All items about humans

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Computers make better decisions than humans because they aren’t weighed down by biases, ego, and the need to rationalize decisions after the fact. An economically rational player would make more money on Deal Or No Deal than a stupid human. We can’t help it: it’s the way we evolved. Everything from shopping, to teamwork, to the way we elect our leaders is tainted with the stupidity of how we make decisions.

Just as external storage can become a form of prosthetic memory, so computers can become prosthetic decision-makers. If we were to make them understand the dilemmas before us, computer assistants could advise us on the economically rational thing to do.

Would we be able to deal with being told we’re wrong so much of the time?

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A new survey shows that teens in the Ontario average seven hours a day of “screen time”.

The study grouped together time spent watching TV and Internet use as “sedentary behaviour” and suggests a link to a decline in physical and mental health among the students.

What’s interesting here is the implicit suggestion that a person’s entire use of a computer could be considered as a bad thing. Grouping all computer time together with watching TV as “screen time” is, I think, somewhat irresponsible and fails to recognize the diverse roles computers play in our lives.

It’s true that computers can be used for consuming content (YouTube videos or internet TV channels for example) as well as for solitary activities like playing games. These things should perhaps be moderated as you might TV use.

But computers can be used for so many other things now – researching homework assignments, communicating with friends, collaborating with other students, planning trips or shopping. So to group all these activities together as if they are all self-indulgent activities that could be completely avoided is unrealistic at best.

The reality is that computers are now so integrated into our daily lives, and even more so with the younger generation, that to consider taking “screens” out of the equation wholly is simply not possible.

A more interesting piece of research would separate solitary entertainment activities from productive or communication activities, and also look at the differences between students doing such activities offline or online.

It’s also worth considering what the researchers might have found if they’d looked at adults. Most of the office-bound population has seven hours of sedentary time a day – it’s called doing their work at their desk! In this context, the researchers findings are nothing special.

Read more of the study at CBC News.

In other news, researchers find that people use computers a lot…

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French company Parrot demonstrated this impressive piece of technology at Web 2.0 Expo this week. It’s a flying camera drone, that hovers and stabilizes itself automatically in flight, is wirelessly controlled by an iPhone just by tilting the phone, and streams live video back to the phone. It uses augmented reality to overlay game elements onto that video, making it a “video game for real life”. It’s incredible that technology like this is now available to the general public – at one time only the military could access such technology. What will people use these for? Will it reduce the privacy of governments and celebrities?

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In this episode of CBC’s Spark Plus, Nora Young interviews Danah Boyd and William Deresiewicz about the ways in which social networks like Facebook are influencing how we think about friendship and changing what we mean by the term “friend”.

Listen to the MP3 (34:04)

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By way of the BBC, here’s a look at a device that can help nonverbal autistic children communicate. With powerful, portable computers, applications like this are much more accessible and portable to a wider audience.

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It’s common practice today to think that the solution to every problem is to be found in technology. This video is a concept video from the 2009 Challenge your World competition reminding us to not to fall into the trap of that kind of thinking.
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The secret to Farmville’s popularity is neither gameplay nor aesthetics. Farmville is popular because in entangles users in a web of social obligations. When users log into Facebook, they are reminded that their neighbors have sent them gifts, posted bonuses on their walls, and helped with each others’ farms. In turn, they are obligated to return the courtesies. As the French sociologist Marcel Mauss tells us, gifts are never free: they bind the giver and receiver in a loop of reciprocity. It is rude to refuse a gift, and ruder still to not return the kindness.[11] We play Farmville, then, because we are trying to be good to one another. We play Farmville because we are polite, cultivated people.

This article looks at Farmville, analyzing some of the game’s dynamics and mechanics. It’s a frightening fact that this is the most popular game in the world, but that rather than encouraging creativity or experimentation, the game’s mechanics prey on social obligations, causing players to organize their regular lives around in-game events such as harvesting schedules.

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In this video lecture, neuroscientist and fiction writer David Eagleman speaks for two hours about how the Internet, and how humans are connected to it, provides six essential steps to avoid the collapse of civilization. The steps are pretty obvious in retrospect:

  • Try not to cough on one another
  • Don’t lose things
  • Tell each other faster
  • Mitigate tyranny
  • Get more brains involved in solving problems
  • Try not to run out of energy

It’s well presented, reminiscent of James Burke’s Connections and The Day The Universe Changed. Well worth the nearly 2 hours of the lecture.

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This short (20 minute) film, “Play”, by David Kaplan and Eric Zimmerman, explores a world where the lines between augmented reality, virtual worlds and computer games have become so blurred that people begin to lose track of reality. Drawing on themes explored by films like The Matrix, Surrogates and Total Recall, this film is fascinating, thought-provoking and just a little disturbing.

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The #uxmtl tweet stream behind the panelists

Backchannels are all the rage at tech events these days, connecting presenter and audience like never before. They allow audiences to get more value from a presentation by communicating with each other about it. And the audience can feed back to the presenter, which helps him stay on track and know that he is being understood.

But there’s a point where a backchannel goes beyond adding interactivity to an event and begins to undermine the event itself. In November, I witnessed this at the launch of UXMTL, a community for user experience design in Montreal.

Twitter has made setting up backchannels trivially easy — with or without the consent of conference organizers — since anyone can start a Twitter backchannel simply by using a hashtag. Unlike Google Moderator or Backnoise, no specialized software is needed. At UXMTL, the event organisers simply announced that audience members should use the hashtag #uxmtl on Twitter, and all tweets for that tag were displayed on a large screen behind the panelists, using Twitterfall. For me, this completely changed my experience of the event, both as an audience member and a backchannel contributor.

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