.html">America&#8217;s Army Review</a></em> on Gamespot</cite></p>
<p>In the field, it&#8217;s much more difficult to tell who is or isn&#8217;t a terrorist. And in a conflict marked by the need to appeal to the hearts and minds of a populace (as opposed to merely bringing their leaders to heel) this is an enormous problem. Every dead civilian is a recruiting tool for the enemy. In this context, handcrafted kills <a href="http://www.nwotruth.com/us-missile-strike-kills-60-at-funeral-in-pakistan/">start to look like a very good idea</a>. Targets need to be checked carefully, lest you mistake someone gathering firewood for someone planting an IED. Commanders need to decide whether the risk to civilians is worth continuing a firefight. Patrols must dance a line between police-work, outreach, and combat. This is a far cry from <a href="http://www.spartacus.schoolnet.co.uk/2WWdresden.htm">firebombing Dresden</a>.</p>
<p>With the rise of UAV drones, the line between video games and war seems to have blurred past the point of any meaningful distinction. Using networking technology, US troops near Las Vegas (<em>of course</em> it&#8217;s near Vegas) fly drones over Afghanistan and then go home to their families. They actually use <a href="http://www.pyrosoft.co.uk/blog/2007/11/04/army-fly-uav-spy-plane-with-xbox-360-controller/">Xbox controllers</a> to fly some of the things.</p>
<p>And so &#8220;<a href="http://www.nowpublic.com/world/push-button-war-critics-slam-use-drones-kill-militants">push button war</a>&#8221; has returned, with questions about the morality of drones. We have no skin in the game. We can kill indiscriminately without consequence to the pilots. It&#8217;s distant death from above. Impersonal, antiseptic, and thoroughly desensitized. But the game being played by UAV pilots isn&#8217;t a shooter. They drop bombs rarely in Afghanistan; 187 launches over 135,000 hours of flight. Mostly, they spend their time watching.</p>
<blockquote><p>A fighter pilot deploys for a few months and learns little about the ground he flies over, save for terrain features. But Predator and Reaper crews pull three-year tours at Creech, flying combat missions most days of the week. They can more easily see changes in village activity, or traffic on a stretch of road. If they&#8217;re tracking an individual, as they often will for days or weeks, they know when he goes to work, where he stops for tea, and whom he talks to along the way. Though civilians do die in some of the missile strikes, this ability to linger can do much to limit unintended deaths. If women and children or the unlucky neighbor is nearby, the plane can wait, and wait, without losing sight.</p></blockquote>
<p><cite>Brian Mockenhaupt <em><a href="http://www.esquire.com/print-this/unmanned-aircraft-1109">We&#8217;ve Seen the Future, and It&#8217;s Unmanned</a> for Esquire</em></p>
<p>This is a stealth action game. This is being a sniper. This is getting to know your target. Drone kills are handcrafted.</p>
<blockquote><p>Anderson has dropped once. He centered the infrared targeting laser on a group of men that had just planted an IED, and the pilot squeezed the button and trigger, a slight movement of left thumb and right index finger. The missile raced along its invisible tether and half a minute later, the men were gone, erased in a cloud of black-and-white fire. A couple dozen people watched the strike, from operations centers in Afghanistan, Qatar, and the United States. Even a desk jockey at the Pentagon can monitor the feeds if he has the right clearance. So enticing are these voyeur views that a special term for them has arisen in military circles: Predator porn. Everybody likes to watch. But those idly watching aren&#8217;t the guys squeezing the triggers and guiding the missiles. That would be Anderson. And on the drive home that night, he kept his watch on longer than usual, replaying the moment.</p></blockquote>
<p><cite>Brian Mockenhaupt <em><a href="http://www.esquire.com/print-this/unmanned-aircraft-1109">We&#8217;ve Seen the Future, and It&#8217;s Unmanned</a></em> for Esquire</cite></p>
<p>If you didn&#8217;t watch the drone criticism video I linked to above, <a href="http://www.nowpublic.com/world/push-button-war-critics-slam-use-drones-kill-militants">watch it now</a>. The deep dread and hatred of handcrafted kills raises it head here. Carefully selecting targets and aiming to remove them with a minimum of other casualties? Not OK. Combat operations with all the collateral damage to infrastructure, economy, people, and environment? Part of the cost of war.</p>
<p>Pay special attention to the complaint that the UN representative is levelling against the use of drones. He&#8217;s worried that the drones might be a program of targeted assassination, something which Gerald Ford <a href="http://www.slate.com/id/2222843/">banned in 1976</a>.</p>
<p>No one ever signed an executive order against carpet bombing.</p>
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		<title>Units of Selection</title>
		<link>http://quietbabylon.com/2010/units-of-selection/</link>
		<comments>http://quietbabylon.com/2010/units-of-selection/#comments</comments>
		<pubDate>Mon, 18 Jan 2010 12:46:17 +0000</pubDate>
		<dc:creator>Tim Maly</dc:creator>
				<category><![CDATA[collapse]]></category>
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		<category><![CDATA[the long term]]></category>

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		<description><![CDATA[A recurring puzzle of evolution is the persistence of certain entities or behaviours that &#8211; at first glance &#8211; seem to harm the reproductive fitness of individuals. From the naive standpoint, an individual worker ant makes a mockery of evolution. They&#8217;re sterile; a reproductive dead-end. 
One way of conceptualizing the answer is the unit of [...]]]></description>
			<content:encoded><![CDATA[<p>A recurring puzzle of evolution is the persistence of certain entities or behaviours that &#8211; at first glance &#8211; seem to harm the reproductive fitness of individuals. From the naive standpoint, an individual worker ant makes a mockery of evolution. They&#8217;re sterile; a reproductive dead-end. </p>
<p>One way of conceptualizing the answer is the <a href="http://en.wikipedia.org/wiki/Unit_of_selection">unit of selection</a>. It&#8217;s the idea that natural selection happens at a variety of levels: genes, cells, individuals, groups. When you look at ants, you don&#8217;t just look at individuals, you also look at colonies. At the colony level, there is an enormous benefit to specialization. Having thousands of sterile disposable workers lets you do <a href="http://www.youtube.com/watch?v=A042J0IDQK4">all kinds of things</a> that individually self-interested organisms mightn&#8217;t.</p>
<p><a href="http://www.flickr.com/photos/61417564@N00/2992242065/" title="In The Blue" target="_blank"><img src="http://farm4.static.flickr.com/3224/2992242065_f1908af7ef.jpg" alt="In The Blue" border="0" /></a><br /><small><a href="http://creativecommons.org/licenses/by-nc-sa/2.0/" title="Attribution-NonCommercial-ShareAlike License" target="_blank"><img src="http://quietbabylon.com/wp-content/plugins/photo-dropper/images/cc.png" alt="Creative Commons License" border="0" width="16" height="16" align="absmiddle" /></a> <a href="http://www.photodropper.com/photos/" target="_blank">photo</a> credit: <a href="http://www.flickr.com/photos/61417564@N00/2992242065/" title="sharkbait" target="_blank">sharkbait</a></small></p>
<p><lj-cut>A similar explanation has been offered for why <a href="http://en.wikipedia.org/wiki/List_of_animals_displaying_homosexual_behavior">homosexuality keeps occurring in nature</a>. Naively, you might wonder why it hasn&#8217;t been bred out of existence; individuals who are born homosexual are unlikely to have kids. It&#8217;s possible that having a certain percentage of your family be childless has a benefit to the group. If the group persists, then the genes will be carried on.</p>
<p>How big do the units of selection get? Family? Tribe? Society? Nation? Civilization?</p>
<p>Consider Stephen Hawking. He&#8217;s one of the smartest people around. The beneficial consequences of his discoveries still haven&#8217;t been worked out. In any other period of history, he&#8217;d be long dead or incapable of communicating his ideas. In a significant portion of our world, he&#8217;d be dead. The unit of selection is something like: Stephen Hawking + technoculture capable of building a speech synthesizer and keeping him alive + technoculture capable of benefiting from his insights.</p>
<p><a href="http://www.thefreemanonline.org/featured/i-pencil/">No one knows how to make a pencil</a>, economists like to point out. We rely on a massive network of local expertise and an infrastructure of transportation to pull all the parts together. James Burke&#8217;s Connections makes the same point over and over again. <a href="http://www.mahalo.com/james-burke-connections-episode-1">The first episode especially so</a>, beginning with a blackout in NYC and proceeding to a fantasy about the collapse of civilization and what you&#8217;d need, in order to survive.</p>
<p>The collapse fantasy comes up all over the place. A fear or hope that it&#8217;s all spinning plates, liable to come crashing down at any moment. So we bullshit about what we&#8217;d do <a href="http://www.randomhouse.com/catalog/display.pperl?isbn=9781400049622">if the zombies come</a>, or we carefully put together our <a href="http://www.getprepared.gc.ca/index-eng.aspx">72 hour survival kits</a>, or we spend <a href="http://thetexassurvivalistblog.blogspot.com/2009/11/just-took-our-first-trip-to-our-new.html">weekends in the woods</a> learning &#8220;essential&#8221; skills. </p>
<blockquote><p>Gun rights, gardening, anything to help in the great unknown.</p></blockquote>
<p><cite>From <em><a href="http://thetexassurvivalistblog.blogspot.com/">The Texas Survivalist</a></em></cite></p>
<p>No one knows how to make a gun, either.</p>
<p>Survivalists fascinate me. They are in effect small groups of people attempting to redraw the borders of selection units. If the broader technoculture is the one by which most of us thrive or perish, serious survivalism is a bet on both the fragility of the larger system and one&#8217;s ability to continue past its end. In contrast, someone like me &#8211; perpetually connected, mildly asthmatic &#8211; won&#8217;t even make it to the wall when the revolution comes. The survivalists, meanwhile, expect to be happily ensconced in their compound, building a new authentic life while the rest of us go mad or starve.</p>
<p>The unit of selection is shorthand for a lot of ideas, and the edges of a unit are rarely precise. There is fluidity to definition. Civilization may collapse, but into rival tribes. A tribe might fall apart, while a family goes on. Two tribes might come together while a single loner escapes into the night.</p>
<p>For humans, disconnecting isn&#8217;t easy, indeed it may be impossible. In his manifesto, Ted Kaczynski (the Unabomber) considers the problem.</p>
<blockquote><p> 118 Conservatives and some others advocate more &#8220;local autonomy.&#8221; Local communities once did have autonomy, but such autonomy becomes less and less possible as local communities become more enmeshed with and dependent on large-scale systems like public utilities, computer networks, highway systems, the mass communications media, the modern health care system. Also operating against autonomy is the fact that technology applied in one location often affects people at other locations far away. Thus pesticide or chemical use near a creek may contaminate the water supply hundreds of miles downstream, and the greenhouse effect affects the whole world.</p></blockquote>
<p><cite>Ted Kaczynski <em><a href="http://cyber.eserver.org/unabom.txt">Industrial Society and Its Future</a></em></cite></p>
<p>You might feel that society is going the wrong way, Kaczynski argues, but you get very little say in the direction. If a decision affects a million people, you get (on average) a millionth share. And if the decision affects 6.7 billion?</p>
<p>Jamais Cascio has spent a great deal of time looking at the problem of global warming and the possibility of using geo-engineering as a tool to combat the worst of its effects. He&#8217;s also considered the fallout from those kinds of actions. There&#8217;s the obvious stuff like unintended consequences or uneven effects (say saving the Midwest breadbasket means drought in Cuba). And then there&#8217;s conflict over who gets to decide where, what kind, and how much geo-engineering happens.</p>
<blockquote><p>In this scenario, the leadership of a powerful state might come to believe that:
<ul>
<li>The effects of decarbonization would be slow and diffuse, but</li>
<li>Said powerful state was well-suited to engage in adaptation projects, while</li>
<li>The rival(s) of said powerful state were more vulnerable to the impacts of anthropogenic global warming, so that</li>
<li>The rival(s) would be weakened relative to said powerful state if the effects of global warming persisted and said powerful state adapted.</li>
</ul>
<p>In short, a powerful state believing itself better-able to adapt to or withstand the effects of global warming might see a persistent advantage to its rivals being hurt by global warming, and slow its decarbonization accordingly.</p>
<p>If all of that sounds ludicrous to you, you&#8217;ve probably forgotten about (or never lived through) the Cold War between the US and the Soviet Union.</p></blockquote>
<p><cite>Jamais Cascio <em><a href="http://www.openthefuture.com/2009/12/a_cold_war_over_warming.html">A Cold War Over Warming</a></em></cite></p>
<p><a href="http://www.bcbsr.com/survey/rev7t.html">7 angels with trumpets</a> aside, the Cold War is probably the first time that a truly global unit of selection existed. 40 years is a long time to spend on the hair trigger edge of global annihilation, (<a href="http://www.wired.com/politics/security/magazine/17-10/mf_deadhand?currentPage=all">we may still be</a>). Though global integration is far from comprehensive, it&#8217;s hard to deny that there are more and more causal links all over the world and that they are getting stronger. The usual suspects can parade out at this point: global warming, the Internet, the stock market crash, food security, nuclear warfare, global pandemic, Coca Cola.</p>
<p>What to do? With only one unit of selection, the question of humanity&#8217;s survival becomes all or nothing. If you rely on overseas shipping for your food, then even jitters in the market <a href="http://edition.cnn.com/2008/WORLD/americas/04/14/world.food.crisis/">can cause havoc</a>. When the Mayan civilization collapsed, it had no effect at all on events in Europe or Asia. Now, we risk drowning entire islands because of bad decisions made decades ago.</p>
<p>Kaczynski thinks we should tear things down sooner rather than later.</p>
<blockquote><p>2. The industrial-technological system may survive or it may break down. If it survives, it MAY eventually achieve a low level of physical and psychological suffering, but only after passing through a long and very painful period of adjustment and only at the cost of permanently reducing human beings and many other living organisms to engineered products and mere cogs in the social machine. Furthermore, if the system survives, the consequences will be inevitable: There is no way of reforming or modifying the system so as to prevent it from depriving people of dignity and autonomy.</p>
<p>3. If the system breaks down the consequences will still be very painful. But the bigger the system grows the more disastrous the results of its breakdown will be, so if it is to break down it had best break down sooner rather than later.</p></blockquote>
<p><cite>Ted Kaczynski <em><a href="http://cyber.eserver.org/unabom.txt">Industrial Society and Its Future</a></em></cite></p>
<p>Hawking thinks we should establish extra-terrestrial colonies <a href="http://www.chron.com/disp/story.mpl/space/3965730.html">as soon as possible</a>.</p>
<blockquote><p>&#8220;It is important for the human race to spread out into space for the survival of the species,&#8221; Hawking said. &#8220;Life on Earth is at the ever-increasing risk of being wiped out by a disaster, such as sudden global warming, nuclear war, a genetically engineered virus or other dangers we have not yet thought of.&#8221;</p></blockquote>
<p><cite><em><a href="http://www.chron.com/disp/story.mpl/space/3965730.html">Hawking: Space exploration a necessity</a></em> by Sylvia Hui, Associated Press</cite></p>
<p>Both solutions are aspects of the same approach. When the unit grows in size and power such that a self-perpetrated disaster could wipe out the entire territory, we must either shrink the size, or grow the territory. Either way, the scope of consequences must be limited. Otherwise? They had a name for that in the Cold War: &#8220;Mutually Assured Destruction.&#8221;</p>
<p>At this point, any number of post-humanists might pop up and point out that <a href="http://interglacial.com/~sburke/pub/prose/Bruce_Sterling_-_Homo_sapiens_declared_extinct.html">extinction might not be the end.</a></p>
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