Monday, April 15, 2013

week 13

Infinite Reality: Revealing the Blueprint of Our Virtual Lives
Jeremy Bailenson, 
Founding Director, Virtual Human Interaction Lab and Associate Professor, Department of Communication, Stanford University

A troubling lecture about amazing new strides in VR.  the quote below was taken from the Stanford Lab's website, describing one of many research projects, sponsored by large corporations or the U.S. government. http://vhil.stanford.edu/projects/

"Any time people use the Internet, they leave a digital record behind (think "cookies" on browsers). Similarly, but in much greater detail, any time people enter virtual reality, they leave a "digital footprint"—all the data the computer automatically collects. This can include: speech, nonverbal behavior, and location. Footprints can be used (and, in fact, are being used) by military, industry, educators and other organizations to detect who you are, what you are doing, and even what you plan on doing later. We are using a variety of tracking devices to predict identity and behavior, such as cameras that capture facial expressions, videogame devices such as the Kinect that can capture body gestures, and online virtual worlds such as Second Life that archive all of your actions. For example, in our Second Life study we demonstrated that footprints can be used to predict personality. In another 'Driving Project,' we demonstrated that facial geometry features, especially features involving the eyes and mouth, can be used effectively as predictors of poor driving behavior and can identify accidents two seconds before they occur. These machine learning classifiers could be incorporated in advanced driver warning systems for improved vehicle safety. In our 'Online Shopping Project,' we demonstrated that the face can predict buyer intent, opening up possibilities for commercial applications. In our 'Monitoring Operator Fatigue' study we demonstrated that facial movements can accurately predict operator errors, fatigue level, and learning rates during a repetitive motor task. In essence, while one can hide behind an avatar of a different name or appearance, the massive amount of data stored in the digital footprint still can reveal much information. Moreover, this data can be used to improve educational systems, commerce, and all forms of social interactions"

All things have the possibility for both good and evil.  many things are both, rather than one or the otherI was both fascinated by the rapid evolution of this technology and the possibility of its use in a social context, and horrified at the same time.  Much indicating the ability to control subjects without their even being aware.
The speaker predicts we will have VR in our living rooms in a year.  Good news for someone.  Can't wait

You have to love evolution.
MWAUH
<3

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