Tag Archives: technology

Neodicy: balancing technology’s promise against its pitfalls

Over at his own blog, gruff comics-writing curmudgeon Warren Ellis turns the mic over to Jamais Cascio for a slice of bullshit-free futurism. Cascio’s thoughts on neodicy – your neologism for the week – chime nicely with my reasons-to-be-hopeful-if-you-can’t-be-cheerful from yesterday. Take it away, Jamais:

This deep fear that what we have built will both give us heretofore unimagined power and ultimately lay us to waste has been with us for centuries, from the story of Icarus to the story of Frankenstein to the story of the Singularity. But because of its mythical roots, few foresight professionals give this fear sufficient credence. Not in the particulars of each story (I don’t think we have much cause to worry about the risks associated with wax-and-feather personal flight), but in the recognition that for many people, a desire to embrace “the future” is entangled with a real, visceral fear of what the future holds for us.

[…]

… the real value of a neodicy is not in the utility it provides, but the understanding. For too many of us, “the future” is a bizarre and overwhelming concept, where danger looms large amidst a shimmering assortment of gadgets and temptations. We imagine that, at best, the shiny toys will give us solace while the dangers unfold, and thoughts of the enormous consequences about to fall upon us are themselves buried beneath the desire for immediate (personal, economic, political) gratification. Under such conditions, it’s easy to lose both caution and hope.

A world where futurology embraces the concept of neodicy won’t make those conditions go away, but it would give us a means of pushing back. Neodicies could provide the necessary support for caution and hope, together. Theodicy is often defined simply as an explanation of why the existence of evil in the world doesn’t rule out a just and omnipotent God; we can define neodicy, then, as an explanation of why a future that contains dangers and terrible risks can still be worth building — and worth fighting for.

Amen, brother.

A series of (food)tubes

One of the biggest infrastructural components of a developed nation is the transportation network that moves food around the place… trucks and lorries, trains, that sort of thing, all pollution-heavy technologies that cost a lot of money to run. So what could we replace that food delivery network with? How about… a series of tubes. No, SRSLY:

Imagine a 1,500 kilometer underground FoodTubes ring circling the UK. The packet-switched-style network would connect all major food producers and retailers via 3,000 kilos of smart grid controlled air pressure pipe. The Foodtubes capsules, spaced one meter apart, will race about in gangs of 300 or so at 100kph. As many as 900,000 will be in circulation at any given moment, either zipping around beneath London and Liverpool or being loaded and unloaded at freight dockets.

“Really fast food,” Foodtubes literature calls the concept, with big payoffs for the economy and environment. “Inefficient food transport costs the Earth,” another presentation insists. Huge quantities of diesel are burned to move food trucks—17 billion for each 25 million UK homes, which represents eight percent of all the carbon dioxide mixed into the atmosphere.

“In contrast, we transport 180 times more weight of water than food every day (150 litres/person) in pipelines, with little pollution and no traffic jams,” the project notes. “Multiply by 5 to get the totals for the 120 million USA households.”

Add to that the traffic relieving removal of huge trucks from UK roads. 200,000 of them could be replaced by 17,000 kilos of pipelines and capsules, the group estimates, saving the country 40 million tons of CO2 each year, and the world perhaps as much as four billion if the idea was adopted globally.

That’s got to be the most Jetsons-esque bit of speculative technology I’ve seen in a long while. The FoodTubes people seem pretty confident that the actual technology side is plausible, but are also well aware that “[t]he freight industry is deeply entrenched at every level of government and commerce”. No kidding… which leads me to suspect that, plausible or not, FoodTubes is unlikely to get off the drawing board any time soon.

Pimp my prosthesis

For my money, a sure mark of a technology reaching maturity (and market acceptance) is when the purely aesthetic customisation options start to appear

bespoke prosthetic leg

Bonus future-points for the fact that these are being made using rapid prototyping / 3d printing technology. Mass production, pah!

[ Can’t actually remember whose Google Reader recommendations this piece came out of, so – whoever it was – please accept my apologies and an ambiguously-directed hat-tip. ]

The sex Kinection

We’ve already looked at people with privacy concerns over Microsoft’s freshly open-source-driver’d Kinect controller, but there’s another end to the spectrum of attitudes to new technology: while some folk worry about what the Kinect might do in the wrong hands, others are busily and cheerfully working out what it could do while something more personal is in their own hands… or elsewhere [via grinding.be]. Look away now if geeky people discussing smutty uses of consumer electronics products is likely to offend…

So what can the kinect bring to sex? Well, probably not a good real time rendering of your cock, or strap-on, or really any genitalia a usable way for pornography. Why? Because that’s not really what it was made for.

Microsoft put a ton of work into making the kinect track the human body as a whole, so you can play games by jumping and running and generally acting the fucking fool and feel like you’re in the game instead of just sad. Genitalia, for the most part, are not a major geometric feature of the human body when taken in perspective of physical size (as opposed to say, genitalia perspective in relation to the ego, where they may actually make up more than 100%). Neither are they normally used in the control of video games, be they rated everyone or AO. Not to say that experiment hasn’t been tried, but it didn’t turn out too well, and we’re probably a few years off of the video game market being ready for Mike Tyson’s Super Cockslap-Out. So why even try to track that small part when you’re interested in the whole body? You may be able to see it, but it won’t work well.

[…]

The kinect alliviates the need for having hardware, because now as long as we have a shot of the “action”, as it were, we can use that “gesture” as a control. Not only that, the gesture itself is the toy. Or you could employ a toy under the gesture. The possibilities, they may or may not halt.

With masturbation, however, the kinect does not make this a trivially solved problem. Due to the close contact of the hand with the body, possibly with some inanimate object in between, there will still have to be some calibration and thresholding to figure out exactly where the genitalia versus the hand versus the surrounding body parts are. We’ll have the image and the depth data, but it’s not like the above above video where the hands are being held far out from the body, which is a situation the kinect is made for. Masturbation and general self-manipulation is something that’s out of the kinect’s normal operating procedure, but I’m sure we’ll figure something out. We’re smart and bored, after all.

Bonus: here’s Penny Arcade with some, ah, commentary:

Fundamentally accurate - Penny Arcade

*ahem*

And here’s Jonah Lehrer at Wired talking about the Kinect in terms of less explicit – but arguably more fundamental – unions between the body and the machine:

For most of the 20th century, [William] James’ theory of bodily emotions was ignored. It just seemed too implausible. But in the early 1980s, the neuroscientist Antonio Damasio realized that James was mostly right: Many of our emotions are preceded by changes in our physical body. Damasio came to this conclusion after studying neurological patients who, after suffering damage in their orbitofrontal cortex or somatosensory cortex, were unable to experience any emotion at all. Why not? The tight connection between the mind and body had been broken. Even though these patients could still feel their flesh – they weren’t paraplegic – they could no longer use their body to generate feelings. And if you can’t produce the bodily symptoms of an emotion – the swelling tear ducts of sadness, or the elevated heart rate of fear – then you can’t feel the emotion. As Damasio notes, “The mind is embodied, not just embrained.”

[…]

Although we might look a little foolish flailing around the living room, the game has managed to excite our flesh, and that means our emotions aren’t far behind. As a result, we are more scared by the possibility of virtual death (and more thrilled by the virtual victory) because our body is fully engaged with the game.

For decades, video game designers have been obsessed with visual realism, as if the eyeball was the key to our emotional brain. But accurate graphics have diminishing returns. At a certain point, we don’t need more pixels – we need more physicality. And that’s what’s so exciting about the Kinect (and the Wii before that): For the first time, video games are able to deliver a visceral emotional experience, as our body is tricked into confusing fiction with reality.

The Kinect is admittedly a pretty basic implementation of all this potential, but then the first product to market usually is. Interesting times ahead.

The Future is Now: the Recession and the Steep Upward Slope

It’s a recession.  The housing market is tough, the job market is worse, and the country is so sharply divided we’ll be lucky if anything useful happens in Washington D.C. in the next two years.  Whole economies are backpedaling into austerity programs.  This does not feel like a ride up the steep right-hand curve of the emerging technological singularity.  But I think that’s where we are – in that place of so much change we can barely keep up, and in a time when many people are falling so far behind that they will never catch up. Continue reading The Future is Now: the Recession and the Steep Upward Slope