Snap is thinking of the new Spectacles as a test run in the company’s push to bring augmented reality to the masses—a trajectory the company began with its popular face filters. By putting another camera on Spectacles 3, Snap opens up a new realm of AR effects that users can add to their videos and images. It’s not just phoenixes; users can also add colorful filters that morph throughout a video based on how far away objects are in the shot and animated hearts that float around a video but burst when they come into contact with a real-world object. Snap is also opening up the depth map’s features to content creators, enabling to make their own AR filters through its DIY filter maker, Lens Studio.
If you want to get a rosy view of the future of virtual and augmented reality, ask a company that works in the space. If you want to get a pessimistic view, ask an investor. But if you want a realistic view, one shaped by experience instead of conjecture and wishful thinking, ask the folks who are actually making the stuff. From their perspective, according to a new report from the organizers of the annual conference XRDC, things aren’t looking bad at all.
As a primer on the scandal, which dominated headlines around the world for two years after the election of President Donald Trump, the film is both succinct and thorough. It begins as news is breaking that Cambridge Analytica unethically scraped data from millions of Facebook users and used it to target vulnerable and impressionable voters in an effort to elect Trump and pass the Brexit resolution. Then it tracks the fallout. The film is bookended by professor David Carroll’s quest to get his own data back from Cambridge Analytica—a story WIRED told in depth—but focuses mainly on former CA employee Brittany Kaiser and her abrupt and somewhat baffling decision to turn against her employer.
TikTok can feel, to an American audience, a bit like a greatest hits compilation, featuring only the most engaging elements and experiences of its predecessors. This is true, to a point. But TikTok — known as Douyin in China, where its parent company is based — must also be understood as one of the most popular of many short-video-sharing apps in that country. This is a landscape that evolved both alongside and at arm’s length from the American tech industry — Instagram, for example, is banned in China.
Under the hood, TikTok is a fundamentally different app than American users have used before. It may look and feel like its friend-feed-centric peers, and you can follow and be followed; of course there are hugely popular “stars,” many cultivated by the company itself. There’s messaging. Users can and do use it like any other social app. But the various aesthetic and functional similarities to Vine or Snapchat or Instagram belie a core difference: TikTok is more machine than man. In this way, it’s from the future — or at least a future. And it has some messages for us.
Pocket Operator [is] a device released four years ago by a Swedish company called Teenage Engineering. To date, the company has made nine different models of the same basic design, and it has sold more than 350,000 of them worldwide, making the Pocket Operator one of the most popular synthesizers in history. The Korg M1 — famous for producing the sound of Seinfeld’s slap bass and Madonna’s “Vogue,” and one of the best-selling and most influential synths of all time — is estimated to have sold 100,000 fewer units over nearly twice as much time. The “portable” version of one of the Pocket Operator’s earliest forebears — the telharmonium, constructed more than a hundred years ago — cost more than $5 million to build in today’s dollars, weighed 200 tons and required a team of specialists to achieve peak performance. A Pocket Operator costs about $60 and fits in the palm of your hand.
As Taina Bucher explores in her book, If… Then: Algorithmic Power and Politics, we are generally in the dark when it comes to explaining the specific mechanics of the algorithms at the heart of our favorite apps, but what we do regularly guess at is how to make them notice us. As Bucher discovered in conversation with social media users, people tweak the content of their posts on Facebook, or even the time of day they post, in an attempt to catch the algorithm’s eye and ride the wave of its amplification. This is familiar to anyone who’s used social media, and it’s why news organizations repost old content when a topic is trending on Twitter, or why you see a million hashtags at the end of Instagram posts. Everyone is just trying to get noticed.
Thin, soft electronic systems that stick onto skin are beginning to transform health care. Millions of early versions1 of sensors, computers and transmitters woven into flexible films, patches, bandages or tattoos are being deployed in dozens of trials in neurology applications alone; and their numbers growing rapidly. Within a decade, many people will wear such sensors all the time. The data they collect will be fed into machine-learning algorithms to monitor vital signs, spot abnormalities and track treatments.
Old and new meet when classical music and virtual reality come together in performance. Technology is often touted as the long-awaited saviour of the classical music scene. With virtual reality, it opens up entirely new ways of thinking about — and experiencing — performance. Dutch composer Michel van der Aa recently premiered his mixed reality opera Eight in Amsterdam, followed by a run of performances at the Aix Festival in France in July 2019. It’s being touted as a “breakthrough” work that integrates technology and music in new ways, while eschewing peripheral gimmicks designed only to impress. “We’re surrounded by electronics and multimedia technology,” Van der Aa told The New York Times. “So it would feel artificial to not allow that on an opera stage.”
The independent Atlantic League became the first American professional baseball league to let a computer call balls and strikes on Wednesday at its all-star game. Plate umpire Brian deBrauwere wore an earpiece connected to an iPhone in his pocket and relayed the call upon receiving it from a TrackMan computer system that uses Doppler radar.
It’s very interesting to witness how surveillance capitalism rolls-out. Facial recognition and CCTV are popping up here and there. When the biggest companies roll it out for efficiency, we don’t actually bat an eyelash. Walmart is also ushering in shelf-scanning and floor scrubbing robots in other stores. Meanwhile, those pesky AIs are getting into everything. So smile, you’re on candid camera. Walmart is using AI-powered cameras to prevent theft (and shrinkage) at checkout lanes.
The UN recognises 180 currencies worldwide as legal tender, all of them issued by nation states. It does not recognise cryptocurrencies like bitcoin in this way, even if communities of enthusiasts have been treating them as a means of exchange for over a decade now. Yet the latest addition to this group, Facebook’s libra, threatens to do something that no other cryptocurrencies have come close to achieving: the state monopoly over the control and issuance of money is now under serious threat. Facebook boasts over half the world population as active monthly users: 2.2 billion on Facebook, 0.8 billion on Instagram and 0.7 billion on WhatsApp. Combined with the fact that 1.7 billion adults worldwide have no bank accounts, a project like this is the perfect petri dish in which to create a truly global currency.
Going back to the time of Leonardo da Vinci, animal flight has inspired human enquiry, and we have sought to emulate nature by building machines that attempt to fly using flapping wings. In a paper in Nature, Jafferis et al. report a key step towards the emulation of insect flight with what they claim to be the lightest insect-scale aerial vehicle so far to have achieved sustained, untethered flight. Apart from the aesthetic joy of mimicking nature, flapping-wing robots have several potential advantages over the fixed-wing drones and quadcopters (four-rotor helicopters) that have become so popular in commercial and recreational applications. Flapping wings make animals and machines highly agile and manoeuvrable — for example, bats can fly with ease through basements, caves and dense forests. Moreover, flapping wings typically move with lower tip speeds than do propellers, and are therefore quieter and inflict less damage if they come into contact with people or property.
Startups in the AR space see a bright future for bringing retail experiences into the home, but there haven’t been a ton of convincing examples of companies carrying out this vision effectively. Wannaby is using AR to help sneaker heads visualize their next purchase by letting them try on the shoes virtually. The company launched its own app Wanna Kicks earlier this year where users can “try on” high quality 3D models from Nike, Adidas, Allbirds and others. The startup just launched a partnership with Gucci this morning to help consumers try on shoes inside the luxury brand’s dedicated app.
According to design educator Anastasiia Raina, it’s not too early to begin considering what the roles of designers might be in a future where tasks like layout and production are completely automated. What would “human-centered design” mean in a future where our client-partners are robots, or even non-human lifeforms?
This is a question Raina poses in her new undergraduate course at RISD titled Design in the Posthuman Age. The curriculum follows the lines of inquiry generated by designers and futurists before her — theorists like Cyborg Manifesto’s Donna Haraway or Dunne & Raby, authors of Speculative Everything. To Raina, Posthuman Design is not so much an aesthetic as a design methodology with roots in Postmodernism.
The product designer and mechanical engineer Tamiko Thiel was working for the Cambridge, Massachusetts, company Thinking Machines. She and her colleagues were building a supercomputer that proposed a radical new concept. Instead of using one giant processor to crunch large amounts of data, they were going to use thousands of processors that would tackle little parts of the data-crunching one by one. It was the early 1980s, and Thinking Machines was trying to build an artificially intelligent machine based on the human brain. As the project’s lead designer, Thiel was charged with the question: What should this new kind of technology look like?
Imagine you are shopping in your favorite grocery store. As you approach the dairy aisle, you are sent a push notification in your phone: “10 percent off your favorite yogurt! Click here to redeem your coupon.” You considered buying yogurt on your last trip to the store, but you decided against it. How did your phone know? Your smartphone was tracking you. The grocery store got your location data and paid a shadowy group of marketers to use that information to target you with ads. Recent reports have noted how companies use data gathered from cell towers, ambient Wi-Fi, and GPS. But the location data industry has a much more precise, and unobtrusive, tool: Bluetooth beacons.
Video games and social media require human users to enter into a procedural loop known as flow
While there are no universals in media culture today, there are many qualities worth exploring, because they are shared by many communities or because they are compelling remediations of the age of modernism. One of these is procedurality. Popular modernist writers today claim that this is the essence of the computer: its procedures (algorithms, programs) allow it to interact with other machines and human users in increasingly complex and creative ways. Video games and social media are procedural: they require human users to enter into a procedural loop that both constrains and empowers them. Procedurality is itself the latest version of mechanization, which has been a key condition of society and the economy since the Industrial Revolution. While modernism was vitally concerned with the cultural meaning of mechanical and power technologies in the 20th century, today’s media culture is exploring how far procedurality and simulation can penetrate into and redefine creative expression as well as our politics and everyday lives.
According to the Electronic Frontier Foundation, a nonprofit organization defending civil liberties in the digital world, facial recognition software may be prone to error. It’s specifically worse when identifying people of color, women, and younger groups. If the software reports a “false negative,” it will not be able to match a person’s face at all. A “false positive” may identify this person as someone else. And for law enforcement, this can pose quite a problem. Since 2013, San Diego police officers could stop to take photographs of a person of interest to run their face through Tactical Identification System (TACIDS). That photograph could then be analyzed against more than a million other booking shots.