IM Guest Lecture Reflections

During one of our lessons, we were fortunate enough to receive a guest lecture by Ong Kian Peng! His lecture was on Automated Utopia and he touched upon many interesting points surrounding the Utopia/Dystopia and Artificial Intelligence. I would like to briefly talk about some of the points he made and what I thought about them!

During his lecture, he posed us a question-

So how can AI present a different world than that of the cyberpunk genre and give us a technological Utopian society?

I immediately thought of the American science fiction television series, Westworld. (It’s a really interesting western series and I highly recommend it!)

In the show Westworld, people travel to a Wild-West-themed amusement park filled with humanoid robots called “hosts.” With the whole wild west theme, it is already a very different take on the common AIs in a cyberpunk universe (such as technologically advanced cities features in Ghost in the Shell or Blade Runner 2049). Instead of thinking forwards, and placing AIs in a fictional futuristic setting, Westworld places AIs in a futuristic setting that is seemingly old school and historically inspired, going back to the time of cowboys and steam powered railways.

Westworld': Everything to Know Before the Series Premiere ...HBO brings “Westworld" to life for lucky consumers - Event MarketerA Westworld Cameraman Showed Up In One Scene, But Was It Really ...Westworld' at SXSW: Photos Inside the Town HBO Built from Scratch ...Ghost In The Shell VFX Breakdown | Movies | EmpireArtStation - Ghost in the Shell - City at daylight, Jan UrschelMunich City Wallpaper - Blade Runner 2049 City, Hd Wallpapers ...

 

What value does it add ? And what do we lose as a result of automation?

In Westworld, the park is of great value to high-paying “guests”.  It allows them to indulge their wildest fantasies within the park without fear of retaliation from the hosts, who are prevented by their programming from harming humans. They are able to visit brothels, drink shots at the salon, take on bounty hunts on horseback, or have a high-noon showdown, et cetera. The whole world is theirs to explore and interact with. The AIs are there to aid them in to the whims and fancies of the guests. These hosts think and interact like real people, but since they aren’t living beings, guests often treat them with reckless abandon. I think that the whole allure of this automated theme park in Westworld made the humans in their world lose their humane-ness. In the theme park, people are shown to lose their humane restraints, to act without any moral or ethical judgement. Talking about the premise of Westworld, Georgia Tech’s Ridel said:  “Making things that are designed to be as close to looking and acting human and then saying ‘go ahead and abuse these things,’ to me it says something about humans.”

Just because the hosts were not human, guests say it fit to take advantage of them. This makes me wonder, in a world with humans and AIs, would it be possible to truly co-exist? To be inclusive and not just tolerance. Is a world where humans and AIs are equals possible? Or will it always be painted as a world whereby AIs are sub subservient for they are the creations of man, and eventually grow intelligent/conscious enough to rebel against us?

This thought was also spurred on by Bin’s sharing of Justin Emard, Mirai Moriyama and Alter’s artwork, Co (AI) xistence.

 

Can humans and AI coexist peacefully without any racial discrimination? This question reminds me of a Japanese animated movie called Time of Eve.

Set in a not-too-distant future, androids have become integrated into society’s daily lives. Like most other people, the protagonist, Rikuo treats robots and androids like appliances, despite them bearing an uncanny resemblance to a normal human. In the film,  androids are easily identified with a holographic status ring above their heads. Rikuo, who has taken robots for granted for his entire life, one day discovers that Sammy, his home android, has been acting independently and coming and going on her own. He finds a strange phrase recorded in her activity log, “Are you enjoying the Time of Eve?”. Along with a friend, they follow Sammy to an unusual cafe called “The Time of Eve”. There, they learn that the cafe’s main rule is to not discriminate between humans and androids. Within the cafe, androids do not display their status rings, as such, patrons will be unable to identify who is android and who is human in the cafe. In that intimate shared space, they have transcended the discriminatory boundaries and are all seen as equal beings. Additionally, when patrons depart, the door is automatically locked for two minutes to prevent another patron from following them to discover their true nature. The whole idea of hiding one’s true race to not let it affect interactions and relationships within the cafe is really interesting to me. The conversations among the patrons make frequent allusions to Isaac Asimov‘s Three Laws of Robotics, often highlighting surprising interpretations of those laws, through not only the point of view of humans, but also the robots themselves.

The overarching plot involves the beginnings of independence displayed by the androids, what they do with that independence within the bounds of the three laws, and what motivates them. Secondary plots involve the individual stories of each android the protagonists encounter in the cafe, and how they come to discover which patrons are androids and which are not. Through multiple visits to the cafe and unprejudiced interactions with the different patrons, Rikuo comes to realise that perhaps the true identity of each guest is not what matters the most. The neutrality of the cafe eventually enables him to let go of his former prejudice against androids. Additionally, though he was initially fearful of Sammy’s independence, he begins to learn that she is more human than he first thought.  Illah Nourbakhsh, professor of robotics at Carnegie Mellon University said: “It’s a dangerous moral ground are we walking into, making systems that are reminiscent of humanity and then treating them in a way that is inhumane”. It perplexed me to think why humans would aim to model robots or program artificial intelligence so closely after ourselves, only to treat them as lower beings. Should they not receive the same respect? If some people believe that men is born with innate sins because of Adam’s doing, then shouldn’t robots/AI be born with innate humanity since they are our creations?

I think that the tiny cafe  in Time of Eve was something close to a utopia for the shared interests of humans and androids alike!

Time of Eve: The Movie - Official Trailer - YouTubeI'm scared of you, let's have sex: Time of Eve | Bateszi Anime BlogEve no jikan (2010) - Photo Gallery - IMDbTime of Eve Review | The Foodie Geek

 

While researching more I found this article, and part of it said-

Although robots do not have emotions, people can get attached to them, Georgia Tech’s Riedl said. Some people name their Roombas and give them backstories, only to be emotionally upset when the devices break down, he said. People have even held funerals for robot dogs.

Say, if robots/AI were to gain the ability to form emotional connections back with humans, would they be genuine? Emotional connections formed out of feelings instead of logical and rational thought? This reminded me of the Australian sci-fi film “I am Mother“.  The film follows Daughter, a girl in a post-apocalyptic bunker, being raised by Mother, a robot aiding the re-population of Earth.  It was interesting to watch the change in their emotions towards each other, and their relationship dynamics. I don’t want to spoil the plot by revealing too much, but the movie left me with even more thoughts about the whole AI and humans in a dystopian/utopian world scenario.

AI should always follow the 3 Laws by Asimov, but what if the means and the ends conflict with each other and the 3 laws.  Should AI be allowed to harm humans for the greater good of humanity? Should we then put our trust in them that they are in the greater scheme of things, obeying the 3 Laws. In my opinion, artificial intelligence is able to think rationally and logically, unlike humans who are unable to separate our emotions from thinking no matter how hard we try. Despite our best efforts, we will never be objective while I think that AI is able to do so, so in times like this what if the AI’s actions seemed to be creating a dystopian world, but only temporarily, to pave way for the utopian world they are trying to achieve for humans?

I Am Mother' Ending Explained, From the Editor of the Netflix Movie
Original Content podcast: Director Grant Sputore explains how 'I ...

Other interesting thins to check out: 
Narciss: Artificial Intelligence Questions Human Self-AwarenessWaltz Binaire-Narciss-AI-installation-art-data-mirror-tech-visual atelier 8-2.jpgWaltz Binaire-Narciss-AI-installation-art-data-mirror-tech-visual atelier 8-7.jpg

– Tau (2018 film)Tau (film): A just OK Netflix original

 

References:

https://www.cnbc.com/2018/03/12/hbo-westworld-ai-robot-limits-ethical-questions.html
https://www.visualatelier8.com/art/narciss-artificial-intelligence-questions-human-self-awareness
https://en.wikipedia.org/wiki/Time_of_Eve
https://en.wikipedia.org/wiki/Westworld_(TV_series)
https://en.wikipedia.org/wiki/Tau_(film)
https://en.wikipedia.org/wiki/I_Am_Mother

 

IM Reading Assignment

“The Second Self. Computers and the Human Spirit” by Sherry Turkle
Download the PDF version of this reading

Part 1, Chapter 2: Video Games and Computer Holding Power. 

Write your impressions and reflections: min 250- 500+ words
Add links and media.


To be honest, I found it strange that quite a bit of the readings weren’t directly Interactive Media or art related (in my opinion), and when I was reading Turkle’s chapter about video games, I was trying to figure out how this was related to IM. And then I remembered that video games are actually art, and a great example of interactive media at that. So before I begin to discuss about some of the many points on video games raised in Turkle’s chapter, I would like to talk about my opinion on video games and its relation to art!

Video games have become so common in today’s society especially among the generations born into the digital age, that they have become their labels. People have lost sight of video games as a work of art. However, in my opinion, games are one of the most successful artforms; one of the most notable instances of coming close to a true Gesamtkunstwerk. There so many aspects of art and design in video games- Character design, environment/level design, soundscape, animation, narrative writing, etc. So many overlapping areas of art that I cannot even fully differentiate or name them all. You basically design every single detail in a whole new world! And if that does not include almost all, if not all, artforms then I don’t know what other artwork would be able to achieve so.

A normal video game would stimulate visual and audio sensory experiences, but with the advancement of technology, more senses are being incorporated into games. Gaming devices like the Occulus Rift, opens a whole new world of VR and allows us to have a deeper level of sensorial immersion, such as the addition of physical sensation, or a more immersive in game point of view. Maybe in the future, smell and taste might be possible in video games too! Who knows. Furthermore, there are video games suitable for all ages, making ir an extremely inclusive form of art. With so many genres to pick from, from first person shooting to puzzle games to horror, one is bound to find a game that would suite your personal tastes.  Additionally, each game usually offers an individualized yet universal experience to players. That is a quality that interactivity in many artworks try to achieve. For example in games such as Detroit: Becoming Human, players are given different options that will open up different pathways in the story tree, allowing them to craft their own story/experience in a way, but still having the same overarming ark, or being able to reply to try out different experiences.

Detroit: Become Human Demo Experience - jioplaygame.com
Multiple options to choose from in Detroit: Becoming HumanDetroit Become Human: Stormy Night Walkthrough 100%
At the end of chapter, the story tree shows how your choices led to an ending The Hostage - Detroit: Become Human | Shacknews

 

Now moving on to some points mentioned in Turkle’s writing! –

“There has been controversy about video games from the days of Space Invaders and Asteroids, from the time that the games’ holding power provoked people who saw it as a sign of addiction to become alarmed…

For Jarish knows that despite the complexity of the games, there is program behind, there are rules. There is the computer that Jarish mythologizes as the dream machine that can make anything possible and as the rule machine that makes everything that is crazy ultimately controllable…

Most people don’t become addicted to video games just as most people who diet don’t become anorexic. But when they use these powerful materials to measure themselves, they are at risk. And, of course, some people come to the material more vulnerable than others. The greater the anxiety about being out of control, the greater the seduction of a material that offers the promise of perfect response.”

Even till now, the social effects of video games are still being widely debated, and controversial.  Many still view video games as addictive, video games as violence instigators. Even recently, Trump suggest that video games are the cause of violent outbreaks such as mass shootings due to the glorification of violence in video games. Although I do agree that some video games do glorify violence, I find that this video game stereotype no longer holds true to many games now. Now, there are more and more games with different genres, and messages. Shooting and killing games aren’t the only genres in the game industry. There are numerous non-violent games that are immensely popular, such as the recently trending Animal Crossing: New Horizons, a wholesome video game where you create a home, interact with cute animal villagers, and just enjoy life whilst exploring.  There are even games that preach non-violence, such as Undertale.  In the battles in Undertale, you can choose to resort to violence, or to use words to talk  ourself out of the fight. Choosing not to resort through violence throughout the whole game will lead to a True Pacifist Ending, which is considered the “true ending” to Undertale, leading to a happy conclusion and the complete credits. If the player choose to resort to violence and slay enemies in some battles during the play through, they will complete the Neutral Route. Upon completing the Neutral Route, the protagonist receives a phone call after the credits that provides a hint to the next requirement for getting the True Pacifist Ending, prompting them replay and choose that pathway instead.

Undertale Act | Mythic Bios
Example of battle mechanics, you can choose to “Fight” or “Act” in different ways, and eventually spare “Mercy” instead of resorting to violenceGallop-a-Gus on Twitter: "Soulless True Pacifist! #KILLEDTHEMALL ...Ending for True Genocide Route, where you kill everyone (above) versus True Pacifist, where no lives are taken and the story truly ends (below)

Many people are drawn to games because of the power they hold in games. Unlike in real life, almost everything you do is solely controllable by the player in a game. Like what Turkle said, they get seduced by the control one wields in the game, compared to real life which is unpredictable, where many a times, things happen outside of our control. Is giving people power and control over something a good way to make them engage with your creation? Anyways, I think people who get addicted to games and are actually influenced to carry out violent acts already have pre-existing psychological issues, and the full blame (or any blame at all) cant be placed on video games.

“Marty is a twenty-nine-year-old economist who works for a large Manhattan bank. He is a nervous, wound-up man. “I’m a real worrier. A real ‘type A person.’ That’s me.” He says he plays the game because he needs “to have something to do which is so hard that I can’t think of anything else.” The games force him into another mental space where the thoughts and the cares of his day cannot intrude. For many years, Marty used transcendental meditation to relax. Now he uses video games.”

I feel like games are usually painted as a villain, often affiliated with connotations that people forget its positive impacts.  People go to museums to look at artworks, as a form of entertainment; or make their own art as a form of therapeutic release. Games are works of art, games can be the same too. Games are a great form of escapism from the real world. Like mentioned before, people are able to escape into a new reality which they have more control over, or one that is out so fictionally out of their wildest dreams, where they are able to choose their own story and  create a new identity. They can be transported into a world that allows them to relax, and provide entertainment.
Its interesting that some games are created with for relaxation in mind. Games like Journey or Abzu takes players into a beautiful tranquil landscape , and aims to create a really zen game play experience. There are even games you can play with friends to enjoy some time together and relax, such as Snipperclips or Animal Crossing.

Abzu review - It's a brand new journey that's, erm, not quite Journey Abzu A shader tribute to Journey - Making GamesJourneyAnimal Crossing: New Horizons – What to do with Friends- Attack of ...Animal Crossing

“Technological advances have enabled designers to create games that provide visually appealing situations and demand a diverse and challenging set of skills. But the ambition is to have the appeal of Disneyland, pinball, and a Tolkien novel all at once. Games like Joust do not offer the imaginative identification with a character and a situation that literature does.”

Its interesting that Turkle noted how people wanted more customization and literary in games. Perhaps thats what sets video games apart from other forms of art and makes it successful. The fact  that video games are such flexible amalgamations of both art and design. In more traditional artworks like paintings, the audience has no hand to play in creating or playing around with the work, and they could each have vastly different interpretations. Compare that to video games, where the audience has almost full interactivity and control of what they wish to do, with the power to personalize their experience; whilst they might all experience something different, the overall story line or overarching message they derive is still more or less the same. Video games are designed  so that everyone is still able to understand the basic narrative, although it still allows for some interpretations; while in art the fundamental artist message might still be lost to some; while in design, there is no room for interpretation for good designs.

The knights in Joust owe their appeal to associations the player makes with fantasies about medieval combat that have been sparked through other media. And even the graphically “advanced” Joust lacks the degree of individual characterization one has come to expect in animated cartoons. Designers are starting to break out of these limitations. New generations of computer graphics will allow game characters to have more realistic gestures and facial expressions. New programming techniques offer the hope of creating characters who have more specific and interesting personalities than the monsters in Pac-Man so that players’ interactions with them may feel more like a social encounter and less like controlling a pinball”

A good example for the above paragraph is the game Monster Hunter World. When you begin the game, you are free to customize your characters looks however you want. Whats so cool about MHW is that the graphics look pretty realistic and you can customize numerous details from the age of your character to the color of their hair, or if they have special markings on their faces, etc. During the game, there is even more ways you can create your own unique character, by mixing and matching whatever armor or weapon you prefer as you carry our your quests in the main story line. MHW also allows for co-op battles with your friends to slay the monsters. Being able to play games alongside your friends is something that many games are working towards today. By giving the option to play multiplayer, games can indeed feel more like a social encounter, and less like a solitary activity. Hmm, maybe its just my lack in knowledge of artworks, and the vastness of the artworld, but I struggle to think of works of art  that allows its audiences to partake in social interactions that help build or complement the artwork.

Monster Hunter World Character Creation / Character Customization ...Monster Hunter World character customization is irking some ...How To Forge And Upgrade Equipment in Monster Hunter: World ...
Different weapons to wield and different parts of different monster armours to choose fromMONSTER HUNTER: WORLD

 

“Woody Allen dreamt of the interactive novel. Video game designers plan to implement it, perhaps less voluptuously, by putting the player in control of a character who lives not in a maze but in a piece of literature.”

This got me thinking of Netflix’s latest Blackmirror movie, Bandersnatch.  The first time I played it, I found it to be an interesting experience, and thought that it was rather innovative, a movie that you could decide your own ending! But after finishing the whole film, I still thought it was cool that Bandersnatch was blurring the lines between movies and games now, but I was kind of disappointed at its level of interactivity with the literature. I realized that the choices you made did not really affect what happens in the story, or that they would kill the main character off, thus making it seem that there is a “Right Choice” in the film. Although Bandersnatch did disappoint a bit, I think that it set down the foundations for more interesting interactive novels, like what Woody Allen dreamt of, to come. Perhaps future examples would do well to learn from the diverse and deep interactivity found in video games. But by then, I wonder, would the film be seen as a video game then? What would set them apart? Simply the medium of presentation? One presumably using actors and cameras, while the other digital or hand drawn animations. But then again, more movies today are also starting to rely on 3D animations to create characters or scenes, and like what Turkle said, new generations of computer graphics are allowing games to appear way more realistic. Is it possible that if interactive films became more common in the future, they would slowly morph into games, while games morph into them? Would there be a clear line of distinction between the two, or will they be added to a long list of never ending debates such as “what is the difference between art and design?”.