The use of fitness apps “has exploded in recent years,” but you aren't the only one keeping an eye on the data.
The use of apps
that track your health and fitness “has exploded in recent years,” said
Emily Steel and April Dembosky in the Financial Times. But do you really
know who else is keeping an eye on how much you run, sleep, eat, smoke,
and weigh? According to new research our newspaper commissioned, health
and fitness apps routinely share user data with digital analytics and advertising firms; one of the most popular, MapMyRun, shares data with 11 outside companies.
The developer, like most others in the sector, says that only
aggregated data is sold to advertisers, and that no “personally
identifiable information” goes to third parties without the user’s
explicit permission. In fact, that’s how many of the apps make money.
Developers often profit from actively collaborating with insurance
firms, which use authorized personal data to set fitness and health
goals for employee health plans. “When users meet certain fitness
benchmarks, they are offered discounts on their health premiums.” Some
employers even offer incentives like “vacuum cleaners or luxury
vacations.”
“This isn’t a surprise,” said Stuart Dredge in The Guardian (U.K). In this privacy
day and age, data sharing is inevitable. “Developers know this, and so
do tech-savvy app users.” But providing—or selling—data to insurance
providers is clearly “a particularly sensitive area.” Not everyone will
want such information to get out. That’s why app developers “should be
as transparent as possible with their users about how their data is
being shared.” And before you start oversharing with your health app,
ask yourself who might own that data down the road. “If your favorite
fitness apps take off, they may be acquired by bigger fish in the
health-care or insurance industry in the next few years.” Your data may
well be part of the deal.
There are ways to minimize the risk of
your health data going where you don’t want it to go, said Ann Carrns in
The New York Times. Consumers should “consider the credibility of the
health apps they choose.” Look for apps from better-known brands that
have a track record and “more resources to spend on comprehensive data
security.” Smaller developers might not encrypt your data before
transmitting it to their servers, for instance. Inspect an app’s privacy
policy; you may be able to opt out of certain information-sharing
practices that raise a red flag. But don’t count on the law to be on
your side—“there’s little regulatory protection for health information
shared over consumer apps.”
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Apps: Why you should be wary of health trackers
3 Good Reasons Why You Need to Like RATS
Of course no one likes actual rats, but since we have social-media-savvy tweens and teens, we do need to Recognize Acronyms and Text Shorthand (RATS is my creative acronym, not the nasty rodent).
Cybersecurity: The vulnerability of online media
The
Syrian Electronic Army struck us last year, said Matt Buchanan in
NewYorker.com. If you were on Twitter or NYTimes.com, you may well have
seen the mysterious hacker collective’s coat of arms instead of the news
you sought. Twitter recovered quickly, but the Times’ website remained
down for almost a day. It’s far from the first time the SEA has waged
war on media organizations. Last year, it hijacked Al Jazeera’s website,
Twitter accounts, and SMS text service.
It also commandeered
the Twitter accounts of numerous media outlets, and directly vandalized
sites belonging to Time, CNN, The Washington Post, and NPR. In its most
recent attacks, it gained access to an Australia-based domain-name
registration service used to manage the Times’ and Twitter’s Web
addresses, a feat one Times official compared to “breaking into Fort
Knox.” Its method was surprisingly simple: It acquired a legitimate
login for the Melbourne facility by spear phishing,
or tricking people “into voluntarily revealing information in response
to what appears to be a message from a legitimate website or service.”
Here’s
more proof, as if we’d needed it, that borders in cyberspace are “badly
defended,” said James Lewis in CNN.com. The message of these most
recent attacks on Western media has been “one of scorn, ridicule, and
belittlement.” But make no mistake—these attacks can have consequences.
When the SEA hijacked the AP’s Twitter account in April and tweeted,
“Breaking: Two explosions in the White House and Barack Obama injured,”
the Dow Jones industrial average briefly plunged more than 150 points,
temporarily wiping out $136.5 billion in stock value. And “if the Syrian
Electronic Army can slip by feeble defenses to make fun of the media,
someone else might be able to get in and cause more serious disruption.”
Website owners should take the hint, said Steven J. Vaughan-Nichols in ZDNet.com. All employees should be warned against phishing
emails and reminded to always double-check emails and links from
service providers or websites to make sure they’re not handing over
passwords to hackers or thieves. There’s an easy fix to make sure your
website doesn’t suffer the same fate as the Times’: Ask your domain
registrar to set up a “registry lock,” which prevents anyone from making
changes alone. If you don’t take that precaution, maybe you’ll risk
only the inconvenience of your site being down for a few hours. But
there could be a far higher cost: “having your online reputation ruined
and your customers buried in malware.”
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Encryption: Are there any secrets on the Web?
The NSA has cracked common forms of encryption used not just by terrorists, but also by regular consumers and businesses.
Is anything online safe? asked Larry -Seltzer in ZDNet.com. Last
week, a joint report from The Guardian, The New York Times, and
ProPublica.org revealed that the National Security Agency had managed to
crack many common forms of encryption used on the Internet not just by
terrorists, but also by regular consumers and businesses.
The NSA’s efforts appear mostly geared “to get around the cryptography rather than to break it directly,” often using “black hat
methods.” The truly upsetting revelation is that the NSA is allegedly
working hand in hand with tech companies to gain backdoor access,
allowing analysts “to sniff traffic to these sites unimpeded by
encryption.”
Let’s not freak out, said Sean Lawson in Forbes.com.
“The fact is that the NSA is not likely to want into your, or my,
computer.” The real problem is that other people might. It now appears
that some common tools—like the encryption many companies use to protect
their private networks and the 4G/LTE encryption used by wireless carriers—might be vulnerable to NSA intrusion.
But such encryption can still “provide protection against the more
likely threat, which is a malicious actor in the coffee shop sniffing
traffic and stealing personal information from other users.” The key to
personal Internet security is to stay vigilant. It makes no sense to abandon tools that enhance your privacy out of concern over “a ubiquitous adversary that is likely not targeting you, and that you likely could not stop anyway.”
And
there are plenty of such tools at your disposal, said Bruce Schneier in
The Guardian. As long as you’re using the latest software, the best
encryption available, and a strong password, odds are your data will be
safe, at least from the garden-variety hackers that do the most damage.
But if you’re concerned, start using software like Tor, which anonymizes
your network activity. Hackers and the NSA might target Tor users and
others who encrypt their communications, “but it’s work for them.”
And by taking those precautions, “you’re much better protected than
if you communicate in the clear.” For the absolute highest security,
break the chain of transmission with an “air gap.” That is, buy a new
computer that has never been connected to the Internet and transfer
files only on physical media, such as USB sticks. And don’t trust
commercial or proprietary security software, especially from larger
vendors. “My guess is that most encryption products from large U.S.
companies have NSA-friendly back doors.” Open-source products are much
more difficult for hackers to secretly infiltrate or modify.
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The Largest List of text & Chat acronyms is available as a book!
POTATO
BRB
LOL
IRL
w00t!
POS
DRIB
GR8
ROTFL
WTF
OMW
WSUP
BOHICA
PDOMA
WOMBAT
|
pron
S2R
solomo
w’s^
ysdiw8
?^
143
182
303
404
459
53X
831
88
9
|
The economics of Netflix: Making a $100 million show
Source: GreatBusinessSchools.org
The Internet: Is the U.S. losing control of the Web?
According to some experts, Internet freedom is in danger. L. Gordon Crovitz in The Wall Street Journal reported that the Obama administration announced plans to relinquish oversight of the Internet Corporation for Assigned Names and Numbers, or ICANN, an international consortium of business groups and government agencies that assigns and maintains Web addresses and domain names. But the move will invite “Russia, China, and other authoritarian governments” to “fill the power vacuum caused by America’s unilateral retreat.” Russia and China have already pushed to get rid of ICANN altogether, looking to replace it with a group that would outlaw anonymity on the Web and tax sites like Google and Facebook to “discourage global Internet companies from giving everyone equal access.”
“Hold on a minute,” said Katherine Maher in Politico.com. “No one actually ‘controls’ the Internet.” ICANN’s job is to coordinate the names and numbering system used to “match human-readable domains” with their number-based Internet Protocol addresses. And while ICANN is technically based in California, the organization has offices all over the world and commercial and noncommercial members from 111 countries and international organizations. That’s why ceding U.S. control of ICANN is the right move, said Edward J. Black in HuffingtonPost.com. With each new revelation of online surveillance and censorship, it’s becoming clearer than ever that Internet freedom “faces unprecedented challenges.” By “strengthening a multi-stakeholder group like ICANN,” the Obama administration is trying to pre-empt a political standoff with other world powers over Internet access for the general public. After all, “we do not‘and should not‘try to retain or expand the role of any governments seeking to control” the Internet, including our own.
But try telling that to lawmakers, said Brian Fung in WashingtonPost.com. Politicians worry that a multi-stakeholder system “could enable foreign governments to impose regulations on the Internet.” They just don’t get that the United States’ oversight of ICANN has been mainly symbolic. In fact, it is precisely our government’s nominal position atop the addressing system that “gives Russia and China the grounds to call for a different” one. Ceding control doesn’t open the floodgates for Russia, or China, or even North Korea to “run roughshod over the Web.” Instead, it evens the playing field. And since ICANN is specifically set up to prevent “any one actor from dominating what happens,” any fears about a foreign takeover of the Web are pretty far-fetched. What’s more, ICANN so far has proved rather effective at “keeping Russia, China, and other authoritarian regimes in check.”
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You’re under surveillance: Dragnet Nation
The future of artificial limbs
The past decade has seen huge leaps in prosthetics. How far will the technology take us? Writers at The Week investigate, what’s driven the advances?
A combination of modern technology and the horrors of war. Since ancient times, combat injuries have forced doctors and inventors to create replacements for missing body parts, ranging from metal hooks to wooden legs.
During the wars in Iraq and Afghanistan, improvements in body armor, triage, and surgical techniques meant that wounded soldiers were three times more likely to survive than casualties in Vietnam. As a result, about 1,800 vets came home with one or more missing limbs, prompting the government to begin investing heavily in improving those soldiers’ lives.
The U.S. Defense Department’s Defense Advanced Research Projects Agency (DARPA) has spent $144 million since 2006 on prosthetics research and development, a project labeled “the Manhattan Project of prosthetics.” “Our goal has not been just get out of bed and walk,” said Paul Pasquina, chief of orthopedics at the Walter Reed National Military Medical Center, “but to get out of bed and thrive.”
What can the new prosthetics do?
They are getting closer and closer to approximating the function of human limbs. “Myoelectric” hands have movable fingers that grip and gesture naturally, and move in two dozen ways in response to tiny muscular movements in the residual limb. Prosthetic legs—once clumsy, heavy, and wooden—are now light and agile and come with gyroscopic knees that flex and extend, allowing users to climb stairs and ride a bike. These state-of-the-art legs take in data on how the wearers walk and build algorithms to anticipate their intentions, so as to move more smoothly. Advances in materials have made limbs lighter and easier to use, and they can be covered in flesh-colored silicone “skin” that looks so natural it even comes with freckles.
How does that affect users?
Amputees are now able to live much fuller and more active lives than ever before. Prior to his sensational murder trial, South African sprinter Oscar Pistorius, whose legs were amputated below the knee when he was a baby, was beating able-bodied runners and competing with Olympic athletes. Some competitors even complained that his carbon-fiber prosthetic “blades” gave him an unfair advantage over able-bodied runners. In recent years, more than 300 military amputees have returned to active duty, including 53 who went back to serve in Iraq and Afghanistan. “The technology is there to get you back where you used to be,” says Army Staff Sgt. Billy Costello, who lost his right leg to an IED in 2011. “You just have to make calls to see who’s done what already.”’
What’s the next challenge?
To develop devices that will allow these mechanical appendages to be directly controlled by the user’s thoughts. That frontier is already being explored. In 2011, Cathy Hutchinson, a 58-year-old stroke victim and quadriplegic, commanded a robotic arm to pick up a container of coffee and bring it to her lips just by thinking about it. It was the first time in 15 years that she was able to drink without assistance. “The smile on her face was something I will never forget,” said Leigh Hochberg, a member of the research team. The technology, which uses a microelectrode implanted in the motor cortex to interpret brain activity, requires subjects to be hardwired to external computers. But devices currently in development may soon allow for the entire process to happen inside a person’s body.
How will that work?
Prosthetics are being engineered to respond to nerve signals. This new technique, called targeted muscle reinnervation surgery, utilizes functioning muscles like the thigh or pectorals, and sends signals from the brain to the bionic limb, a process known as brain-machine interface, or BMI. A DARPA-funded program has spent $71.2 million since 2009 on BMI-related projects, with the goal of transforming prosthetic limbs into an extension of a patient’s own flesh. The redirected nerves not only enable movement by thought—they enable amputees to “feel” objects through their prosthetics. “I could feel round things and soft things and hard things,” says Dennis Sørensen, a 36-year-old from Denmark who recently tested a prototype of an artificial hand. “It’s so amazing.’’
What does the future hold?
Truly bionic human beings—part flesh, part machine. Experts say that 50 percent of the human body is currently replaceable with artificial implants and advanced prosthetics. Mechanical organs, including the heart, lungs, pancreas, spleen, and kidneys, either currently exist or are in advanced stages of development. Many electronic implants, like pacemakers and hearing aids, already control, restore, or enhance normal body functions. In coming decades, said Andy Miah, director of the Creative Futures Institute, prosthetics will be able to do far more than just replace body parts lost to injury, disease, or age—they will extend the boundaries of what humans can do. “These technologies don’t just repair us, they make us better than well,” Miah said. “The human enhancement market will reveal the truth about our biological conditions—we are all disabled.”
The real Iron Man
Films such as Star Wars, RoboCop, and The Matrix depict a world where people and their machines are completely merged. Futurists and researchers in prosthetic technology say that nearly everything depicted in these films is possible; indeed, current advances in robotics, neuroscience, and microelectronics are bringing the visions of science fiction closer to reality every year. Over the next two decades, scientists expect to introduce bionic appendages that respond to thoughts, and chips implanted in the brain with the potential to download data directly into human memory banks. This summer, the military plans to test the Tactical Assault Light Operator Suit (TALOS), which will encase soldiers in a powered exoskeleton with bulletproof body armor, a built-in weapon, and computer-generated “situational awareness displays.” It won’t fly like Iron Man, but William McRaven, chief of the U.S. Special Operations Command, said the suit “will yield a revolutionary improvement in survivability and capability” for warriors and “a huge comparative advantage over our enemies.”
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It's time for women to start asking for raises
Turns out the old adage is true: If you don’t ask, you don’t get, said Jennifer Ludden in NPR.org. New research by economists at Carnegie Mellon University found that “in the face of a persistent gender pay gap,” one reason men still outearn women is because “women simply don’t ask for more money.”
According to economics professor Linda Babcock, men are four times more likely than women to ask for a raise. That “failure to negotiate higher pay is crucial,” says Babcock, because it can have a “snowball effect” resulting in smaller raises and bonuses over the course of a woman’s career. And that doesn’t even account for “company retirement contributions, which are also based on a share of salary.”
The problem can also “carry over to a new employer, who is almost certain to ask, ‘What was your last salary?’” Part of the reason women don’t negotiate is that they “often just don’t think about asking for more pay,” and “if they do, they find the very notion of haggling intimidating.”
With good reason, said Tara Siegel Bernard in The New York Times. Experts say that when women “advocate for themselves” and “act in ways that aren’t considered sufficiently feminine,” bosses may “find it unseemly, if only on a subconscious level.”
Negotiation gurus say women should “take a more calibrated approach” when asking for a raise or a new job title. And while “some women may bridle” at the notion of conforming to stereotypes, “we might as well use them to move forward.”
In that case, “consider these tactics,” said Aine Creedon in NonprofitQuarterly.org. If you’re angling for a raise, be prepared. “Females tend to not ask for raises when there isn’t a clear standard on how much to ask for,” so do your research.
Recruiters can give you an idea of what you’re worth, and networking with male colleagues and other employees in your workplace or at peer organizations “can be very informative.” And “bringing up outside offers” can help make your bosses realize your value. Sadly, this tactic may still be “seen as aggressive for females” and can backfire. “Approaching the matter in a passive tone” might be more effective. In fact, “the way you choose to present yourself and the language you use can make or break your chances.”
Negotiate in person, not by email, which can “come off as impersonal and cold.” It also helps to time your request to a performance review or recent accomplishment, and focus on using words like “we” and “us” that show “how this move will benefit the whole organization.”
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Did you hear about Teju Cole's essay on Twitter?
Teju Cole might be the opposite of a book snob, said Aaron Calvin in BuzzFeed.com. Earlier this year, the award-winning Nigerian-American novelist turned heads by publishing a 4,000-word, deeply reported essay on immigration via Twitter, breaking the text into 250 tweets.
Except for the format, “A Piece of the Wall” reads like an article that the 38-year-old Brooklyn-based scholar might have written for The New Yorker or The New York Times. But he wanted to be sure it could be read by people who lack either access to or a deep interest in magazines or books. “In various parts of West Africa, there are different iterations of the idea that ‘White people like paper so much that they even wipe their butts with it,’” he says. “I love print. But maybe not everything has to be on it.”
No one should suffer an excess of guilt for failing to read Cole’s newly published novella, Every Day Is for the Thief, said The New York Times. As voracious a reader as he’s been since childhood, Cole claims not to worry about any of the revered books that he’s so far failed to crack. “I have not read most of the big 19th-century novels that people consider ‘essential,’ nor most of the 20th-century ones for that matter,” he says. “But this does not embarrass me. There are many films to see, many friends to visit, many walks to take, many play-lists to assemble, and many favorite books to reread.
Life’s too short for anxious scorekeeping. Also, my grandmother is illiterate, and she’s one of the best people I know.”
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The psychology of video game addiction
What turns a hobby into a sickness? Jack Flanagan at The Kernel investigates. "I would not inflict this game upon anyone" was the testimony of a gamer codenamed Leo as he looked into the camera, his left cheek illuminated, offscreen, by a computer monitor. He was speaking about World of Warcraft, the notorious poster boy of the gaming industry, and, later in the documentary, he'd reveal why: 12 hours a day at a computer screen, sometimes more.
No money, no education, no life. Leo gave everything to World of Warcraft and, unsurprisingly, it gave nothing back. But Leo's story is not unusual. Scan internet forums like Reddit or Olganon (On-line Gamers Anonymous) are replete with horror stories of lives lost — in some cases, literally. In 2005, a South Korean man died after a reported 50-hour video gaming session, and in 2012 a Taiwanese man was discovered dead in his gaming chair, arms outstretched for his computer even in the middle of a fatal cardiac arrest. No, you wouldn't wish that on anyone.
Video game addiction exists. It has all the features you need to classify an addiction: losing jobs and loved ones; withdrawal symptoms like cold sweats and anger; developing migraines and back problems and, very occasionally, death. And it's occurring around the globe, but especially in America, the UK, and parts of Asia (China, Korea, and Japan).
How many people are affected, no one knows, but two statistics stand out: Globally, this is a $66 billion dollar industry, and in 2007 a study found almost 12 percent of participants in a 7,000 person study were diagnosed as addicted to video games. If that trend even partially reflects numbers in the greater population, we're in trouble.
So why does video game addiction merit little more than a footnote in the latest DSM, the manual for understanding and diagnosing mental illness? Studies have been conducted which look at the source of the problem. We've moved past the wagging finger of maternal disapprobation, which tells us, "just switch it off, for God's sake," and are now just starting to take it seriously.
The right questions are at least now being asked: How can a video game become addictive? What is it in the brain that switches, or was always ready-to-go, which makes a person sit until their back aches and their eyes stream? What turns a hobby into a sickness?
A recent study looked into motivations in video gaming addiction: A questionnaire asked gamers found on video game websites what they got out of the gaming. They got a huge number of respondents: over 1,600. The survey justified stereotypes: Participants were 87 percent male, 79 percent white. Joseph Hilgard, one of the researchers, said he came to the study thinking they might learn more about the reward pathways in the brain — the "go-to" areas in addiction research.
When we do anything that triggers our brain's reward system, that information gets locked into our brains. A reward system is, basically, a system that governs how the brain feels when we do something — a chore, a job, anything — that results in reward at least some of the time. If we keep getting a reward for the same task, we start to understand the relationship between the two and our brain builds the appropriate connections. It means the next time we come across the chance to do that same task, we assume we're at least a bit likely to get a gift in return. How strong the reward system is in our brains depends on how often we get the reward and how big of a reward it is.
Video games are built to exploit this part of our brain. Kill monster, get points. Complete level, get happy music. Win game, feel satisfied. It's a very simple and primitive part of who we are. We react the same way to everything, from food to sex, in education and even in our relationship with our parents, who, if they are good parents, scold bad behaviour and reward good.
"[This is what] we expected to be the number one thing," Hilgard says, "Thinking that what makes Diablo so addictive is the small chance of getting treasure for every monster you kill." Diablo is a video game, produced by the same people as World of Warcraft. Psychologists call this PRE, or Partial Reinforcement Effect, in which the reward is only offered randomly, some of the time, such as in gambling. This leaves gamers hoping that just round the corner lies the suit of armour, gold, or some other reward they've been waiting for.
That "reward" plays a part in the psychology of addiction is certain: Plenty of gamers will be familiar with the phrase "just ten more minutes". But Hilgard and his researchers discovered other results from the survey, things they did not expect. First of all, a lot of people said they felt they were "duty bound" to go online, that "people were relying on them." Online games, like World of Warcraft or Eve Online, feature massive worlds. So massive that you're not very strong by yourself, and people aren't too strong without you. "All for one and one for all" counts double if you're a gamer.
So most people join guilds — in-games factions — in order to achieve more within their virtual life. But with that benefit comes a cost: social responsibility. Often, you need to play every day and often it means several hours per day. If you don't play, there are people (granted, somewhere else in the world) who will think badly of you. They'll slander you on the forums and blacklist you from future raids. And, anyway, people like to feel included, so aside from the threat of social gaming censure most people enjoy being part of a group.
You get benefits, such as better rewards and faster in-game advancement, but you inevitably have to give back to the community which has helped you. In World of Warcraft, "raids," in which groups of players dive into a monster-invested cavern for rewards, can take a couple of hours and require quite a bit of organization, and most take place with upward of five people, and at a prearranged time. In his confessional autobiography Unplugged, video-game addict Ryan Van Cleave remembers countless missed dinners and social occasions he instead spent "plugged in" to Warcraft conducting raids. He wasn't just enjoying himself: He had promises to keep.
Social obligation itself can't really be a true addiction; it's just guilt. Anyone with a shred of conscience would feel bad leaving a team to fend for themselves if you'd made a promise to them. And it is just that, guilt, which can tie people into a lifetime of gaming. Not just guilt about your community or your guild, but for your character, too. Ryan devotes a few paragraphs to remember his Warcraft characters, who he loved and nurtured. Unfortunately, in exclusion of his real children, whom he neglected.
The other factor, in fact the largest reported factor found in the study, was escapism. Many people in the study reported that they enjoyed games because games took them out of the real world. These same people were the most likely to develop addiction-like symptoms. Why be a landscape architect when you could be an invincible mage? Or, feeling doomed to unpopularity in real-life, why not join a guild online? This isn't the first study to find the relationship between video games and escapism: A study in 2009 found 41 percent of its participants said they played to escape the real world.
In a way, video games are the spiritual successors to fantasy literature. Like Belle in Beauty and the Beast, or Shizuku in Studio Ghibli's Whispers of the Heart, people are escaping from their humdrum lives into a world of invented magic and wonder. This is why games like World of Warcraft are a gamers' "drug of choice": they span massive worlds, across continents and with thousands of quests to join. If someone has a powerful imagination, the real world doesn't really cut it anymore.
The difference is, video games are personalized and meticulously tested experiences which, unlike books, are constantly tinkered with by their manufacturers to be as "sticky" — that is to say, addictive — as possible.
Hyperactive imaginations aside, there are a number of people with more serious conditions that might look to video games to escape from real problems. People with depression can find a temporary high in these virtual wonderlands. In one of the worst cases in video game addiction, a Korean couple suffering from depression played Prius, a game in which you raise a child, until their real baby daughter died from starvation.
True to stereotypes, those with social phobias, or just poor social skills in general, are more likely to turn to gaming. Not only do games offer them that elusive social affirmation — NPCs, or non-playable characters, telling you how wonderful you are, how brave and so on — but there is the opportunity with online games to speak with real people, who share your hobby and are likely to be less judgmental than the people they know in real life.
Social stigma toward video games and the nagging knowledge that you're neglecting your responsibilities lead people deeper down the rabbit hole. Hilgard calls these "bad coping strategies": he says, "just like refreshing my browser tabs because I'm nervous and want to keep my mind off of something, gamers are often playing to forget their real-life problems." The problem is: The problems get worse, and so the pull to gaming gets even stronger. It's a vicious, downward facing, spiral.
Van Cleave's Unplugged is a study in this cycle of destruction, 300 pages of twisting every way he could to escape how hard life had become for him. And it only got worse. At every checkpoint in his life he could for many hours a day escape to a world in which he wasn't overweight, underemployed, disliked and disenfranchised, but instead a legend.
There's a lot more work to be done before we truly understand this stuff. Indeed, the science of addiction itself is still hopelessly infantile. In the meantime, gaming addicts are more or less on their own, and have to fight their addiction by figuring out what makes the real world so unappealing when compared the bright lights of the computer screen. And the rest of us have to keep an eye on games manufacturers stepping over the line from entertainment to exploitation.
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The military is weaponizing video games
The Xbox Kinect can do a lot more than recognize your dance moves. According to Eugene K. Chow in The Week, the military has long been an object of the video game industry's fascination.
Titles like Call of Duty slavishly pore over the details of real-life weapons, technology, and terrain to create virtual battlefields for their users to wage war on. But in a case of reality mimicking art, the military has started to turn to the gaming industry for help — and not just for training, as one would expect, but for technology itself.
In the arms race for a better user experience, the $66 billion video game industry has become so advanced that in some areas it has outpaced the military. The gaming industry's state-of-the-art controllers, high-tech sensors, and processors have been co-opted, even weaponized, by the Pentagon.
Here, a few examples:
How Xbox Kinect can guard a border
In addition to interpreting dance moves and imaginary swings of a light saber, Xbox Kinect sensors are helping to guard the last remaining front of the Cold War, the demilitarized zone (DMZ) that divides North and South Korea.
After a series of high-profile border mishaps, including a defecting soldier from the North who simply waltzed through the heavily fenced, mine-strewn, 2.5-mile-wide DMZ and knocked on a guard post, the South Korean military turned to the developer of the Xbox Kinect sensor for help.
While existing sensors along the DMZ were effective, they had difficulty distinguishing between animals and humans, resulting in frequent false alerts. Now thanks to Ko Jae-Kwan, who developed Microsoft's Kinect sensors that allow users to control games using their body movements, the DMZ's newest sensors are able to separate human and animal movement.
"For its price, the device is very accurate and effective in covering vulnerable areas," Ko said.
Planned upgrades include sensors capable of reading biometrics like heart rate and body temperature, features already included in Microsoft's Xbox One, which was released last year.
To succeed in the retail industry, video game makers must offer highly advanced technologies at affordable prices, which is partly why they are so attractive to the military.
In 2009, the Pentagon purchased thousands of PlayStation 3s to bolster its supercomputer clusters. According to Defense Department acquisition officers, the PlayStation's processor offered comparable performance to the world's most advanced chips but at one-tenth the price, making it the most viable option.
Using a Wii to disable a bomb
Meanwhile on the more hands-on side, several drone manufacturers have adapted video game controllers and interfaces to pilot drones as their designs have proven to be the best available.
It's no coincidence that Raytheon's Universal Control System, the complex command station that allows drone operators to fly, track targets, and launch death-dealing Hellfire missiles from thousands of miles away, closely resembles a hardcore gamer's ultimate setup.
In an effort to reduce accidents, Raytheon hired game developers to redesign drone "cockpits" by borrowing technology from the gaming industry including wrap-around wide-screen monitors, Xbox-based processors, and an array of familiar joysticks, switches, and thumb controls.
"Gaming companies have spent millions to develop user-friendly graphic interfaces, so why not put them to work on UAVs?" explained Mark Bigham, business development director for Raytheon's tactical intelligence systems. "The video-game industry always will outspend the military on improving human-computer interaction."
That is exactly why engineers modified a Nintendo WiiMote to control the Packbot, a bomb disposal drone used by the US military in Afghanistan and Iraq, after they realized the existing "joypad" interface monopolized the user's attention.
"Our tests show 90 percent of the operator's workload goes into driving the robot rather than keeping an eye on the sensor data," said David Bruemmer, a U.S. Department of Energy engineer who helped design the modified controller.
With the Wiimote, troops are able to control the robots more instinctively as the new control directly translates the movements of the hand into the movements of the robot, Bruemmer added.
Other battle-tested controllers include the widely used Xbox 360's, which Lockheed Martin modified by removing the logo to help British troops fly UAVs. The U.S. Army has also been spotted using the same controller for ground-based drones.
How virtual reality can alleviate PTSD
Beyond controllers, video games themselves have become effective tools to help veterans struggling with PTSD or even recover from severe burns. Where powerful drugs and other therapeutic techniques have failed, video games have proven enormously effective.
In an experimental treatment, soldiers recovering from severe burns were given virtual reality goggles to play Snow World, a specially designed immersive game that kept their minds off the excruciating pain of having their wounds cleaned or skin stretched.
"Sometimes patients are crying or screaming or begging for you to stop or pleading to God for mercy," said clinical nurse specialist Morrow. "[Snow World] really changes the nature of what we do."
Patients reported that they felt less pain when playing the game, required less pain medication, and had a greater range of motion in their burned limbs as their muscles were more relaxed.
The game is fairly simple, consisting of a 3D environment where players travel along a snowy path and throw snowballs at non-moving targets. The virtual reality headsets keep patients from seeing what's happening to their bodies and the game keeps their mind focused on playing the game rather than the pain.
Other specially-designed virtual reality games like Beyond the Front as well as mobile apps are helping to treat and diagnose PTSD. A virtual first-person shooting game offers vets a chance to return to the battlefields of Iraq and Afghanistan, but in safe way that allows patients to conquer their past traumas and habituate themselves to experiences of fear.
On the less therapeutic side of shoot-em-ups, the Pentagon uses America's Army, a military-style shooting game, as a subtle recruitment tool. And, taking its cues from the Pentagon, China's People's Liberation Army released the not-so-subtle first person shooter Glorious Mission, which inundates players with fiery nationalistic propaganda as they slog through boot camp and ultimately face off against America in a bloody showdown.
As the military is proving, video games are no longer child's play.
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Sex toys get social
And they're not a total waste of time... According to John Aziz of The Idea Factory, a new generation of sex toys is here.
Manipulatable by the actions of a far-away internet partner, these sex toys — called teledildonics — are internet-enabled devices that let long-distance partners feel each other in real-time. For men, there are vagina-shaped sex toys, and for women, penis-shaped ones. What one partner does is picked up by sensors in the toy, sent over the internet, and felt by the other partner, and vice versa. The toys can also sync up to the action in adult films, like the now-defunct RealTouch.
It’s easy to condemn such things as weird or bizarre.
And I’d say that’s for good reason: Hooking up via vibrating plastic accessories attached to an internet-connected computer is clearly not the most obvious way for two people to be intimate. It is rather like a Rube Goldberg machine: an extremely complicated solution to a simple problem. Why go to such trouble to create virtual sexual experiences when real-world sex is possible without all the technology getting in the way?
But as jarring as they may seem, these technologies may actually be useful for things outside of the domain of internet fetishism. They are a very primitive attempt to solve an extremely important problem in computing — how do you create convincing physical sensations in virtual environments?
Today, we have relatively underdeveloped virtual reality headsets like the Oculus Rift that immerse viewers in 360-degree digital environments where they can move their head to look up, down, and around. But integrating elements of reality beyond audio to create a fuller virtual reality experience presents difficult engineering challenges. Surround sound is possible, but the other senses — taste, smell, and touch — are much harder to fulfill.
Internet-connected sex toys are a tentative first step toward physical feedback in virtual reality, just as (say) Nintendo’s Virtual Boy was a first step toward the impressive virtual reality visuals possible with the Oculus Rift.
If the initial application (internet sex), seems weird, that’s probably just human nature. Humans like experimenting with sex so it shouldn't be too surprising that porn has been a big driver of technology adoption. The adult film industry has been at the forefront of technology for years, at least since it picked VHS over Betamax. Technological innovations pioneered by the porn industry include online payment systems, streaming video, video chat, and DVD and HD video formats.
The same logic probably applies to sex with robots. In creating convincing human-like robots, it seems inevitable that researchers will experiment with making robots sexually convincing, as well as capable of various human tasks such as lifting heavy objects, performing manual labor, performing housework, fighting in war zones, etc. Designing robots that are sexually attractive and sexually convincing will hold important lessons for designing robots to interact with humans in other ways.
As seen in The Week ;-)
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The online cookie has turned stale: Here's what advertisers are cooking up to replace it
Sorry, you're still being tracked. According to Robert W. Gehl in The Week, the $10 billion online advertising industry is in a state of crisis. That is, if we are to believe "Privacy and Tracking in a Post-Cookie World," a recent report from the advertising trade group Interactive Advertising Bureau (IAB).
As this IAB report details, the online marketing industry requires accurate, pervasive monitoring of our online habits. The data that results from this monitoring is turned into profiles, and these profiles get sold to advertisers in a hyperspeed auction that takes place in the milliseconds before your browser loads the next webpage. This practice of monitoring our habits, profiling us, and selling our eyes to the highest bidder is called Online Behavioral Advertising (OBA).
In order to work, however, OBA relies largely on a two-decade-old technology: The cookie, a small text file with a unique ID that is downloaded to your browser when you visit many websites. But just like any cookie would be after 20 years, the HTTP cookie is now stale.
The cookie, crumbled
Cookies are failing because internet users are increasingly blocking them. In fact, as you read this, many of you might have your browsers set to block third-party cookies, or you might be using privacy add-ons like Self-Destructing Cookies. You're not alone; as the IAB report notes, privacy-conscious internet users are now "churning" cookies by regularly deleting them, thus making it impossible to track these users over time.
Moreover, because cookies aren't persistent across browsers or devices, they don't allow marketers to track you as you browse the web first on a laptop, then on your phone, then on your Playstation. At best, multi-device browsing results in fragmented profiles, hardly the data gold mine the industry wants.
Finally, in 2011, the European Union and U.S. government began cracking down on cookies due to privacy concerns. The IAB and other trade groups consistently fight such regulation, but regulator tolerance of cookies has waned.
And when the cookie crumbles, the OBA industry does too. Without reliable data culled from constantly monitoring our online habits, the custom profiles data brokers make about us are far less valuable to advertisers.
After cookies: User IDs and security desks?
However, let's not celebrate the end of the cookie too soon. If the IAB report is any indication of where the online marketing industry wants to take the internet, I think we're going to be longing for the days when a visit to a site like Dictionary.com resulted in 159 cookies downloaded onto our computers.
Why? Because, in a move resulting either from clumsiness or sheer hubris, the marketers who wrote the IAB report have tipped their hands about what they want the internet to look like in the post-cookie world.
To explain the need for new tracking technologies, they use an analogy of security desks:
Imagine you work in a building with a security desk on each floor. Think how frustrating it would be if every time you walked into the building or went to a different floor you had to provide your name, company, job title, and ID so security personnel could make sure you’re allowed to proceed. You would have to provide all of this information every time you left the building or went to another floor — even if you just went for a quick coffee break, or walked a guest to the elevator. To circumvent headaches such as these, security badges were invented. Now every time you enter your building or change floors you are able to swipe your badge at the security desk and that swipe provides information to quickly remind the system of all of your details and automatically gives you permission to proceed. Additionally, your security badge contains information about you that can only be read by the security desks in your building, [sic] it would not work if you swiped it anywhere else. [Privacy and Tracking in a Post-Cookie World]
As the report explains, cookies are like security badges, but badges that are now obsolete; they don't identify you consistently enough. The report authors suggest new ones by expanding the use of "advertising IDs," cloud-based ID systems, or statistical identification of users (for an example of how this last might work, see this EFF project).
These plans would require a centralized service to assign us unique online IDs on our devices. The report outlines a few different approaches: A cloud-based one would have us sign into an ID service and use the unique ID it gives us to connect to publishers. In a sense, this is happening with Facebook Connect (although Twitter's implementation of OAuth competes with Facebook to be an internet ID system), but in the IAB's ideal scenario, we'd pick just one service to be our online ID. The report also indicates a solution through your internet service provider: Every time you log on to the internet through Comcast or Verizon, for example, you'd be assigned a unique ID. Advertising IDs, like those used in Android and iPhones, would provide device-level identification; this would be far less centralized, but it would still be more concentrated than the free-for-all cookie system.
But I want to set aside the technical details of these ideas and instead focus on what the practical effects would be. Let's take the IAB's unfortunate analogy of the internet as a highly secured building to it's logical conclusion. (Seriously: The internet as a series of security desks? They wrote this report after Snowden's NSA leaks?)
1. We all work and live in the same building; call it "Les Interwebs." It used to be that you had to explain to the guards who you are every time you left and came back into the building, but the IAB has fixed this for us. Now you have an IAB-issued internet ID card you can use to get into Les Interwebs, and the guards greet you by name with a cheerful grin. (The IAB report acknowledges that post-cookie tracking technology will require "an authentication mechanism" — in other words, a persistent ID you use to identify yourself online.)
2. We each have our own special room in that building. The guards know when you're in your room and when you're not.
3. While you're in your special room, highly trained social scientists watch your every move, monitor what you read and watch, pore through your financial records, consult with your doctor about your health, study your sexual preferences, map your social networks, and divide you up into myriad categories. (This detailed monitoring is, of course, the dream that animates online behavioral advertising).
4. As a result, in your room, you only see what you want to see — or rather, you only see what marketers believe you want to see. You like "technology" and "sports?" That's all you see. You like liberal politics? You will only confront views that confirm your own. Don't worry about the opinions of others; you won't hear about them — except in sensational headlines. (This is what the IAB would call "personalization," and what others might call a "filter bubble.")
Of course, much of this is already reality, but if we take the IAB report at face value, the way in which this vision of the internet is currently being implemented is inefficient and clumsy. Cookies helped get us to an internet that tracked us, but now the time has come for even more precise and powerful tracking technologies.
The internet can certainly be a building with security desks on every floor. If you want personalized services everywhere you go — where "personalization" means you get what someone else says you want — then the IAB is your guide to the future of the internet. If you like to be watched as you lust, love, and live, if you like to give the marketing industry such infopower, please do help the IAB figure out the future of tracking after the cookie.
On the internet, no one should know you're not a dog
However, what if we take seriously other metaphors for the internet? For example, since so much of the IAB's work is to fix us as specific, identifiable people, perhaps we need to turn to the old metaphor of the internet as a place where, as the famous New Yorker cartoon put it, "no one knows you're a dog."
I would rather see an internet where you can be a dog one minute, a cat the next, a man the next, a woman the next. Where you can do things without a massive, highly sophisticated industry studying your every move. Where you can explore and learn based on whim and serendipity rather than the dictates of marketing (or, of course, government, but that's for another essay). Where when you can put your name on things one minute and be anonymous the next.
In other words, let's have a post-cookie internet without tracking. The IAB can keep their security desks.
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