6,872 research outputs found
AI in Journalism: Creating an Ethical Framework
This thesis is an examination of the ethical use of artificial intelligence in journalism. Artificial intelligence is currently being used in all steps of the news production process: story discovery, story production and story distribution. Newsrooms utilize machine learning to analyze massive quantities of data and discover patterns that humans would normally never be able to pick up. Additionally, journalists also create templates so computers can write stories that are data-based, such as earning reports and game (sports) stories, and free them up to be able to work on other projects. Newsrooms can also use AI to personalize story recommendations to readers. While there is great potential for machine learning and AI in journalism, it is also an emerging technology that creates new ethical challenges for newsrooms. Interviews conducted with 12 people working in journalism, technology and law focus on issues of bias, transparency, legislation and attribution for algorithms, among others. Based off this research, an ethical framework was built for newsrooms to follow as they implement this technology
A study of Filene's "This is the Life" promotion
Thesis (M.S.)--Boston Universit
Regulating Habit-Forming Technology
Tech developers, like slot machine designers, strive to maximize the userâs âtime on device.â They do so by designing habit-forming productsâ products that draw consciously on the same behavioral design strategies that the casino industry pioneered. The predictable result is that most tech users spend more time on device than they would like, about five hours of phone time a day, while a substantial minority develop life-changing behavioral problems similar to problem gambling. Other countries have begun to regulate habit-forming tech, and American jurisdictions may soon follow suit. Several state legislatures today are considering bills to regulate âloot boxes,â a highly addictive slot-machine- like mechanic that is common in online video games. The Federal Trade Commission has also announced an investigation into the practice. As public concern mounts, it is surprisingly easy to envision consumer regulation extending beyond video games to other types of apps. Just as tobacco regulations might prohibit brightly colored packaging and fruity flavors, a social media regulation might limit the use of red notification badges or âstreaksâ that reward users for daily use. It is unclear how much of this regulation could survive First Amendment scrutiny; software, unlike other consumer products, is widely understood as a form of protected âexpression.â But it is also unclear whether well-drawn laws to combat compulsive technology use would seriously threaten First Amendment values. At a very low cost to the expressive interests of tech companies, these laws may well enhance the quality and efficacy of online speech by mitigating distraction and promoting deliberation
Spartan Daily, April 5, 1965
Volume 52, Issue 101https://scholarworks.sjsu.edu/spartandaily/4647/thumbnail.jp
Deepfakes: False Pornography Is Here and the Law Cannot Protect You
It is now possible for anyone with rudimentary computer skills to create a pornographic deepfake portraying an individual engaging in a sex act that never actually occurred. These realistic videos, called âdeepfakes,â use artificial intelligence software to impose a personâs face onto another personâs body. While pornographic deepfakes were first created to produce videos of celebrities, they are now being generated to feature other nonconsenting individualsâlike a friend or a classmate. This Article argues that several tort doctrines and recent non-consensual pornography laws are unable to handle published deepfakes of non-celebrities. Instead, a federal criminal statute prohibiting these publications is necessary to deter this activity
Spartan Daily, February 12, 1951
Volume 39, Issue 85https://scholarworks.sjsu.edu/spartandaily/11507/thumbnail.jp
Spartan Daily, February 12, 1951
Volume 39, Issue 85https://scholarworks.sjsu.edu/spartandaily/11507/thumbnail.jp
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The battle to end fake news: A qualitative content analysis of Facebook announcements on how it combats disinformation
The recent spread of online disinformation has been profound and has played a central role in the growth of populist sentiments around the world. Facilitating its progression has been politically and economically motivated culprits who have ostensibly taken advantage of the digital freedoms available to them. At the heart of these freedoms lie social media organisations that only a few years earlier techno-optimists were identifying as catalysts of an enhanced digital democracy. In order to curtail the erosion of information, policy reform will no doubt be essential. The UK's Department of Digital, Culture, Media and Sport Disinformation and âfake newsâ Report and Cairncross Review, and the European Commission's Report on Disinformation are three recent examples seeking to investigate how precisely such reform policy might be implemented. Just as important is how social media organisations take on more responsibility and apply self-regulating mechanisms that stifle disinformation across their platforms (something the aforementioned reports identify). Doing so will go a long way in restoring legitimacy in these significant institutions. Facebook (which includes Instagram and Whatsapp), is the largest social media organisation in the world and must primarily bear the burden of this responsibility. The purpose of this article is to offer a descriptive account of Facebook's public announcements regarding how it tackles disinformation and fake news. Based on a qualitative content analysis covering the period November 16th 2016âMarch 4th 2019, this article will set out some groundwork on how to hold social media platforms more accountable for how they handle disinformation
Spartan Daily, May 5, 1965
Volume 52, Issue 115https://scholarworks.sjsu.edu/spartandaily/4716/thumbnail.jp
Learning robotics: a review
Purpose of Review: With the growing interest for STEM/STEAM, new robotic platforms are being created with different characteristics, extras and options. There are so many diverse solutions, that it is difficult for a teacher/student to choose the ideal one. This paper intends to provide an analysis to the most common robotic platforms existent on the market. The same is happening regarding robotic events all around the world, with objectives so distinctive, and with complexity from easy to very difficult. This paper also describes some of those events which occur in many countries.
Recent Findings: As the literature is showing, there has been a visible effort from schools and educators to teach robotics from very young ages, not only because robotics is the future, but also as a tool to teach STEM/STEAM areas. But as time progresses, the options for the right platforms also evolves making difficult to choose among them. Some authors opt to first choose a robotic platform and carry on from there. Others choose first a development environment and then look for which robots can be programmed from it.
Summary: An actual review on learning robotics is here presented, firstly showing some literature background on history and trends of robotic platforms used in education in general, the different development environments for robotics and finishing on competitions and events. A comprehensive characterization list of robotic platforms along with robotic competitions and events is also shown
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