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The Evolution of Computing and its Impact on History

The Evolution of Computing and its Impact on History

Author Archives: Mai Nguyen

Class summary: 11/16

16 Wednesday Nov 2011

Posted by Mai Nguyen in Class Summary

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We went back to talk about virtual property, using the example article about a Chinese gamer being sentenced for life for stabbing another gamer, who stole and sold his Dragon Sabre sword, to death. The discussion revolved around the basic question: are virtual properties real properties, protected by law, or simply bits and data?

Without further elaboration, of course the above question seems unclever, because the answer is: it depends.

The argument went both ways with equally convincing reasons:

Intuitively, the Dragon Sabre sword was absolutely Qiu’s (the perpetrator) private property because he actually invested his time and even money in order to acquire the virtual weapon. However, one could also say that it’s just data and bits in the online game. As a matter of fact, when a gamer signs up for an account with the gaming company, it is often included in the License and Agreement contract that the company has complete access and rights to the data created by gamers. In an extreme case, if the company is shut down or runs into technical glitch that causes the loss of data, gamers cannot sue the gaming company for any monetary compensations for their virtual accumulations. This means, the virtual properties are fundamentally not gamer’s genuine properties at all.

There was also an argument that operated on a hypothesis that, if Qiu was a programmer and he created the Dragon Sobre, he must have the sole ownership of the property. Nevertheless, the sword was created on the gaming company’s framework, so one could easily disregard Qiu as the property owner.

We went on to listing some of the virtual properties to gain more insights of the matter. Examples of them can be: emails, cloud data, media, photos, music, videos, e-books; frequent flyer miles, stocks & investment, domain names, and so on.

An example of virtual property that turns monetary is Gold farming activity. It started with the massively multiplayer online role-playing games such as Ultima Online and Lineage, where players have to do certain tasks to accumulate in-game currency in order to upgrade or purchase in-game items. Such is a tedious job that real players “hire” other players to “farm gold” and pay them in real money. Although many gaming companies have banned exchanging in-game currency for real-world cash among players because it’s deemed cheating, the job is indeed so lucrative that many players in developing countries, especially China, have taken it as their full-time employment. This example explicitly shows that such activity is largely considered fair exchange, and thus blurs the line between real and virtual currency.

Another example is Second Life online simulation game. Players can build their own virtual world in the game by creating an avatar, dressing it up, buying clothes, and later buying real estates, building houses, landscapes, and so on. The more creative players get, the higher the demand for programmers to create requested items (e.g. simulate existing landmarks, castles, tourist destinations, etc.). Those items are frequently bought and sold on Second Life marketplace. They even have a virtual NASA Jet Propulsion Lab on Second Life:

JPL Explorer Island Entrance

An interesting anecdote that shows the concerns over virtual property is e-book checkout service at public libraries. Unlimited e-book checkouts (though with expiry each time) has been speculated to put the printing industry to a huge disadvantage compared to e-publishing. The reasons are simple: libraries don’t have to worry about their e-books being worn out, or high demand for a popular title that requires them to stock up more copies of a physical book. Unlimited checkout means patrons can renew an e-book over and over, forever. Such is a tremendous reduction in libraries’ cost. So lately, the publisher Harper Collins has announced a 26 checkout limit on e-book loans, which means after an e-book has been checked out 26 times, the libraries have to renew the license of that e-book. This act is apparently intended to bring the cost of loaning e-books equivalent to that of physical books, to avoid the over-advantage of e-publishing that can lead to the peril faced by traditional publishing.

We also pondered a moral question: is it OK to pirate something that you already paid for, though in a different form? For example, if you already owned a library of paper books from Amazon, and now you’ve just purchased a Kindle, why can’t Amazon just send you all the electronic copies of all the books you’ve purchased? Or if you bought a music CD, is it legit to just download/copy their mp3 from a friend, since you have paid for all the songs anyway? Obviously, the current state of copyright regulations would not allow that, so it leaves multi-media consumers perpetually frustrated.

Relevant news: The Congress has recently introduced a PROTECT IP Act, also known as United States Senate Bill S.968, focusing on seriously combating websites that facilitate copyright infringement. The bill also enforces the elimination of websites and web servers registered overseas. If reported, though not brought to court, the website will be blocked access, stopped from gaining revenues, and roughly speaking, sentenced an Internet death penalty. “The bill is supported by copyright and trademark owners in business, industry and labor groups, spanning all sectors of the economy. It is opposed by numerous businesses and individuals, pro bono, civil, human rights and consumer rights groups, and education and library institutions.” (Wikipedia)

Finally, we touched on the Twitter article, with the focus on hashtag, the # sign. For those who are not familiar with Twitter, the hashtag # is a type of keyword, category tag that is embedded in a tweet so that other people can search for or use it to read other related tweets, e.g. #cs407. But from the article, we could see that most people use hashtag for sarcasms, or in other words, use # to tag something that is completely opposite to what the hashtag says.

Reference:
Protect IP Act. (n.d.). In Wikipedia. Retrieved November 16, 2011, from http://en.wikipedia.org/wiki/Protect_IP_Act

Class summary: 11/2

06 Sunday Nov 2011

Posted by Mai Nguyen in Class Summary

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We first started with a braistorming session for the question: What can humans do?

A majority of the answers that came up were in the high-level intelligence category such as: recognize emotions, translate foreign languages, compose music, write poems, create something new, recognize contexts/patterns/3D objects, make medical decisions, rephrase, paint, etc. Those were to distinguish computers and humans.

It was surprising that none of us mentioned physical activity, like driving. Computer drivers are supposed to be more reliable than humans without all the distraction just as texting, talking on the phone, listening to music. And yet we are still frightened by the scenario of an un-manned vehicle, so we always want human override lest something wrong happens.

The discussion revolved around the question “Can machines think?”, which, in Turing’s time, received a lot of knee-jerk objections and was deemed too meaningless to deserve discussion by Turing himself. Instead, the question should be whether a machine can do well in a behavioral game that involves the presence of a mind or thoughts. The first of such game was call the Imitation Game designed by Alan Turing. He described the game as followed:

Suppose there is a man (A) and a woman (B) and an interrogator (C) who can be of either gender. The interrogator is separated from the other two. The object of the game is for the interrogator to determine which of the other two is the man and which is the woman. The question then is, what if we let a machine take the part of A in this game? Would it be able to “fake” being a man and fool the interrogator? Such questions are more precise than “Can machines think?”.

It is noteworthy that Turing was aware of the major objections to the claim that machines can think, so he went on to label nine objections and gave his arguments against them as well (though those were not discussed in class):

1. The theologian objection: God has granted humans soul, and thus a soul make us able to think. Animals or machines, regardless of having a physical body, do not have a soul, so they cannot think.

2. “Head in the sand” objection: if machines could really think, the consequences are very frightening. Humans could lose the sense of superiority and uniqueness, as well as face the fear of being replaced/decimated by intelligent machines. Such predictions have been negatively depicted in science fictions movies like “I, Robot”, “Terminator” or “Eagle eye”.

3. The mathematical objection: computers cannot answer all the mathematical questions based solely on logic.

4. The consciousness objection: the absence of emotions and feelings suggests that computers cannot have what is equivalent to the human’s brains.

5. Disability objection: contains a list of thing that computers cannot do, such as be friendly, be kind, tell right from wrong, have a sense of humor, fall in love, etc.

6. Lady Lovelace’s objection: machines can only get as smart as we tell them to be, or can do things we program them to do, based on Ada Lovelace’s description of the Analytical Engine.

7. Continuity of nervous system: human brains are not digital, they have continuous nervous response whereas computers operate on a discrete basis of being on or off. The objection claims that without continuous response, machines cannot have intelligence.

8. Informality of behaviors: machines operate on some sets of rule in certain while there is no strict rule for what human ought to do in every possible set of circumstances. It follows that humans are definitely not machines.

9. Extrasensory perception argument: Turing was somehow quite convinced by the human’s ability of telepathy, so he set up the conditions such that mind-reading was impossible for interrogators in the game. The objection was that humans could use telepathy to figure out whether other participants are humans or machines, and Turing’s argued that machines could be telepathic as well.

 

We then had a mini debate over the prospect of Artificial Intelligence. The biggest obstacle now for AI is how to make machines remember and learn from experience. Some hilarious examples were shown in the two following videos:

AI vs. AI: Two chatbots talking to each other:

 

Two Bots Talking: Fake Kirk and A.L.I.C.E.

 

 

Computers can be hacked and so should life

30 Friday Sep 2011

Posted by Mai Nguyen in Personal History

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I hardly remember which one of today’s most renowned PC makers I bought my first computer from in 2001. It actually was a no-brand-name computer assembled by a computer-geek friend of my parents. Until now, it still seems to me that the most impressive features I got on the computer were that it had a Pentium 3 processor, a 20GB memory hard drive, and a strong video card that later introduced me to the amazing world of technology.

Most of my time on the computer from 2001 to 2003 I spent on scrambling through freeware such as wallpaper switcher/managers, live screensavers, music downloader, and other software that claimed to boost my PC’s performance. I suspect that all the constant installing and then removing software could hurt my computer, so I was rather surprised that my PC survived me for 8 years after much damage.

I had never played many computer games until mid 2004 when a friend of mine introduced me to The Sims 1. Since then it became my favorite game. The Sims is a simulation game that replicates the American daily suburban life in which players can manipulate their characters (called Sims) through various actions such as eating, going to the bathroom, sleeping, dating, etc. I find many American social norms and lifestyles represented in the game, thus as I naturally learned to navigate through my characters’ behaviors, I also learned to adapt the American ways (culturally, aesthetically, architecturally). In addition, the language used in the game further familiarized me with a more sophisticated level of English. That helped me avoid almost all of the cultural shocks when I first came to theU.S.for college.

While traditional education in Asian countries doesn’t emphasize recreation in the learning process, I reckon that playing The Sims had one of the most important influences in determining my personal growth. It allowed me to experience different ways of living and behaving, and it reflected my true nature as I realized that many Sims I created shared the same characteristics or did the same activities (yes, mostly nerdy things). Many rewards or achievements in the game required very tedious and diligent playing, which actually could be attained by genuine tricks, hacks and cheats. Such trivial and common activity (hacking) in working with computers suddenly brought me to a new understanding: certain real life goals could also be reached by knowing the shortcuts and getting creative with the procedures of doing them. It is not unethical to always try to hack a task, or find a shortcut. It is what I call Optimization, which is the core concept in Economics of how to survive in such a world scarce of resources. There is no accident I am an Economics major.

As The Sims evolved, it became more close-to-real-life than previous versions. Of course, the realistic aspects (mundane yet practically time-consuming such as doing laundry, going to get groceries, maintaining friendships/relationships, etc) are carefully selected due to the limitations of visual rendering. Nevertheless, I continuously learn about my life through the game. If I hadn’t played The Sims, I would have had a very hard time shaping my critical thinking skills or taking the concept of optimization to heart. I would not even be here, which is a prestigious position compared to where I came from. On a personal and cultural level, I would have had a tougher time trying to fit in, making friends and understanding life here. After all, isolated as most computer users have always been, I was indeed connected to a larger society through a virtual life game. And I think my time consumed in playing this singular was extremely well worth.

More on The Sims:

A snapshot from The Sims 1 base game

Graphic and activities were not the best, but it was at the frontier of simulation games at the time and thus, caused much addiction and thirst for exploration.

 

The Sims 2: University Life

The graphic has gotten much better and the game story is more developed. This snapshot of a student zombie who pulled an all-nighter was taken from the University Life expansion pack. Each base game has many expansion packs with new additional objects, architecture designs, and functions. Today The Sims has published 3 base games; the latest version is The Sims 3.

 

The Sims 3: picnic scene

The graphic is astoundingly realistic with beautiful building tools for both architecture and landscape. I also learned interior designs and construction in the game.

 


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