despite it being obvious the manufacturer has taken efforts to make the robot look more human and less assembly line machinery, they still gave him clamps instead of fingers and a weird clamp-mounted spotlight – the better to hunt down human flesh bags who refuse to tip their robot barista.
Some residents of a New York City neighborhood oppose a new dining establishment. What's interesting is how they see it in terms of cyber-anxiety:
Local residents want to pull the plug on a wine bar's bid to serve booze in its outdoor seating area because it will expose children to seedy "Internet people" flocking there for dates after meeting online, they claimed at a recent community board meeting.
Resident Al Salsano griped that the wine bar has a limited food menu and attracts people who use it as a place for dates after meeting online.
"I have seen people say, ‘I met you on the Internet,’ and you’re putting that on the sidewalk?" he said incredulously. "I don’t want children walking near 'Internet people' meeting."
"Have you ever gone to any of the sidewalk cafes in this neighborhood? Do you find them all rowdy and people staggering out of them all the time?" asked board member George Zeppenfeldt-Cestero.
Resident Chris Horwitz retorted that he wouldn't know because, "I don’t go out to meet people I found on the Internet."
It's fascinating to see this disdain and fear appear in the heart of a very internet-focused city.
Does anyone know more about the neighborhood, which might shed light on the story?
Here's an artifact for our time: a statue of Siri. A three-dimensional object, you can plug your iPhone into its base then watch the face as you listen and speak to the semi-embodied AI.
The creater calls it "Omniscient Siri."
From one angle, we see a female human face smiling at us:
That's very nice, isn't it? As the site says, "The androgynous face has a wry, elusive smile suggesting the machine knows something that the user does not."
Then if we rotate the item slightly to one side, it becomes somewhat disturbing:
Yes, the face is extruuuuuuding out from the plinth, tearing at (or being torn out of) the bases.
Seen from the side, the horror is even more clear:
Like a damned soul attempting to flee hell, or a ghost manifesting from a wall, or a young person being devoured by a shuggoth! SaGa Design has realized Siri's Lovecraftian horror at last, and we may now commenced terrified adoration.
A new study found that not only do computer games with violent content not cause offline mayhem, but may actually reduce violence.
The study compared 30 years of FBI crime statistics and “how they line up with violent video game releases.” He expected that shootings would increase when new VVGs came on the market, however, “the exact reverse” happened. Analysis of the most popular violent video games (Grand Theft Auto, Call of Duty, Halo) showed that homicides consistently decreased following the release of new versions of the games, he said.[emphasis added]
While, after playing violent video games, some people might be more likely to act like “jerks,” that does not mean their behavior rises to the level of violence, said Markey, who has been doing research on media for 10 years. It’s “quite a leap” to say that violent video games led to the horrific Sandy Hook or Columbine shootings, for example, he said.
Let's see if this gets picked up by mainstream media or academic discussions.
Instagram now offers another way to fear the digital world. Apparently some people (mostly young women?) have been using other people's baby photos as a basis for online role-playing.
Instagram users like Nikki steal images of babies and children off the Internet, give them a new name, and claim them as their own. Sometimes they create entire fake families. Others then interact in the comments of each photo, role-playing as they virtually feed, burp, swaddle, and even reprimand these virtual children.
Some Instagrammers even portray themselves as virtual adoption agencies, where followers can request specific babies and toddlers they’d like to adopt--“Looking for a two-year-old girl with blonde hair, green eyes, and who is feisty”--and the adoption agency then finds a photo, usually without permission. Role playing ensues.
A Bay Area county initiative encourages parents and children to give up computer games, in exchange for ice cream. They can also exchange toy guns.
This story has several classic digital fear features, including the emphasis on children, as well as assigning media a causal role in human violence.
Let's look closely at a couple of points:
"As we know domestic violence incidents almost always have children present and these children develop over time imprinted images of the family violence," Berberian said. "These children then carry those experiences into their adult lives and often repeat the pattern of violence in their own family units."
It's as if getting rid of games and their images willl exorcise childrens' minds of their own images. This feels like ceremonial magic, or the invocation of media attention.
Disposing of toy guns and violent video games provides "a chance to change today's modeling patterns," the district attorney advised. Reducing exposure to violent video games may "alter how one later addresses conflict situations," he added.
That takes us back to medium as teacher, and the idea that parents will learn domestic violence from gaming. Again, there's never been any proof that this actually occurs.
Note that the leaders of this program want to have a conversation. Heh.
We can fear social media, but can we also see selfies as objects of terror? Maybe so. Snopes explains:
On 12 September 2014, a thread started on Reddit's WTF subreddit went viral. The original post linked to Reddit's favored image hosting site Imgur, and the claim attached to the post was quite disturbing: A man had stolen the body of his recently deceased girlfriend from the morgue and posed for a "selfie" in his car with her corpse.
So is the selfie something to be mocked, or can it also be feared?