700 research outputs found

    Rethinking the Fourth Amendment in the Age of Supercomputers, Artificial Intelligence, and Robots

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    In an era of diminishing privacy, the Internet of Things ( loT ) has become a consensual and inadvertent tool that undermines privacy protection. The loT, really systems of networks connected to each other by the Internet or other radio-type device, creates consensual mass self-surveillance in such domains as fitness and the Fitbit, health care and heart monitors, smart houses and cars, and even smart cities. The multiple networks also have created a degree of interconnectivity that has opened up a fire hose of information for companies and governments alike, as well as making it virtually insuperable to live off the grid in the modem era. This treasure trove of information allows for government tracking in unprecedented ways. This Article explores the influence of the JoT, the mass self-surveillance it produces on privacy, and the new shapes of privacy that are emerging as a result. This Article offers several forms of protection against the further dissipation of privacy

    AutoRef: Towards Real-Robot Soccer Complete Automated Refereeing

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    Preparing for robot soccer competitions by empirically evaluating different possible game strategies has been rather limited in leagues using real robots. Such limitation comes from factors related to the difficulty of extensively experimenting with games with real robots, such as their inevitable wear and tear and their usual limited number. RoboCup real robot teams have therefore developed simulation environments to enable experimentation. However, in order to run complete games in such simulation environments, an automated referee is needed. In this paper, we present AutoRef, as a contribution towards a complete automated referee for the RoboCup Small-Size League (SSL). We have developed and used AutoRef in an SSL simulation to run full games to evaluate different strategies, as we illustrate and show results. AutoRef is designed as a finite-state machine that transitions between the states of the game being either on or required to stop. AutoRef purposefully only uses the same visual and game information provided in SSL games with physical robots, which it uses to compute the features needed by the rules and to make decisions to transition between its states. Due to this real input to AutoRef, we have partially applied it to games of the physical robots. As AutoRef does not include all the rules of the real SSL games, we currently view it as an aid to human referees of SSL games, and discuss the challenges in automating several specific SSL game rules. AutoRef could be extended to other RoboCup real soccer leagues if a combined view of the game field, ball, and players is available.</p

    Anthropomorphization in the context of human cooperation with intelligent machines

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    Intelligent machines have a profound impact on individuals and society. We show how human-machine cooperation plays an important role in the transformation that is taking place and should therefore be a key focus of machine behaviour. In this context, we discuss algorithm aversion and the human reluctance to cooperate with (intelligent) machines. There is a transparency-efficiency trade-off regarding human-machine cooperation as misguiding humans into believing that their cooperation partner was human increases efficiency. We argue that the human tendency to anthropomorphize machines can be used to avoid the ethical difficulties that would arise from a lack of transparency. Influencing human interaction with a machine through humanoid features is the anthropomorphization nudge. We argue that machines should bear humanoid features only if there is a legitimate reason for this. The question when humanoid features are used should be made on a use-case basis. We finally present a study proposal to test the ability of humans to distinguish machines into different categories depending on whether they are endowed with humanoid features

    LIMITS OF DISCOURSE: EXAMPLES FROM POLITICAL, ACADEMIC, AND HUMAN-AGENT INTERACTION

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    This contribution looks at modern discourse from two perspectives. It tries to show that the term ‘discourse’ has been expanded over the last few decades to include more phenomena and more disciplines that use it as a basis for their analyses. But it also tries to show that discourse in the sense of effective interaction has met its limits. The fundamental question is: When is discourse real discourse, i.e. more than a series of unrelated utterances and when is it coherent interactive communication? This paper does not intend to provide a new overall theoretical-methodological model, it uses examples from political discourse to demonstrate that popular discourse is often unfortunately less interactive than seems necessary, examples from academic discourse to illustrate that community conventions are being standardised more and more, and from humanoid-human discourse to argue that it is still difficult to construct agents that are recognised as discourse partners by human beings. Theoretical approaches to discuss these limits of discourse include coherence andintentionality. They can be applied to show where lack of cohesion in discourse indicates lack of cohesion in society

    Robotic Rape and Robotic Child Sexual Abuse: Should They be Criminalised?

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    Soon there will be sex robots. The creation of such devices raises a host of social, legal and ethical questions. In this article, I focus in on one of them. What if these sex robots are deliberately designed and used to replicate acts of rape and child sexual abuse? Should the creation and use of such robots be criminalised, even if no person is harmed by the acts performed? I offer an argument for thinking that they should be. The argument consists of two premises. The first claims that it can be a proper object of the criminal law to regulate wrongful conduct with no extrinsically harmful effects on others. The second claims that the use of robots that replicate acts of rape and child sexual abuse would be wrongful, even if such usage had no extrinsically harmful effects on others. I defend both premises of this argument and consider its implications for the criminal law. I do not offer a conclusive argument for criminalisation, nor would I wish to be interpreted as doing so; instead, I offer a tentative argument and a framework for future debate. This framework may also lead one to question the proposed rationales for criminalisation

    Deep learning for video game playing

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    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces and sparse rewards

    August 23, 2018

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    https://egrove.olemiss.edu/thedmonline/1068/thumbnail.jp

    Ways of spectating: unravelling spectator participation in Kinect play

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    We explore spectating on video game play as an interactional and participatory activity. Drawing on a corpus of video recordings capturing 'naturally occurring' Kinect gaming within home settings, we detail how the analytic 'work' of spectating is interactionally accomplished as a matter of collaborative action with players and engagement in the game. We examine: spectators supporting players with continuous 'scaffolding'; spectators critiquing player technique during and between moments of play; spectators recognising and complimenting competent player conduct; and spectators reflecting on prior play to build instructions for the player. From this we draw out a number of points that shift the conversation in HCI about 'the spectator' towards understanding and designing for spectating as an interactional activity; that is, sequentially ordered and temporally coordinated. We also discuss bodily conduct and the particular ways of 'seeing' involved in spectating, and conclude with remarks on conceptual and design implications for HCI
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