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Showing posts with label technology. Show all posts
Showing posts with label technology. Show all posts

Write like a man

Hu-man, that is. The March issue of the Atlantic has a piece about the Loebner Prize, which is essentially a competition for "most human human" and "most human computer" that follows the basic rules of the Turing test. Humans try, through instant messaging, to convince a human interlocutor that they're real people and not programs, while programs are run that are designed to convince the same human judges that they--the programs--are actually human.

It's a good article, and it leaves me wondering whether any of these programmers have tried studying literature. After all, if your job is to create a clump of text that gives the illusion of a human consciousness, there have been people trying to do that for millennia--they're called fiction writers. Critics of the structuralist school loved to point out that what we called "characters" are in fact simply repeated words/signs (e.g., "Maggie Tulliver") that tend to be clustered close to other repeated signs ("duty," "brown eyes," "unruly hair," "love for Tom") and skillfully arranged to give the illusion of a real human psyche. If you studied how the idiosyncratic agglomeration of traits and preoccupations makes a character seem real, and how a slightly distracted (i.e., not "on the nose") dialogic style makes conversation feel human, it could help a lot in designing a program that could fool judges for five minutes.

To all you programmers reading this: we can split the prize money.

Writing As a Spectator Sport

Over at the Atlantic, James Somers reports on software called Etherpad that adds a temporal dimension to writing, tracking every keystroke and allowing users to "play back" the entire writing process. As Somers points out, that functionality--despite the fact that the Etherpad software is more or less defunct--holds a lot of promise for academia, both as a way to track writers' revisions over time and as a way to make sure that students are doing their own work.

I'm sort of partial to the idea that the reason we have rough drafts is so that no one has to see them, not so that everyone will have access to them forever--so I also have my doubts about this catching on among literary types. But it would definitely be useful for academic integrity, for tutoring, and--if actual literary writers used it--as a tool for understanding the cognitive process of writing at a level of granularity that prior technologies never allowed us to. After all, with pen and ink, typewriters, and computer files, we could only see drafts that the writers officially considered finished drafts, not the writing as it was constructed at a word-by-word level.

I, for one, was shocked to see the sketchy, outlinish way that Somers himself writes, which he shares here via the open-source descendant of the original product. I don't write my posts that way--they just come out in the first draft the way that they come out, and then I cut/paste/delete as necessary--but that is, actually, how I write research papers, which makes me wonder if we approach writing differently based on how we generically categorize it: "professional/research" vs. "casual/interpersonal".

Anyway, check it out.

In Praise of Voyeurism

At what age do you wake up and become crotchety?

I'm afraid it's happened. In response to my last post, a friend asked whether I thought all these new-fangled machines left nothing to worry about. On the contrary, I think there are tons of problems with these dagnabbed kids and their dagnabbed Tamagotchi-ma-call-ums. It's just that Facebook is not a serious threat. It's so popular, in fact, largely because it imitates the way social interactions were already taking place or being conceived.

(Incidentally, I was glad to see that I wasn't not alone in my grumbling about Zadie Smith's article--bigger, badder responders can be found here, here, and here, some with data to back up what the others argue more deductively and intuitively.)

What really strikes me about the growing popularity of electronic forms of entertainment is how boring they are. They're good for an awkward minute--but how someone can spend longer than a half an hour wandering through landscapes and shooting at things is beyond me. Even the games I remember loving growing up now feel dull--in general, I'd rather read.

I think the problem is interactivity. A gaming culture expects to be able to provide input and to have that input be acknowledged. The problem is that games don't, in their current state, have the virtual robustness to set up interesting possibilities with unpredictable results. It's like one of those Choose-Your-Own-Adventure novels that were popular when I was young: it was exciting to have choice, but the novels never lasted long or went into much complexity, and the choice was necessarily constrained. Every opportunity the reader/player is given to make a real decision uses up informational space that could have been devoted to greater richness or complexity of the world depicted. And those decisions are hardly real--all they're sensitive to is "shoot/don't shoot," "touch object/don't touch object," etc.

It makes me feel like some cantankerous Joad Cressbeckler to say so, but I think that these kinds of interactive entertainment generate a certain set of expectations and a certain skill set in people. People who grow accustomed to them become very good at exploring the strengths and weaknesses of an impoverished set of choices given to them, and they expect their every decision or input to generate an immediate reaction. But they become unable to think of new or more complex options, and impatient with forms of entertainment or information that do not provide room for immediate feedback.

What are the results? People want to express and communicate and exchange messages before they build up enough complex information and ideas to provide significant feedback. A lot of learning takes place in idleness or passivity, when we're accepting information, ideas, and words without responding to them yet, or when we're digesting the information that we have taken in and are evaluating it. The problem, in other words, is not excessive stimulus, but excessive response. There needs to be a lag time, time to evaluate, regroup, and realize what does and doesn't make sense. The idea that technology is robbing us of this kind of time isn't new, but I think it has developmental effects on people in terms of the kind of information and interactions they get used to participating in.

I don't like to think of the solution to this kind of dwindling downtime as reflection. Reflection already seems so purposive: something you do in response to a stimulus. (Spend a couple of minutes reflecting! Then, you'll get to give your feedback!) Idleness is better, because there's a sense of total lack of activity, which is what I'm really talking about. Passive intake, mandatory idleness, and then--if ever--the possibility of some kind of response. Maybe surprisingly, I think the kind of voyeurism associated with Facebook is a step in the right direction--it involves passively absorbing other people's lives without any necessary expectation of interaction. It's different from the Internet more generally; the kind of personhood it encourages is older and more thoughtful. Compare it to, say, blogs, which prioritize speedy stimulus-and-response, both on their own comment threads and in exchanges with each other.

Those're my two cents. Absorb it, don't comment on it--I don't let you, after all--and go be idle somewhere for a while.