Archive for November, 2008

Who takes responsibility for web content?

Tuesday, November 25th, 2008

A 19-year old living in Florida who went by the screen name of CandyJunkie overdosed on pills while broadcasting himself in real time. This webcast went on for hours on Justin.tv before viewers became alarmed and informed the police. The “broadcasting” ends with police barging into the room.

This story is extremely disturbing, not only because of the content, but also because it brings us back to the big question of whether or not someone should be responsible for content on web sites.

With increased bandwidth and higher broadband penetration, more amateur videos and live video streams are becoming available on the Internet. One wonders, however, how the industry will deal with content that contains images of crime, violence, sex, and other material that could be potentially hazardous to certain audiences such as children.

Justin.tv relies on a user-regulatory system where people can flag questionable content. It also has a list of rules in its terms of use, including the ban of content that a “reasonable person could deem to be objectionable, offensive, indecent, pornographic, invasive of another’s privacy, harassing, threatening, embarrassing, distressing, vulgar, hateful, racially or ethnically offensive, or otherwise inappropriate.”

Not all websites, however, have their own regulations on how to deal with content that was generated by outside users. In the case of Zeran v. America Online, for example, AOL was found by the court to have no liability for false, defamatory content posted on its site. In fact, AOL didn’t even bother to remove the postings for a long time (even though an innocent man was receiving death threats because of the posts) until exposed by the media.

Certainly, different countries have different approaches on how to deal with these issues– some require stronger responsibility of the web sites. In Italy, for example, Google employees may face charges for “failing to stop the publishing” of a video showing a disabled teenager being bullied. In South Korea, governments order services to take down content that can “threaten national security.”

But how can someone determine how detrimental the content is– and should they? Visual content regulation, until now, has mostly been self-regulated by the industry– such as the rating system of movies adopted by the Motion Picture Association. While legal experts figure out how things work out in cyberspace, we could at least encourage a self-regulatory system in the industry. The law may not require Internet services and service providers to be responsible, but the public could take on a stronger responsibility. In the case of the 19-year old, for instance, if people had disapproved of the video and alerted authorities a couple hours earlier, the boy may still be alive.

Second Life as an education tool

Thursday, November 13th, 2008

Charlie Nesson spoke to the alumni association today about Second Life and some of the problems we must address if we are to use it as an educational platform.
He said that in the case of Second Life, he was concerned that in the course of developing educational strategies– which could scale to the breadth of the Internet– we have to develop within the framework of a corporation, Linden Labs.

One of the questions is whether the next generation of immersive 3-D environments can be seen as an open educational environment. Open in the sense of its fundamental organization as part of the university world. That is a challenge for those who are in the educational business.

He pointed out that the possibility of the Internet acting as “mode of communications that could aggregate willing energies of institutions towards a common goal of creating open education” has been in the background but now is coming towards the fore.

We have a growing realization that the Internet is our library of the future. Where we do our research. That open environment is one that suggests utility of all sorts, of which Second Life is interesting, but very much only one.

More photos from the event.

Digital Brats

Thursday, November 6th, 2008

I feel that communications technologies- as they become more advanced- are not making human beings more sophisticated, but rather nurturing immaturity and insolence.

I am only speaking from a communications point of view, because I believe that new technology such as the Internet, cell phones, and games all have tremendous benefits. However, when it comes to actual face-to-face communications, these technologies are rather hindering quality communications and deteriorating individual manners.

For example, how many times does your opposite speaker answer his or her cell phone during a talk? It used to be that one would apologize to the other person and answer the phone- but then, as text-messaging took off, people start texting without stopping to excuse himself to the other person. Technically, it makes sense, because the person texting a message only has his hands occupied and his ears are still open to what the person in front of him is saying. But then came the Blackberry and the iPhone and now people are replying to and checking their emails during a physical conversation. All this is done without the apologetic “one moment, please” to the speaker in real life.

This kind of behavior among adults is something that would usually be found in children; for instance when children will be texting or playing video games, ignoring what the parent is saying. Unlike children, however, the reason behind adults’ behavior is not because they want to avoid conversation, it is because they are in too much of a rush to wait.

In the “olden days” there would be no way out in situations where a conversation (or lecture, sermon, conference, etc.) was uninteresting. But with technology, it is becoming more common to peruse on digital devices without giving the impression of being wholly detached. Great programs such as twitter or live question tools sometimes become a place where people can distract themselves without feeling entirely guilty.

This, to a certain extent, has relation with speed. The swift connection to Internet lets one click from here to there; ubiquitous mobile connection to the Internet makes cyber perusing even easier. Function replaces form and time/energy are not wasted as people multitask. Are we becoming more efficient or inhuman? With all this connectivity, why is it that people are becoming more isolated in the real world and closer in cyber? Why should these two be separate at all?

Gaming for a cause

Sunday, November 2nd, 2008

A lot of games these days involve playing for a cause- LIl’ Green Patch, for example, is a simulation game where you plant and tend your garden, but the time and effort you spend playing is used to help save rainforests. There are a number of games that rely on this advertisement-fueled model in which advertisers pay for the time gamers spend watching their ads- like Freerice.org.

But what if gaming could really make a difference? An article on how gaming is used to match up proteins was extremely inspiring because playing the game has a direct impact. It’s so different from- say- playing Tetris or Solitaire and having an advertiser donate to some charity. Not that anything is wrong with that, but it’s not so motivating.

This is somewhat of an unreal scenario, but what if clicks could actually calculate into energy? What if a game on digging irrigation ditches really operates a machine in some dry land? What about all of those menial tasks that don’t require so much expertise but is difficult to find someone to do them? What if a game operates a deep sea robot that goes around collecting specific evidence? What if crimes/murder investigations become public cases enabling people to get involved in solving it?