Don’t Take it Personally, Babe, It Just Ain’t Your Story is the follow-up to Christine Love’s critically acclaimed indie game Digital: A Love Story. Much like its author’s previous work, Don’t Take It Personally is a game devoted to exploring the nature of online identity. However, while Digital expressed a delicately muted nostalgia for a fictionalised past in which cyberspace allowed Mind to detach itself from Body, Don’t Take it Personally expresses a similarly ambivalent attitude to a notional future in which privacy has become an archaic and outmoded concept. Continue reading Don’t Take It Personally, Babe, It Just Ain’t Your Story: High School, Privacy and Blended Identity
The possibility of digitising the human mind is one of those questions that will only be closed by its successful achievement, I think; there’ll always be an argument for its possibility, because the only way to disprove it would be to quantify how personality and mind actually work, and if we could quantify it, we could probably work out a way to digitise it, too. (That said, if someone can chop a hole in my logic train there, I’d be genuinely very grateful to them, because it’s a question that’s bugged me for years, and I haven’t been able to get beyond that point with my bootstrap philosophy chops.)
Philosophical digressions aside, low-grade not-quite-proof-of-concept stuff seems to be the current state of the industry. Via NextNature, New Scientist discusses a few companies trying to capture human personality in computer software:
Lifenaut’s avatar might appear to respond like a human, but how do you get it to resemble you? The only way is to teach it about yourself. This personality upload is a laborious process. The first stage involves rating some 480 statements such as “I like to please others” and “I sympathise with the homeless”, according to how accurately they reflect my feelings. Having done this, I am then asked to upload items such as diary entries, and photos and video tagged with place names, dates and keywords to help my avatar build up “memories”. I also spend hours in conversation with other Lifenaut avatars, which my avatar learns from. This supposedly provides “Linda” with my mannerisms – the way I greet people or respond to questions, say – as well as more about my views, likes and dislikes.
A more sophisticated series of personality questionnaires is being used by a related project called CyBeRev. The project’s users work their way through thousands of questions developed by the American sociologist William Sims Bainbridge as a means of archiving the mind. Unlike traditional personality questionnaires, part of the process involves trying to capture users’ values, beliefs, hopes and goals by asking them to imagine the world a century in the future. It isn’t a quick process: “If you spent an hour a day answering questions, it would take five years to complete them all,” says Lori Rhodes of the nonprofit Terasem Movement, which funds CyBeRev. “But the further you go, the more accurate a representation of yourself the mind file will become.”
It’s an interesting article, so go take a look. This little bit got me thinking:
So is it possible to endow my digital double with a believable representation of my own personality? Carpenter admits that in order to become truly like you, a Lifenaut avatar would probably need a lifetime’s worth of conversations with you.
Is that a tacit admission that who we are, at a fundamental level, is a function of everything we’ve ever done and experienced? That to record a lifetime’s worth of experiences and influences would necessarily take a lifetime? Emotionally, I find myself responding to that idea as being self-evident… and it’s the intuitive nature of my response that tells me I should continue to question it.
Back’s team administered personality inventories that evaluated 133 U.S. Facebook users and 103 Germans who used a comparable social-networking site. Inventories focused on the extent to which volunteers endorsed ratings of extraversion, agreeableness, conscientiousness, emotional instability and openness to new experiences.
The subjects — who ranged in age from 17 to 22 — took the inventory twice, first with instructions to describe their actual personalities and then to portray idealized versions of themselves.
Then, undergraduate research assistants — nine in the United States and 10 in Germany — rated volunteers’ personalities after looking at their online profiles. Those ratings matched volunteers’ actual personality descriptions better than their idealized ones, especially for extraversion and openness.
Not everyone is entirely convinced, however:
Adriana Manago, a psychology graduate student at UCLA, calls the new findings “compelling” but incomplete. College students on Facebook and other online social networks often augment what they regard as their best personal qualities, Manago holds. In her view, these characteristics aren’t plumbed by broad personality measures like the ones measured in Back’s study. And students’ actual personality descriptions may have included enhancements of their real characteristics, thus inflating the correlation between observers’ ratings and students’ real personalities, Manago notes.
“Online profiles showcase an enhanced reflection of who the user really is,” Manago proposes. In a 2008 study, she and her colleagues found that 23 college students sometimes used another online social networking site, MySpace, to enhance their images, say by Photoshopping acne out of a picture or posting a video of themselves driving a sports car at high speeds.
Somehow this revelation is both cheering and depressing at the same time… I wonder how those results would differ for older age brackets?
I’m guessing you’ve probably caught wind of Courtney Love’s lawsuit against Activision regarding their reanimation of the image of Kurt Cobain in the latest edition of Guitar Hero. I’ve not seen it myself, but friends have told me it’s a bit tasteless, and this particular lawsuit may be one of the more sane things Love has done in some time (even though there are protestations from Activision that she actually signed off on a contract that gave them permission to do it). [image ganked from Kotaku post under Fair Use terms; contact for immediate takedown if required]
Specifics aside, though, this raises the spectre of an issue that is only set to become more complicated – the use of someone’s image for marketing purposes when they’re no longer around to give their permission. Take it away, TechDirt:
[…] that issue is getting more and more complicated as technology gets better and better. In the last few decades, for example, there’s been a growing trend to use famous dead people, such as John Wayne, Lucille Ball and Fred Astaire in commercials. But those mostly involved taking clips of those actors from existing films/TV and splicing them into a commercial (with permission from their estates). However, as some lawyers have been noting, with better and better digital technologies, this issue is becoming more important as it’s now possible to digitally recreate someone for the purpose of film. Or, say, a video game.
Or, say, a life-size photorealistic face-mask. I’d be the first to concede that making money from the dead is a bit crass – especially from as tragic a figure as Cobain – but is Activision being any more crass than Love and the Cobain holding companies she controls? Who gets to decide what’s appropriate, what’s tasteful?
There’s always going to be a price at which someone’s moral stance becomes less rigid, after all, and the dead can’t hang around to complain… not until we’ve cracked personality uploads or Turing-compliant simulations, anyway. And even then, would the electronic personality be considered legally the same person as the no-longer-living meat-machine?
And just to add an extra fillip of weirdness, consider the results of a recent experiment at Warwick University here in the UK, which shows that doctored video footage can easily persuade eyewitnesses that they saw something which never actually occurred. [via FuturePundit]
The legal implications are a bit nasty – especially in a country as saturated in CCTV cameras as this one – but let’s look at the light side: how much fun would it be to convince your best friend that he was so steaming drunk at his own birthday party that he missed Kurt Cobain wandering through the front room trying to bum cigarettes from people playing Guitar Hero?
To those of us with an interest in living long enough to live forever any indicator of exceptional longevity is of interest. Here researchers have identified particular personality traits associated with longevity:
Because personality traits have been shown to have substantial heritable components, the researchers hypothesized that certain personality features may be important to the healthy aging observed in the offspring of centenarians.
Both the male and female offspring of centenarians scored in the low range of published norms for neuroticism and in the high range for extraversion. The women also scored comparatively high in agreeableness. Otherwise, both sexes scored within normal range for conscientiousness and openness, and the men scored within normal range for agreeableness.
Obviously you can’t do much to change your personality, but the conclusions are interesting.