We’ve all seen the stories and allegations of Russian bots manipulating the Trump-Clinton US election and, most recently, the FCC debate on net neutrality. Yet far from such high stakes arenas, there’s good reason to believe these automated pests are also contaminating data used by firms and governments to understand who we (the humans) are, as well as what we like and need with regard to a broad range of things… Continue reading
Month: November 2017
All teens make mistakes, but hyperconnected Generation Z faces steeper consequences
Last week a young contestant on a British reality TV show was left humiliated after producers chose to remove him from the program’s Australian jungle setting after just a couple of days. Their reason? Tweets and social media messages sent in 2011, when the vlogger was in his teens.
Now let’s be clear, the things that Jack Maynard said were unpalatable and offensive. They are not acceptable sentiments in any scenario, and certainly not from someone with a YouTube reach of several million and an incredible leverage over (predominantly) teenage girls. Nevertheless, watching a young man’s fledgling media career left in tatters should prompt us to sharpen our focus on an increasingly important question: in our hyperconnected era, to what extent can we punish and pillory the adult for the sins of the teen? Continue reading
Governments should consult with AI when taking decisions: Five good reasons
Artificial Intelligence is becoming ever more sophisticated in its deductions. This has caused many to consider its role in the governance of countries, states, cities, and towns. I believe there’s a strong case to make when it comes to its integration into politics and power. Here’s why: Continue reading
The rise of the tech police: Are we handing too much power to our digital masters?
It was reported this week that Twitter had stripped several far-right and white supremacist accounts of their blue “verification” badge. According to Twitter spokespeople, the badge – which was introduced to verify the authenticity of accounts belonging to high-profile individuals – had come to signify an implicit endorsement from the company. A sort of stamp of Twitter approval.
Now, it is understandable, if not laudable, to retract anything that so-much as hints at approval when it comes to such ignorant and warped individuals. But, it does also open a rather large bag of worms. Continue reading
Five AI misnomers (probably)
Not being an artificial intelligence “expert”, an egghead, or a mad scientist, I can sometimes find the trajectory of AI confusing. In my reading, I’ve come across evidence to convince me in entirely contradictory directions, and there is certainly a lot of tension in the public conversation.
Are we in the run-up to an AI apocalypse? A technological utopia? Or, even with all our computational power, is AI still as dumb as a rock? Continue reading
Who gets to choose what’s important in the future?
Last week, I was reading an excellent Wired interview with Kate Crawford of AI Now, when a remark she made lodged itself into my head. It has been percolating there ever since, probably because the topic is a rather important one: if we’re talking about the social impact of tech, shouldn’t the conversation invite and include those with expertise outside of the field of technology?
“Of course!” you might chime in, “we should all have a say in what shapes our future!”. Agreed. And yet, despite noticeably more public conversation about the social impact and ethics of tech in recent months, it often feels as though many of the louder voices are of scientists and tech experts who are simply ‘turning their hand’ to the humanities. Continue reading
Facebook wants you naked…and it’s for your own good
***UPDATE: Contrary to yesterday’s reporting, the BBC has now corrected its article on Facebook’s new “revenge porn” AI to include this rather critical detail:
“Humans rather than algorithms will view the naked images voluntarily sent to Facebook in a scheme being trialled in Australia to combat revenge porn. The BBC understands that members of Facebook’s community operations team will look at the images in order to make a “fingerprint” of them to prevent them being uploaded again.”
So now young victims will have the choice of mass humiliation, or faceless scrutiny… Continue reading
Parents beware: subtle dangers on the internet
These days we are often told what we shouldn’t be afraid of when it comes to technological innovation. Efforts to calm us come from all corners, and we can find a healthy dose of reassurance about any given advancement with a quick google.
Just this week, an excellent article by Oxford professor Luciano Floridi was recirculated on the internet. In it, Floridi argues vociferously against those “Singularitarians” who worry about robot rule, and humans being overthrown by AI in the near-ish future. At the same time, the Independent wrote in some detail to comfort us with regards to the non-threatening nature of iPhone X’s new facial recognition feature. This came after a wave of speculation about Apple’s plans to build a mass database of facial information. What’s more, we have also seen an increase in cuddly or moving descriptions of new tech, like this inspiring article which examines how VR can be used to help both deaf and hearing individuals understand the other’s experience of music.
I am not suggesting for a second that we shouldn’t be reassured. I think these articles do very important things, whether it be shooting down unsettling, dystopian predictions, or championing some of the wonderful work that is being done to improve our lived experiences with technology. But it is perhaps because of this recent proliferation of positive tech news (if we set aside the politics of tech firms and focus on the tech itself…) that I was shocked to read this article late yesterday. Not least because it reveals a bogey man that I wasn’t even vaguely aware of… Continue reading
10 real-world ethical concerns for virtual reality
There are lots of emerging ideas about how virtual reality (VR) can be used for the betterment of society – whether it be inspiring social change, or training surgeons for delicate medical procedures.
Nevertheless, as with all new technologies, we should also be alive to any potential ethical concerns that could re-emerge as social problems further down the line. Here I list just a few issues that should undoubtedly be considered before we brazenly forge ahead in optimism.
1. Vulnerability
When we think of virtual reality, we automatically conjure images of clunky headsets covering the eyes – and often the ears – of users in order to create a fully immersive experience. There are also VR gloves, and a growing range of other accessories and attachments. Though the resultant feel might be hyper-realistic, we should also be concerned for people using these in the home – especially alone. Having limited access to sense data leaves users vulnerable to accidents, home invasions, and any other misfortunes that can come of being totally distracted.
2. Social isolation
There’s a lot of debate around whether VR is socially isolating. On the one hand, the whole experience takes place within a single user’s field-of-vision, which obviously excludes others from physically participating alongside them. On the other hand, developers like Facebook have been busy inventing communal meeting places like Spaces, which help VR users meet and interact in a virtual social environment. Though – as argued – the latter could be helpfully utilized by the introverted and lonely (e.g. seniors), there’s also a danger that it could become the lazy and dismissive way of dealing with these issues. At the other end of the spectrum, forums like Spaces may also end-up “detaching” users by leading them to neglect their real-world social connections. Whatever the case, studies show that real face-to-face interactions are a very important factor in maintaining good mental health. Substituting them with VR would be ill-advised.
3. Desensitization
It is a well-acknowledged danger that being thoroughly and regularly immersed in a virtual reality environment may lead some users to become desensitized in the real-world – particularly if the VR is one in which the user experiences or perpetrates extreme levels of violence. Desensitization means that the user may be unaffected (or less affected) by acts of violence, and could fail to show empathy as a result. Some say that this symptom is already reported amongst gamers who choose to play first person shooters or roleplay games with a high degree of immersion.
4. Overestimation of abilities
Akin to desensitization, is the problem of users overestimating their ability to perform virtual feats just as well in the real-world. This is especially applicable to children and young people who could take it that their expertise in tightrope walking, parkour, or car driving will transfer seamlessly over to non-virtual environments…
5. Psychiatric
There could also be more profound and dangerous psychological effects on some users (although clearly there are currently a lot of unknowns). Experts in neuroscience and the human mind have spoken of “depersonalization”, which can result in a user believing their own body is an avatar. There is also a pertinent worry that VR might be swift to expose psychiatric vulnerabilities in some users, and spark psychotic episodes. Needless to say, we must identify the psychological risks and symptoms ahead of market saturation, if that is an inevitability
6. Unpalatable fantasies
If there’s any industry getting excited about virtual reality, it’s the porn industry (predicted to be the third largest VR sector by 2025, after gaming and NFL-related content). The website Pornhub is already reporting that views of VR content are up 225% since it debuted in 2016. This obviously isn’t an ethical problem in and of itself, but it does become problematic if/when “unpalatable” fantasies become immersive. We have to ask: should there be limitations on uber realistic representations of aggressive, borderline-pedophilic, or other more perverse types of VR erotica? Or outside of the realm of porn, to what extent is it okay to make a game out of the events of 9/11, as is the case with the 08.46 simulator?
7. Torture/virtual criminality
There’s been some suggestion that VR headsets could be employed by the military as a kind of “ethical” alternative to regular interrogatory torture. Whether this is truth or rumor, it nevertheless establishes a critical need to understand the status of pain, damage, violence, and trauma inflicted by other users in a virtual environment – be it physical or psychological. At what point does virtual behavior constitute a real-world criminal act?
8. Manipulation
Attempts at corporate manipulation via flashy advertising tricks are not new, but up until now they’ve been 2-dimensional. As such, they’ve had to work hard compete with our distracted focus. Phones ringing, babies crying, traffic, conversations, music, noisy neighbors, interesting reads, and all the rest. With VR, commercial advertisers essentially have access to our entire surrounding environment (which some hold has the power to control our behavior). This ramps up revenue for developers, who now have (literally) whole new worlds of blank space upon which they can sell advertising. Commentators are already warning that this could lead to new and clever tactics involving product placement, brand integration and subliminal advertising.
9. Appropriate roaming and recreation
One of the most exciting selling points of VR is that it can let us roam the earth from the comfort of our own homes. This is obviously a laudable, liberating experience for those who are unable to travel. As with augmented reality, however, we probably need to have conversations about where it is appropriate to roam and/or recreate as a virtual experience. Is it fine for me to wander through a recreation of my favorite celebrity’s apartment (I can imagine many fans would adore the idea!)? Or peep through windows of homes and businesses in any given city street? The answers to some of these questions may seem obvious to us, but we cannot assume that the ethical parameters of this capability are clear to all who may use or develop.
10. Privacy and data
Last, but not least, the more we “merge” into a virtual world, the more of ourselves we are likely to give away. This might mean more and greater privacy worries. German researchers have raised the concern that if our online avatars mirror our real-world movements and gestures, these “motor intentions” and the “kinetic fingerprints” of our unique movement signatures can be tracked, read, and exploited by predatory entities. Again, it’s clear that there needs to be an open and consultative dialogue with regards to what is collectable, and what should be off-limits in terms of our virtual activities.
This list is not exhaustive, and some of these concerns will be proven groundless in good time. Regardless, as non-technicians and future users, we are right to demand full and clear explanations as to how these tripwires will be averted or mitigated by VR companies.