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Do we use our technology or does it use us?

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Using Artificial Intelligence to Police the Bullies on League of Legends. Like many online spaces, League of Legends, the most widely played online video game in the world today, is a breeding ground for abusive language and behavior. Fostered by anonymity and amplified within the heated crucible of a competitive team sport, this conduct has been such a problem for its maker, Riot Games, that the company now employs a dedicated team of scientists and designers to find ways to improve interactions between the game’s players. During the past few years the team has experimented with a raft of systems and techniques, backed by machine learning, that are designed to monitor communication between players, punish negative behavior, and reward positive behavior.

The results have been startling, says Jeffrey Lin, lead designer of social systems at Riot Games. The software has monitored several million cases of suspected abusive behavior. Several million cases were handled in this somewhat labor-intensive manner. One challenge the system faces is discerning context. Cyberspaced - Psychotherapy DailyPsychotherapy Daily. By Mary Sykes Wylie and Rich Simon Sherry Turkle introduces her 1995 book, Life on the Screen: Identity in the Age of the Internet, with a quote from a poem by Walt Whitman: “There was a child went forth every day, / And the first object he look’d upon, that object he became.”

For Turkle, an ethnographically trained sociologist and psychologist (the founding director of MIT’s Initiative on Technology and Self), Whitman was conveying a profound truth: “We make our objects and our objects make us,” as she’s said. In our high-tech, computer-obsessed age, Turkle’s key mission has become to unravel “how our increasingly intimate relationship with technology . . . changes the way we see ourselves as people. It isn’t so much what technology is doing for us, but what it’s doing to us.” More and more, as Turkle sees it, we’re the machine, and the machine is us. Within a few years, she noticed that even children in grade school were speaking like MIT computer romantics about their own machines. Sherry Turkle: Connected, but alone? Will Brain Wave Technology Eliminate the Need for a Second Language?

Earlier this year, the first mind-to-mind communication took place. Hooked up to brain wave headsets, a researcher in India projected a thought to a colleague in France, and they understood each other. Telepathy went from the pages of science fiction to reality. Using electroencephalography (EEG) sensors that pick up and monitor brain activity, brain wave technology has been advancing quickly in the last few years.

A number of companies already sell basic brain wave reading devices, such as the Muse headband. Some companies offer headsets that allow you to play a video game on your iPhone using only thoughts. NeuroSky's MindWave can attach to Google Glass and allow you to take a picture and post it to Facebook and Twitter just by thinking about it. Even the army has (not very well) flown a helicopter using only thoughts and a brain wave headset. Being proficient in other languages also offers certain nuances that knowing only one language cannot. Twenty years isn't that far off.

Five days at outdoor education camp without screens improves preteen skills with nonverbal emotion cues. 1. Introduction For several millennia, humans’ primary method for social learning and communication has been face to face. In the 21st century, as mobile technology and the Internet became available to most of the world’s population (Internet world stats, 2013), digital media have become an increasingly prevalent factor in the informal learning environment (Greenfield, 2009). Children today, ages 8–18, spend over 7½ h a day, seven days a week using media outside of school (Rideout, Foehr, & Roberts, 2010).

Moreover, teenagers, ages 12–17, report using phones to text message in their daily lives more than any other form of communication, including face-to-face socializing (Lenhart, 2012). The advent of mobile technology enables today’s youth to access and engage with screens 24/7 outside of school while in cars, on vacations, in restaurants, and even in bed. 1.1. 1.2. 1.3. In-person interaction also develops the accurate understanding of nonverbal emotion cues. 2. 3. 3.1. Table 1. 3.2. Humans Need Not Apply. People.stern.nyu.edu/hhershfi/resources/Research/JMR-D-ce.pdf. REVIEW: The changing space of the workplace – virtual worlds, collaboration, and democratic spaces | Synexe.

For millennia architects have been keenly aware of the forces acting on a structure on which they worked – as the physical forces acting on these structures created both centrifugal (outward throwing) and centripetal (inward throwing) forces. So too, in their work on the construction of physical spaces to structure the way people engaged with one another and the built environment, architects have long focused on the ways in which certain types of space create certain types of movement and interaction. Linear routes are thus suited for movement while more centroidal places are suited to assembly. (Public Office Landscape collection, by Yves Behar and fuseproject – Photo Credit: DesignWeek) In the modern environment, where even the concept of space itself begins to fall to the wayside as we become increasingly virtual in our work, we need to understand the forces at play. For, to do otherwise, is to create spaces of at best inappropriateness and at worst of inadequacy.

Patients tell more secrets to virtual humans. Patients are more willing to disclose personal information to virtual humans than to actual ones, likely because computers don’t make judgments or look down on people the way another human might. The findings show promise for people suffering from post-traumatic stress and other mental anguish, says Gale Lucas, a social psychologist at University of Southern California’s Institute for Creative Technologies. In intake interviews, people were more honest about their symptoms, no matter how potentially embarrassing, when they believed that a human observer wasn’t in on the conversation. “In any given topic, there’s a difference between what a person is willing to admit in person versus anonymously,” Lucas says. The study provides the first empirical evidence that virtual humans can increase a patient’s willingness to disclose personal information in a clinical setting.

It also presents compelling reasons for doctors to start using virtual humans as medical screeners. Virtual humans Source: USC. Social And Emotional Benefits Of Video Games: Metacognition and Relationships. Brad Flickinger Part 4 of MindShift’s Guide to Games and Learning. For years, most people thought that video games were like candy: mostly bad, tempting to children, but okay in moderation. Now we understand that they can have more “nutritional” value than our parents ever imagined.

My brothers and I played Space Invaders and Pac Man, Asteroids and Breakout. We pulled the plastic casing off the Atari joystick and stuck the accordioned bottom end to our foreheads like a suction cup. Kids played video games for hours. Along came Oregon Trail, Reader Rabbit, Math Blaster, and others. Clearly, the world has changed considerably since then. In 2013, the American Psychological Association published a study that identified some of the benefits of gaming, and the results were surprising.

Of course, neural advantages like these are vague and invisible. We want our children to develop strong meta-cognitive skills. Video games nurture an incremental understanding of intelligence. Related. Social And Emotional Benefits Of Video Games: Metacognition and Relationships. Virginia Eubanks: Deconstructing the Digital Divide. The future of work is rich in technology and drawbacks. The nature of work and the workplace itself is changing for most of us. (Phil Noble/Reuters) We check e-mail as soon as we reach home, and sneak a peek at our inboxes along the way.

We respond to calls, texts, and messages even while on vacation. At work, we use Cisco Telepresence or Skype to confer with colleagues all over the world. Companies often allow employees to work from home for one or two days a week; some let them live in remote locations. This has all become the norm. This is just the beginning. This is the future we are headed into, whether we like it or not. For our grandparents, “work” was almost always in a factory or on a farm.

Note how accounting firms routinely outsource grunt work, as do lawyers, and as do doctors, for tasks such as medical transcription. Crowdsourcing is making it possible for work to be done simultaneously by many people — no matter where they are. Businesses are beginning to do this as well. This is all exciting — and terrifying enough.

Video Games: Are They Really a Source of Addiction? There has been research and speculation regarding video gaming and how it can be a source of addiction. According to the American Medical Association, up to 90 percent of American youth play video games. Of those teens and young adults, it’s speculated that up to 15 percent may be “addicted.” Video gaming addiction, and addictions in general, have biological components as well as psychological ones. The biological components are that game addicts show an increased release of the mood-regulating chemicals dopamine and glutamate in the brain. It is a highly rewarding, stimulating, and motivating activity.

Eventually, the release of dopamine and glutamate reach a threshold in the brain where a higher amount is required to experience the rewarding effects. The addiction often becomes life-consuming and can take priority over families, friends, jobs, school, and so on. Massive Multi-user Online Role-playing Games (MMORPGs) are the fastest-growing forms of Internet gaming addiction. Does fantasy offer mere escapism, or escape? – Damien Walter. The only people who hate escapism are jailers, said the essayist and Narnia author C S Lewis.

A generation later, the fantasy writer Michael Moorcock revised the quip: jailers love escapism — it’s escape they can’t stand. Today, in the early years of the 21st century, escapism — the act of withdrawing from the pressures of the real world into fantasy worlds — has taken on a scale and scope quite beyond anything Lewis might have envisioned. I am a writer and critic of fantasy, and for most of my life I have been an escapist. Born in 1977, the year in which Star Wars brought cinematic escapism to new heights, I have seen TV screens grow from blurry analogue boxes to high-definition wide-screens the size of walls. I played my first video game on a rubber-keyed Sinclair ZX Spectrum and have followed the upgrade path through Mega Drive, PlayStation, Xbox and high-powered gaming PCs that lodged supercomputers inside households across the developed world.

And I am not alone. 12 July 2013. Does fantasy offer mere escapism, or escape? – Damien Walter. Automation Anxiety. In Ulysses (1922), it’s been said, James Joyce packed all of life into a single Dublin day. So it shouldn’t be surprising that he found room in the novel for Leopold Bloom to tackle the problem of technological disruption: A pointsman’s back straightened itself upright suddenly against a tramway standard by Mr Bloom’s window. Couldn’t they invent something automatic so that the wheel itself much handier? Well but that fellow would lose his job then? Well but then another fellow would get a job making the new invention?

Notice Bloom’s insights: first, that technology could obviate arduous manual labor; second, that this would cost somebody a job; and third, that it would also create a job, but for a different person altogether. Surprisingly few people have grasped this process as well as Joyce did. More than a century has passed since that now-celebrated day in 1904 when Joyce’s creation crisscrossed Dublin, and for most of that time technology and jobs have galloped ahead together. How Virtual Reality Games Can Impact Society, Encourage Prosperity | PBS NewsHour | July 11, 2013. RAY SUAREZ: Finally tonight: video games, virtual reality and how changes in those technologies may be connected with economic behavior. NewsHour economics correspondent Paul Solman and Paul’s avatar are our guides, part of his ongoing reporting Making Sense of financial news. And you should know his story contains some video game violence. MAN: You should feel like you’re there. MAN: Oh, gosh. Oh, my gosh. PAUL SOLMAN: Video games, one of the world’s fastest-growing industries, with more than $80 billion a year in revenues now, more than twice that of movies. 495383463734637Can Violent Video Games Play a Role in Violent Behavior?

Related Video MAN: The feeling of dropping is really awesome. PAUL SOLMAN: And at a recent developers conference in San Francisco, the race was on to try out a breakthrough that could take the industry to an entirely new level. MAN: This is insane. Up, up, up, up. The split-screen images, what I’m seeing in each eye, don’t come close to capturing the experience. OK. Cerebral circuitry. “social” versus “Social” The semantics of Silicon Valley Capitalism are precise, measured, and designed to undermine preexisting definitions of the things such capitalists seek to exploit.

It is no coincidence that digital connections are often called “friends,” even though the terms “friend” and “Facebook friend” have very different meanings. And then there is “social,” a Silicon Valley shorthand term for “sharing digital information” that bears little resemblance to the word “social” as we’ve traditionally used it. From “Living Social” to “making music social,” “social media” companies use friendly old words to spin new modes of interaction into concepts more comfortable and familiar.

It is easier to swallow massive changes to interpersonal norms, expectations, and behaviors when such shifts are repackaged and presented as the delightful idea of being “social” with “friends.” But is this “social” so social? Yes and no and not quite. Social First, what do we mean by the traditional meaning of “social”? It’s About Time and Space | Gridjumper's Blog. When teachers are asked “What is your biggest challenge?” A common response is TIME; Time to learn new strategies, time to plan, time to make improvements, time to have meaningful collaboration with colleagues, time to practice new learning, time to just talk with fellow educators and reflect.

SPACE is, in my opinion, another factor. Teachers are in their classrooms most of the day and even when they have a planning time they are generally isolated from other educators in the building whose schedule is likely opposite of theirs. Common planning is difficult to achieve, particularly because we have not changed the basic infrastructure of how schools are run. Changing building schedules and reworking the use of physical spaces could certainly benefit all stakeholders but for now I will make an alternative suggestion. Leverage technology for professional learning and collaboration. A variety of online spaces are available and used by educators to collaborate, share, and learn. Like this: xAtlanta - Rhonda Lowry - Literacy in a Networked Society. Why We Need to Teach Mindfulness in a Digital Age. Think of sitting quietly in a spartan room. There are no TVs, computers, smartphones, books, magazines or music. If you’re like most people, this probably sounds like a recipe for boredom.

In our culture, we avoid moments of “not-doing” because we don’t associate boredom with having any value. And our aversion to boredom and not-doing have been amplified in our hyper-connected age. It’s been said that the currency of the Net is attention. As connectivity penetrates the furthest reaches of our lives, all of us, but schools in particular, need to treat attention as a skill to be cultivated.

A torrent of stimulation is just a click or touchscreen away, ensuring that even the slightest trace of boredom can be mitigated through constant screen connectivity. Recent brain imaging studies reveal that sections of our brains are highly active during down time. In the midst of this multimedia blitzkrieg, the importance of mindfulness and focused attention is rising. The Antidote: Mindfulness Related. Howard Rheingold on how the five web literacies are becoming essential survival skills.

Rhonda Lowry - Literacy in a Networked Society. Social Media's Small, Positive Role in Human Relationships - Zeynep Tufekci. Alone Together. Is Facebook Making Us Lonely? - Stephen Marche. Does the internet rewire your brain? Emotional Impacts of Digital Media - Dr David Gibson | Treet Business. VA's Telemental Health Efficacy Surpasses Face-to-Face Encounters : Clinical Psychiatry News. Location Based Experiences - Value of Augmented Worlds.