Heikkoa ja vahvaa keinoälyä ja niiden empatiaa

Turun yliopiston kasvatuspsykologian apulaisprofessori Niina Junttilan tutkimuksesta oli juttu YLE:n uutisissa[1]. Jutun keskiössä on ilmiö, miten ihminen voi kokea itsensä yksinäiseksi jopa ystäviensä joukossa, ja miten ulkoa päin yksinäiseltä vaikuttava ihminen ei välttämättä koe itseään lainkaan yksinäiseksi. Tämä artikkeli nivoutuu mielestäni yhteen käynnissä olevaan keinoälykeskusteluun, sekä taannoiseen keskustelutilaisuuteen Turun yliopiston Tulevaisuuden teknologioiden laitoksella keinoälypohjaisesta opetusteknologiasta.

Åbo Akademin sisäisen tiedotuksen lehti, Meddelanden från Åbo Akademi 4/2014 sai minut perehtymään John Searlen kiinalaisen huoneen argumenttiin[2], jossa Searle kyseenalaistaa, onko vahva keinoäly mahdollista rakentaa. Continue reading “Heikkoa ja vahvaa keinoälyä ja niiden empatiaa”

Metaplaying games

Ernest Adams states that in interactive storytelling the player/audience commits to an agreement with the author.[1] This agreement involves that the player will start following the story. For example, if the story begins at a train station, with a ticket to a train and the train about to leave, the player will board the train, instead of heading home, or starting to assault people at the station. On the other side of the agreement, the narrator will deliver the player an interesting story with interesting choices to make.

The Stanley Parable[2] breaks the fourth wall, and actually toys around with this agreement. Continue reading “Metaplaying games”

Murray’s Models of Digital Interaction

For a few years now I have been teaching a course at University of Turku Department of Future Technologies, called Principles of Interaction Design. The course was originally inspired by Janet H. Murray’s book Inventing the Medium: Principles of Interaction Design as a Cultural Practice[1]. It was soon amended by Cooper, Reimann, Cronin and Noessel’s book About Face: The Essentials of Interaction Design, as well as other material we had background in through our research background.

One important part of Murray’s book that firmly is a topic on the course, is the Models of Digital Interaction. Continue reading “Murray’s Models of Digital Interaction”

Hän

Ystäväni Taika Dahlbom laati Facebookiin videon Hanna Järvisen tekemästä havainnosta[1], miten Google kääntää suomalaisen, sukupuolineutraalin “hän” sanan asiayhteydestä riippuen englanniksi”she” (naisesta käytettävä “hän) tai “he” (miehestä käytettävä “hän”) siten, että ihmiskirjoittajaa syytettäisiin helposti seksistisyydestä vastaavassa tilanteessa. (Englannissa ei ole vakiintunutta neutraalia “hän”-sanaa.)

Aiemmin englanninkielisessä kirjoituksessani (Artificial) Intelligence is not Possible Without Sensors and Manipulators, puhuessani keinotietoisuuden (KT) kehittämisestä, totesin sen vaativan lasten kasvatuksen lailla rajoja ja rakkautta. Ja KT:n virtuaalisuuden huomioon ottaen nuo rajat pitää huomioida vielä konkreettisemmin kuin lapsilla, joille fyysinen olemassaolo jo valmiiksi asettaa monia rajoja, joita virtuaalimaailmassa ei välttämättä ole. Continue reading “Hän”

Playing god

Following up on my earlier post, Aliens, AI and Aesthetics, I find it rather surprising that the only things I’ve seen rise up in the discussion, are the trolley problem, and a few doomsday prophets. I should be expecting to see the old debates about the existence of god and the issues of playing god give rise, as we discuss the creation of artificial sentience.

Early on one morning walk to work, I was thinking about the “miserable winning conditions” I mentioned on that earlier post. This lead me back to the old classic question: Continue reading “Playing god”

Who decides what you see?

The Tommy Edison Experience is one of the Youtube vlogger channels I’ve subscribed to and tend to follow. Just today I saw them tweet about their latest video with a alert coloured headline: “Our channel is in trouble”.[1] Yellow text on black background, a bit like the tabloids use on their posters.

The Tommy Edison Experience had noticed that people who have requested notifications for new postings on the channel, no longer got the notifications for each video. Continue reading “Who decides what you see?”

A Beginning is a Delicate Time

“A beginning is the time for taking the most delicate care that the balances are correct”, said Frank Herbert as the writings of the Princess Irulan of his science fiction book Dune.[1]

Thinking zombieWhen analysing an interaction system, one of the first questions I ask is: “Where does this story begin?” I find it all too often that a digital application’s initial screen has an excessively complex menu, where one doesn’t know which option one should take to start using it. My typical example is the Microsoft Outlook calendar, where one has menu options of something like “new meeting”, “new appointment”, and “new…”. If I want to mark my vacation to the calendar, is it a meeting, or an appointment? Behind the third option, I find actually the two earlier options repeated, for all that I see there. The counter example is Google Calendar, where there is one clear button in red colour, reading: “new…”. Once I click it, the system starts asking me sensible questions that I can answer. This button is, where the story begins, and it ends with a proper marking made in the calendar. Neat and tidy! This is a significant part of “onboarding”. Continue reading “A Beginning is a Delicate Time”