Transcript of Steve Mann's Skuletalk
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1 COPYRIGHT STATEMENT This Copy of the Thesis Has Been
University of Plymouth PEARL https://pearl.plymouth.ac.uk 04 University of Plymouth Research Theses 01 Research Theses Main Collection 2012 Life Expansion: Toward an Artistic, Design-Based Theory of the Transhuman / Posthuman Vita-More, Natasha http://hdl.handle.net/10026.1/1182 University of Plymouth All content in PEARL is protected by copyright law. Author manuscripts are made available in accordance with publisher policies. Please cite only the published version using the details provided on the item record or document. In the absence of an open licence (e.g. Creative Commons), permissions for further reuse of content should be sought from the publisher or author. COPYRIGHT STATEMENT This copy of the thesis has been supplied on condition that anyone who consults it is understood to recognize that its copyright rests with its author and that no quotation from the thesis and no information derived from it may be published without the author’s prior consent. 1 Life Expansion: Toward an Artistic, Design-Based Theory of the Transhuman / Posthuman by NATASHA VITA-MORE A thesis submitted to the University of Plymouth in partial fulfillment for the degree of DOCTOR OF PHILOSOPHY School of Art & Media Faculty of Arts April 2012 2 Natasha Vita-More Life Expansion: Toward an Artistic, Design-Based Theory of the Transhuman / Posthuman The thesis’ study of life expansion proposes a framework for artistic, design-based approaches concerned with prolonging human life and sustaining personal identity. To delineate the topic: life expansion means increasing the length of time a person is alive and diversifying the matter in which a person exists. -
Making Musical Magic Live
Making Musical Magic Live Inventing modern production technology for human-centric music performance Benjamin Arthur Philips Bloomberg Bachelor of Science in Computer Science and Engineering Massachusetts Institute of Technology, 2012 Master of Sciences in Media Arts and Sciences Massachusetts Institute of Technology, 2014 Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Media Arts and Sciences at the Massachusetts Institute of Technology February 2020 © 2020 Massachusetts Institute of Technology. All Rights Reserved. Signature of Author: Benjamin Arthur Philips Bloomberg Program in Media Arts and Sciences 17 January 2020 Certified by: Tod Machover Muriel R. Cooper Professor of Music and Media Thesis Supervisor, Program in Media Arts and Sciences Accepted by: Tod Machover Muriel R. Cooper Professor of Music and Media Academic Head, Program in Media Arts and Sciences Making Musical Magic Live Inventing modern production technology for human-centric music performance Benjamin Arthur Philips Bloomberg Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, on January 17 2020, in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Media Arts and Sciences at the Massachusetts Institute of Technology Abstract Fifty-two years ago, Sergeant Pepper’s Lonely Hearts Club Band redefined what it meant to make a record album. The Beatles revolution- ized the recording process using technology to achieve completely unprecedented sounds and arrangements. Until then, popular music recordings were simply faithful reproductions of a live performance. Over the past fifty years, recording and production techniques have advanced so far that another challenge has arisen: it is now very difficult for performing artists to give a live performance that has the same impact, complexity and nuance as a produced studio recording. -
Between Ape and Artilect Createspace V2
Between Ape and Artilect Conversations with Pioneers of Artificial General Intelligence and Other Transformative Technologies Interviews Conducted and Edited by Ben Goertzel This work is offered under the following license terms: Creative Commons: Attribution-NonCommercial-NoDerivs 3.0 Unported (CC-BY-NC-ND-3.0) See http://creativecommons.org/licenses/by-nc-nd/3.0/ for details Copyright © 2013 Ben Goertzel All rights reserved. ISBN: ISBN-13: “Man is a rope stretched between the animal and the Superman – a rope over an abyss.” -- Friedrich Nietzsche, Thus Spake Zarathustra Table&of&Contents& Introduction ........................................................................................................ 7! Itamar Arel: AGI via Deep Learning ................................................................. 11! Pei Wang: What Do You Mean by “AI”? .......................................................... 23! Joscha Bach: Understanding the Mind ........................................................... 39! Hugo DeGaris: Will There be Cyborgs? .......................................................... 51! DeGaris Interviews Goertzel: Seeking the Sputnik of AGI .............................. 61! Linas Vepstas: AGI, Open Source and Our Economic Future ........................ 89! Joel Pitt: The Benefits of Open Source for AGI ............................................ 101! Randal Koene: Substrate-Independent Minds .............................................. 107! João Pedro de Magalhães: Ending Aging .................................................... -
The Future of Smart Glasses
The Future of Smart Glasses Forward-looking areas of research Prepared for Synoptik Foundation May 2014 Brian Due, PhD. Nextwork A/S Contents Smart&Glasses&and&Digitised&Vision&.....................................................................................................&3! 1.0&The&basis&of&the&project&...............................................................................................................................&4! 1.1!Contents!of!the!project!................................................................................................................................................!4! 2.0&The&historic&development&of&smart&glasses&..........................................................................................&5! 3.0&The&technological&conditions&and&functionalities,&and&various&products&..................................&8! 4.0&The&likely&scope&of&smart&glasses&within&the&next&3H5&years&...........................................................&9! 5.0&Likely&applications&of&smart&glasses&.....................................................................................................&12! 5.1!Specific!work6related!applications!......................................................................................................................!12! 5.2!Specific!task6related!applications!........................................................................................................................!12! 5.3!Self6tracking!applications!........................................................................................................................................!13! -
Veillance and Reciprocal Transparency: Surveillance Versus Sousveillance, AR Glass, Lifeglogging, and Wearable Computing
Veillance and Reciprocal Transparency: Surveillance versus Sousveillance, AR Glass, Lifeglogging, and Wearable Computing Steve Mann SurvVeillanCeNTRETM, 330 Dundas Street West, Toronto, Ontario, Canada, M5T 1G5 Abstract—This paper explores the interplay between surveil- lance cameras (cameras affixed to large-entities such as buildings) and sousveillance cameras (cameras affixed to small entities such as individual people), laying contextual groundwork for the social implications of Augmented/Augmediated Reality, Digital Eye Glass, and the wearable camera as a vision and visual memory aid in everyday life. We now live in a society in which we have both “the few watching the many” (surveillance), AND “the many watching the few” (sousveillance). Widespread sousveillance will cause a transition from our one-sided surveillance society back to a situation akin to olden times when the sheriff could see what everyone was doing AND everyone could see what the sheriff was doing. We name this neutral form of watching “veillance” — from the French word “veiller” which means “to watch”. Veillance is a broad concept that includes both surveillance (oversight) and sousveillance (undersight), as well as dataveillance, uberveillance, etc.. Fig. 1. Many business establishments prohibit cameras, e.g.: “NO It follows that: (1) sousveillance (undersight) is necessary CELL PHONES”; “NO CAMERAS”; “NO CELL PHONE IN STORE to a healthy, fair, and balanced society whenever surveillance PLEASE!”; and “No video or photo taking”, while at the same time (oversight) is already being used; and (2) sousveillance has nu- requiring customers to bring and use cameras in order to read QR codes merous moral, ethical, socioeconomic, humanistic/humanitarian, for pre-purchase product information. -
Wearable Computing Challenges and Opportunities for Privacy Protection Report Prepared by the Research Group of the Office of the Privacy Commissioner of Canada
Wearable Computing Challenges and opportunities for privacy protection Report prepared by the Research Group of the Office of the Privacy Commissioner of Canada Table of Contents Introduction ............................................................................................................................................................ 1 1. What is wearable computing? ........................................................................................................................... 2 2. Overview of implications for privacy ................................................................................................................. 6 3. Canada’s privacy laws and wearable computing ................................................................................................ 8 4. Some design considerations for wearable computing devices ........................................................................ 10 Conclusion ............................................................................................................................................................. 12 ________________________________________________________________________________________________________ 30 Victoria Street – 1st Floor, Gatineau, QC K1A 1H3 • Toll-free: 1-800-282-1376 • Fax: (819) 994-5424 • TDD (819) 994-6591 www.priv.gc.ca • Follow us on Twitter: @privacyprivee Abstract The purpose of the research report is to provide the OPC with a better understanding of the privacy implications of wearable computing technologies -
Safeswim: Overhead Vision to Help People See Better
SafeSwim: Overhead vision to help people see better Steve Mann, Christina Mann, Faraz Sadrzadeh-Afsharazar, Zhao Lu, Jiten Saini, Jacqueline Lian MannLab Canada, Toronto, Ontario, Canada, M5T 1G5 Abstract—Traditionally video surveillance consists of overhead Efferent Sensors Surveillance Efferent Sensors cameras to help authorities such as lifeguards or security profes- Efferent Mind Body Mind Afferent Body Human Machine A erent sionals monitor individuals. This monitoring, if in service of the ff Senses Cityscape drawing from Wikimedia Commons Mind monitored individuals, serves them only indirectly. More recently, Body Human Machine Humachine Smart City a new kind of sensing called “sousveillance” has emerged, as a Afferent Senses Sousveillance form of sensing by, and in direct service to, individuals. In this Human Humachine Humachines paper, we explore an overhead camera (e.g. aerial drone-based Fig. 1: Self, technology, and society as closed-loop feed- videography) to help create a form of real-time seeing aid, with specific application to help one or more individual swimmers see back systems (Humanistic Intelligence). Note the fractal (self- better and navigate, e.g. to avoid collisions with other swimmers similar) nature of humanistic intelligence, society, and the (or the walls) in pools, as well as navigating in lakes, rivers, smart city, etc.. and other bodies of open water. Additionally the system can be used to teach swimming (e.g. learn by seeing from a birds-eye- view) as well as to gamify swim-based activities. SafeSwim (and sousveillance in general) is a new form of “seeing” in which time, we adapt to seeing the world in this new way, and the those being watched have direct visual access to the live video technology becomes, in some sense, “part of us”, through the stream. -
EQUIVEILLANCE IS the BALANCE BETWEEN SURVEILLANCE and SOUSVEILLANCE Share First-Hand Recording Activity
STEVE MANN EQUIVEILLANCE IS THE BALANCE BETWEEN SURVEILLANCE AND SOUSVEILLANCE Share first-hand recording activity... Glogger Community:http://glogger.mobi/about/php Steve Mann, cyborg, inventor, engineer, artist, activist, invites the Cooper Community to join the Glogger Community at http://glogger.mobi/about/php. The project is an online platform for sharing first-person recording activity (a "glog" is a Cyborg Log in the same way that a blog is Web log). Mann encourages members of the Cooper Community to photograph surveillance apparatus together with the environments under surveillance, as well as the perpetrators and purveyors of the surveillance superhighway and upload the images to the Glogger Community Web site. Be sure to include the keywords “sousveillance,” “equiveillance,” “Cooper,” with the image, so that the images can be searched and commented upon by Mann and others. For reference material, see Steve Mann, “Existential Technology: Wearable Computing Is Not the Real Issue . (Identity and Privacy Issues of Wearable Computing and Existential Technologies),” Steve Mann’s Web Page / Research, http://wearcam.org/id/id_leonardo.htm. Steve Mann completed his PhD at the Massachusetts Institute of Technology (MIT), where he founded the wearable computing group as a part of the MIT Media Lab. Mann is considered by many to be the inventor of the WearComp (wearable computer) and WearCam (EyeTap and reality mediator). Mann is a professor in the Department of Electrical and Computer Engineering at the University of Toronto. Organized by the Center for Career Development Career for by the Center Organized. -
Fluid Input Devices and Fluid Dynamics-Based Human-Machine Interaction
Fluid Input Devices and Fluid Dynamics-based Human-Machine Interaction Steve Mann and Ryan Janzen Department of Electrical and Computer Engineering University of Toronto http://eyetap.org Abstract—We propose a highly expressive input device having keys that each generate an acoustic sound or similar disturbance when struck, rubbed, or hit in various ways. A separate acoustic pickup is used for each key, and these pickups are connected to a computer having an array of analog inputs. Non-binary, con- tinuous sensitivity allows a smooth (“fluid”) range of control. We describe three embodiments of the input device, one that works in each of the 3 states-of-matter: solid, liquid, and gas. These use (respectively) geophones, hydrophones, and microphones as the pickup devices. When used with liquid or gas, the device becomes a fluid- dynamic user-interface, comprising an array of fluid flows that are sensitive to touch. Sounds are produced by a Karman vortex street generated across a separate shedder bar, shedder orifice, or other sound producing device for each finger hole. Data is entered by covering the holes in various ways. This gives highly intricate Fig. 1. Examples of handheld keyers with solid keys: Early prototype built variations in each keystroke by using a concept we call “finger by authors; commercially manufactured PS/2 and USB Twiddler keyers. embouchure”, akin to the embouchure expression imparted to a flute by the shape of a player’s mouth. We also present the concept of an array of frequency shifters, available to musicians, based on intricate motion of the fingers which we refer to as a shifterbank. -
Overview on Wearables
-Planetary Collegium Summit, Montreal 2007 Overview on wearables Laura Beloff 2006 Independent artist, researcher Planetary Collegium - Plymouth University Keywords: wearables, wearable computers, wearable media, mediated reality, augmented reality, art The development of wearable computers is closely linked to the development of augmented reality, both of which have been motivated by two primary goals; the need for people to access information while being on the move and the need for people to better manage information according to Barfield & Caudell. (Barfield and Caudell, 2001) We have invented glasses, microscopes, etc. to augment our vision and wristwatches to better manage our time. Recently we have developed mobile phones to better manage our lives and our social networks. This paper starts with a brief overview of the history of augmented/mediated reality, and continues to survey a few writers and themes in the wearable field and its history with a focus on more historical or theoretical approaches, and less on the practical and technical. My personal1 interest is in artistic approaches, which could be described by ‘wearables as an artistic strategy’. There are an increasing amount of artistic works and experiments which remind or reference (in their look and functions) wearables, but do not necessarily fulfill the desired characteristics of wearable computers, and are neither focusing on design solutions for wearability. There is still very little existing literature on the artistic side of wearables, although wearable computers as a research field is otherwise fairly well covered in literature. This paper is a general overview of the field. One of the common contemporary devices influencing a certain kind of transformation of perception is the fairly recently appearing 3G-videophone. -
All Reality: Values, Taxonomy, and Continuum, for Virtual, Augmented, Extended/Mixed (X), Mediated (X,Y), and Multimediated Reality/Intelligence
All Reality: Values, taxonomy, and continuum, for Virtual, Augmented, eXtended/MiXed (X), Mediated (X,Y), and Multimediated Reality/Intelligence Steve Mann, John C. Havens, Jay Iorio, Yu Yuan, and Tom Furness Virtual Aug. Phenomenal X- X-Y Mediated MiXed Quantimetric All ABSTRACT reality reality reality reality reality reality reality reality reality VR AR ΦR XR XYR MR QR All R ( R) Humans are creating a world of eXtended/Artificial Reality/Intelligence 1938 1968 1974 1991 1994 1994 1996 2018* (AR, AI, XR, XI or EI), that in many ways is hypocritical, e.g. where cars and buildings are always “allowed” to “wear” cameras, but Figure 1: Realities Timeline: from VR to All R humans sometimes aren’t, and where machines sense our every movement, yet we can’t even understand how they work. We’re MiXed Reality constructing a system of values that gives more rights and less re- sponsibilities to AI (Artificial Intelligence) than to HI (Humanistic Intelligence). Whereas it is becoming common to separate the notions of IRL (In Real Life) and “Augmented” or “Virtual” Reality (AR, VR) into Disk and Earth pictures are from Wikimedia Commons Wikimedia from are pictures Disk and Earth DGM-250-K, Pioneer V-4 Edirol Roland from adapted Mixer MX200-USB and Liston12 completely disparate realms with clearly delineated boundaries, Real Augmented X Augmented Virtual we propose here the notion of “All Reality” to more holistically World Reality (AR) Virtuality (AV) Reality (VR) represent the links between these soon-to-be-outdated culturally accepted norms of various levels of consciousness. Inclusive in the Figure 2: Disk Jockey (DJ) Mixer Metaphor of mixed reality: notion of “All Reality” is also the idea of “ethically aligned reality”, Imagine two record players (turntables), feeding into an au- recognizing values-based biases, cultural norms, and applied ethics dio/video mixer. -
Mobile Computing
5/4/21 MOBILE COMPUTING CSE 40814/60814 Spring 2021 Steve Mann • Considered to be inventor of wearable computing. • ”Wearable Computing Project” at MIT (1991). • World’s first covert wearable computer with camera and display concealed in ordinary eyeglasses (1995). • PhD from MIT (1997). • Works at University of Toronto. 1 5/4/21 Steve Mann What is Wearable Computing? • “A wearable computer is a computer that is subsumed into the personal space of the user, controlled by the user, and has both operational and interactional constancy, i.e. is always on and always accessible. Most notably, it is a device that is always with the user, and into which the user can always enter commands and execute a set of such entered commands, and in which the user can do so while walking around or doing other activities” 2 5/4/21 What is Wearable Computing? Seven attributes of wearable computing [Steve Mann, 1998]: 1. Unmonopolizing of the user’s attention. User can attend to other events. 2. Unrestrictive to the user. Allows interaction while user carries out normal functions. 3. Observable by the user. As the system is being worn, there is no reason why the wearer cannot be aware of it continuously (but this contrasts with #1). • Different phrasing: User can iDentify computational anD non-computational components of their clothing. 4. Controllable by the user; user can take control (on/off/configure) at any time. 5. Attentive to the environment; can enhance the user’s environment anD situational awareness. 6. Communicative to others; can be useD as a communications meDium.