How A Videogame Can Be A Source For Innovation


Jiwon Kim at PSFK: “The nonprofit Games For Change has a mission to utilize games to change the world. More specifically, it’s to facilitate “the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts.”….PSFK decided to explore the three finalists up to win the award for the most innovative game of 2016:

1. Life is Strange: This game is comprised of five episodes that allow the gamer to turn back the time and change a chain of events. The gamers follow the protagonist, Maxine, as she uses her power to rewind time to save her friends and her town. This game is innovative in the sense that gamers intimately interact with this intricate plot while exploring important issues such as suicide, substance issues and relationships. The game is like a beautiful animated movie with great music, except the gamer decides the ending.

2. That Dragon, Cancer: The game’s creator, Ryan Green, is a programmer who wanted to share his experience of raising a young son struggling with cancer. The narrative video game retells how Ryan’s son and the rest of his family went on an emotional roller coaster ride that lasted years. Unfortunately, his son passed away but the Green family hopes that this game provides a deep insight into this difficult journey and dealing with feelings of hope and loss. The game brings in a new perspective and a new medium for intimate stories to be shared.

3. Lumino City: This game is entirely handcrafted with paper, miniature lights and motors. Lumino City is a beautiful 10-foot high city that serves as the setting of an exciting adventure. Gamers get to be Lumi, the protagonist, as she goes off on a journey to find her grandfather. Everything about this game is innovative in the sense that the creators fuse the digital world and traditional arts and crafts together….(More).

DARPA wants to design an army of ultimate automated data scientists


Michael Cooney in NetworkWorld: “Because of a plethora of data from sensor networks, Internet of Things devices and big data resources combined with a dearth of data scientists to effectively mold that data, we are leaving many important applications – from intelligence to science and workforce management – on the table.

It is a situation the researchers at DARPA want to remedy with a new program called Data-Driven Discovery of Models (D3M). The goal of D3M is to develop algorithms and software to help overcome the data-science expertise gap by facilitating non-experts to construct complex empirical models through automation of large parts of the model-creation process. If successful, researchers using D3M tools will effectively have access to an army of “virtual data scientists,” DARPA stated.

d3mfigureDARPA

This army of virtual data scientists is needed because some experts project deficits of 140,000 to 190,000 data scientists worldwide in 2016 alone, and increasing shortfalls in coming years. Also, because the process to build empirical models is so manual, their relative sophistication and value is often limited, DARPA stated.

“We have an urgent need to develop machine-based modeling for users with no data-science background. We believe it’s possible to automate certain aspects of data science, and specifically to have machines learn from prior example how to construct new models,” said Wade Shen, program manager in DARPA’s Information Innovation Office in a statement….(More)”

Big Data Challenges: Society, Security, Innovation and Ethics


Book edited by Bunnik, A., Cawley, A., Mulqueen, M., Zwitter, A: “This book brings together an impressive range of academic and intelligence professional perspectives to interrogate the social, ethical and security upheavals in a world increasingly driven by data. Written in a clear and accessible style, it offers fresh insights to the deep reaching implications of Big Data for communication, privacy and organisational decision-making. It seeks to demystify developments around Big Data before evaluating their current and likely future implications for areas as diverse as corporate innovation, law enforcement, data science, journalism, and food security. The contributors call for a rethinking of the legal, ethical and philosophical frameworks that inform the responsibilities and behaviours of state, corporate, institutional and individual actors in a more networked, data-centric society. In doing so, the book addresses the real world risks, opportunities and potentialities of Big Data….(More)”

The Perils of Using Technology to Solve Other People’s Problems


Ethan Zuckerman in The Atlantic: “I found Shane Snow’s essay on prison reform — “How Soylent and Oculus Could Fix the Prison System” — through hate-linking….

Some of my hate-linking friends began their eye-rolling about Snow’s article with the title, which references two of Silicon Valley’s most hyped technologies. With the current focus on the U.S. as an “innovation economy,” it’s common to read essays predicting the end of a major social problem due to a technical innovation.Bitcoin will end poverty in the developing world by enabling inexpensive money transfers. Wikipedia and One Laptop Per Child will educate the world’s poor without need for teachers or schools. Self driving cars will obviate public transport and reshape American cities.

The writer Evgeny Morozov has offered a sharp and helpful critique to this mode of thinking, which he calls “solutionism.” Solutionism demands that we focus on problems that have “nice and clean technological solution at our disposal.” In his book, To Save Everything, Click Here, Morozov savages ideas like Snow’s, regardless of whether they are meant as thought experiments or serious policy proposals. (Indeed, one worry I have in writing this essay is taking Snow’s ideas too seriously, as Morozov does with many of the ideas he lambastes in his book.)

The problem with the solutionist critique, though, is that it tends to remove technological innovation from the problem-solver’s toolkit. In fact, technological development is often a key component in solving complex social and political problems, and new technologies can sometimes open a previously intractable problem. The rise of inexpensive solar panels may be an opportunity to move nations away from a dependency on fossil fuels and begin lowering atmospheric levels of carbon dioxide, much as developments in natural gas extraction and transport technologies have lessened the use of dirtier fuels like coal.

But it’s rare that technology provides a robust solution to a social problem by itself. Successful technological approaches to solving social problems usually require changes in laws and norms, as well as market incentives to make change at scale….

Design philosophies like participatory design and codesign bring this concept to the world of technology, demanding that technologies designed for a group of people be designed and built, in part, by those people. Codesign challenges many of the assumptions of engineering, requiring people who are used to working in isolation to build broad teams and to understand that those most qualified to offer a technical solution may be least qualified to identify a need or articulate a design problem. This method is hard and frustrating, but it’s also one of the best ways to ensure that you’re solving the right problem, rather than imposing your preferred solution on a situation…(More)”

Directory of crowdsourcing websites


Directory by Donelle McKinley: “…Here is just a selection of websites for crowdsourcing cultural heritage. Websites are actively crowdsourcing unless indicated with an asterisk…The directory is organized by the type of crowdsourcing process involved, using the typology for crowdsourcing in the humanities developed by Dunn & Hedges (2012). In their study they explain that, “a process is a sequence of tasks, through which an output is produced by operating on an asset”. For example, the Your Paintings Tagger website is for the process of tagging, which is an editorial task. The assets being tagged are images, and the output of the project is metadata, which makes the images easier to discover, retrieve and curate.

Transcription

Alexander Research Library, Wanganui Library * (NZ) Transcription of index cards from 1840 to 2002.

Ancient Lives*, University of Oxford (UK) Transcription of papyri from Greco-Roman Egypt.

AnnoTate, Tate Britain (UK) Transcription of artists’ diaries, letters and sketchbooks.

Decoding the Civil War, The Huntington Library, Abraham Lincoln Presidential Library and Museum &  North Carolina State University (USA). Transcription and decoding of Civil War telegrams from the Thomas T. Eckert Papers.

DIY History, University of Iowa Libraries (USA) Transcription of historical documents.

Emigrant City, New York Public Library (USA) Transcription of handwritten mortgage and bond ledgers from the Emigrant Savings Bank records.

Field Notes of Laurence M. Klauber, San Diego Natural History Museum (USA) Transcription of field notes by the celebrated herpetologist.

Notes from Nature Transcription of natural history museum records.

Measuring the ANZACs, Archives New Zealand and Auckland War Memorial Museum (NZ). Transcription of first-hand accounts of NZ soldiers in WW1.

Old Weather (UK) Transcription of Royal Navy ships logs from the early twentieth century.

Scattered Seeds, Heritage Collections, Dunedin Public Libraries (NZ) Transcription of index cards for Dunedin newspapers 1851-1993

Shakespeare’s World, Folger Shakespeare Library (USA) & Oxford University Press (UK). Transcription of handwritten documents by Shakespeare’s contemporaries. Identification of words that have yet to be recorded in the authoritative Oxford English Dictionary.

Smithsonian Digital Volunteers Transcription Center (USA) Transcription of multiple collections.

Transcribe Bentham, University College London (UK) Transcription of historical manuscripts by philosopher and reformer Jeremy Bentham,

What’s on the menu? New York Public Library (USA) Transcription of historical restaurant menus. …

(Full Directory).

Better research through video games


Simon Parkin at the New Yorker:”… it occurred to Szantner and Revaz that the tremendous amount of time and energy that people put into games could be co-opted in the name of human progress. That year, they founded Massively Multiplayer Online Science, a company that pairs game makers with scientists.

This past March, the first fruits of their conversation in Geneva appeared in EVE Online, a complex science-fiction game set in a galaxy composed of tens of thousands of stars and planets, and inhabited by half a million or so people from across the Internet, who explore and do battle daily. EVE was launched in 2003 by C.C.P., a studio based in Reykjavík, but players have only recently begun to contribute to scientific research. Their task is to assist with the Human Protein Atlas (H.P.A.), a Swedish-run effort to catalogue proteins and the genes that encode them, in both normal tissue and cancerous tumors. “Humans are, by evolution, very good at quickly recognizing patterns,” Emma Lundberg, the director of the H.P.A.’s Subcellular Atlas, a database of high-resolution images of fluorescently dyed cells, told me. “This is what we exploit in the game.”

The work, dubbed Project Discovery, fits snugly into EVE Online’s universe. At any point, players can take a break from their dogfighting, trading, and political machinations to play a simple game within the game, finding commonalities and differences between some thirteen million microscope images. In each one, the cell’s innards have been color-coded—blue for the nucleus (the cell’s brain), red for microtubules (the cell’s scaffolding), and green for anywhere that a protein has been detected. After completing a tutorial, players tag the image using a list of twenty-nine options, including “nucleus,” “cytoplasm,” and “mitochondria.” When enough players reach a consensus on a single image, it is marked as “solved” and handed off to the scientists at the H.P.A. “In terms of the pattern recognition and classification, it resembles what we are doing as researchers,” Lundberg said. “But the game interface is, of course, much cooler than our laboratory information-management system. I would love to work in-game only.”

Rather than presenting the project as a worthy extracurricular activity, EVE Online’s designers have cast it as an extension of the game’s broader fiction. Players work for the Sisters of EVE, a religious humanitarian-aid organization, which rewards their efforts with virtual currency. This can be used to purchase items in the game, including a unique set of armor designed by one of the C.C.P.’s artists, Andrei Cristea. (The armor is available only to players who participate in Project Discovery, and therefore, like a rare Coco Chanel frock, is desirable as much for its scarcity as for its design.) Insuring that the mini-game be thought of as more than a short-term novelty or diversion was an issue that Linzi Campbell, Project Discovery’s lead designer, considered carefully. “The hardest challenge has been turning the image-analysis process into a game that is strong enough to motivate the player to continue playing,” Campbell told me. “The fun comes from the feeling of mastery.”

Evidently, her efforts were successful. On the game’s first day of release, there were four hundred thousand submissions from players. According to C.C.P., some people have been so caught up in the task that they have played for fifteen hours without interruption. “EVE players turned out to be a perfect crowd for this type of citizen science,” Lundberg said. She anticipates that the first phase of the project will be completed this summer. If the work meets this target, players will be presented with more advanced images and tasks, such as the classification of protein patterns in complex tumor-tissue samples. Eventually, their efforts could aid in the development of new cancer drugs….(More)”

The Behavioral Economics Guide 2016


Guide edited by Alain Samson: “Since the publication of last year’s edition of the Behavioral Economics (BE) Guide, behavioral science has continued to exert its influence in various domains of scholarship and practical applications. The Guide’s host, behavioraleconomics.com, has grown to become a popular online hub for behavioral science ideas and resources. Our domain’s new blog publishes articles from academics and practitioners alike, reflecting the wide range of areas in which BE ideas are generated and used. …

Past editions of the BE Guide focused on BE theory (2014) and behavioral science practice (2015). The aim of this year’s issue is to provide different perspectives on the field and novel applications. This editorial1 offers a selection of recent (often critical) thinking around behavioral economics research and applications. It is followed by Q&As with Richard Thaler and Varun Gauri. The subsequent section provides a range of absorbing contributions from authors who work in applied behavioral science. The final section includes a further expanded encyclopedia of BE (and related) concepts, a new listing of behavioral science events, more graduate programs, and a larger selection of journals, reflecting the growth of the field and our continued efforts to compile relevant information….(More)”

This text-message hotline can predict your risk of depression or stress


Clinton Nguyen for TechInsider: “When counselors are helping someone in the midst of an emotional crisis, they must not only know how to talk – they also must be willing to text.

Crisis Text Line, a non-profit text-message-based counseling service, operates a hotline for people who find it safer or easier to text about their problems than make a phone call or send an instant message. Over 1,500 volunteers are on hand 24/7 to lend support about problems including bullying, isolation, suicidal thoughts, bereavement, self-harm, or even just stress.

But in addition to providing a new outlet for those who prefer to communicate by text, the service is gathering a wellspring of anonymized data.

“We look for patterns in historical conversations that end up being higher risk for self harm and suicide attempts,” Liz Eddy, a Crisis Text Line spokesperson, tells Tech Insider. “By grounding in historical data, we can predict the risk of new texters coming in.crisis-text-line-sms

According to Fortune, the organization is using machine learning to prioritize higher-risk individuals for quicker and more effective responses. But Crisis Text Line is also wielding the data it gathers in other ways – the company has published a page of trends that tells the public which hours or days people are more likely to be affected by certain issues, as well as which US states are most affected by specific crises or psychological states.

According to the data, residents of Alaska reach out to the Text Line for LGBTQ issues more than those in other states, and Maine is one of the most stressed out states. Physical abuse is most commonly reported in North Dakota and Wyoming, while depression is more prevalent in texters from Kentucky and West Virginia.

The research comes at an especially critical time. According to studies from the National Center for Health Statistics, US suicide rates have surged to a 30-year high. The study noted a rise in suicide rates for all demographics except black men over the age of 75. Alarmingly, the suicide rate among 10- to 14-year-old girls has tripled since 1999….(More)”

The Billions We’re Wasting in Our Jails


Stephen Goldsmith  and Jane Wiseman in Governing: “By using data analytics to make decisions about pretrial detention, local governments could find substantial savings while making their communities safer….

Few areas of local government spending present better opportunities for dramatic savings than those that surround pretrial detention. Cities and counties are wasting more than $3 billion a year, and often inducing crime and job loss, by holding the wrong people while they await trial. The problem: Only 10 percent of jurisdictions use risk data analytics when deciding which defendants should be detained.

As a result, dangerous people are out in our communities, while many who could be safely in the community are behind bars. Vast numbers of people accused of petty offenses spend their pretrial detention time jailed alongside hardened convicts, learning from them how to be better criminals….

In this era of big data, analytics not only can predict and prevent crime but also can discern who should be diverted from jail to treatment for underlying mental health or substance abuse issues. Avoided costs aggregating in the billions could be better spent on detaining high-risk individuals, more mental health and substance abuse treatment, more police officers and other public safety services.

Jurisdictions that do use data to make pretrial decisions have achieved not only lower costs but also greater fairness and lower crime rates. Washington, D.C., releases 85 percent of defendants awaiting trial. Compared to the national average, those released in D.C. are two and a half times more likely to remain arrest-free and one and a half times as likely to show up for court.

Louisville, Ky., implemented risk-based decision-making using a tool developed by the Laura and John Arnold Foundation and now releases 70 percent of defendants before trial. Those released have turned out to be twice as likely to return to court and to stay arrest-free as those in other jurisdictions. Mesa County, Colo., and Allegheny County, Pa., both have achieved significant savings from reduced jail populations due to data-driven release of low-risk defendants.

Data-driven approaches are beginning to produce benefits not only in the area of pretrial detention but throughout the criminal justice process. Dashboards now in use in a handful of jurisdictions allow not only administrators but also the public to see court waiting times by offender type and to identify and address processing bottlenecks….(More)”

Post, Mine, Repeat: Social Media Data Mining Becomes Ordinary


Book by Helen Kennedy that “…argues that as social media data mining becomes more and more ordinary, as we post, mine and repeat, new data relations emerge. These new data relations are characterised by a widespread desire for numbers and the troubling consequences of this desire, and also by the possibility of doing good with data and resisting data power, by new and old concerns, and by instability and contradiction. Drawing on action research with public sector organisations, interviews with commercial social insights companies and their clients, focus groups with social media users and other research, Kennedy provides a fascinating and detailed account of living with social media data mining inside the organisations that make up the fabric of everyday life….(More)”