Showing posts with label social. Show all posts
Showing posts with label social. Show all posts

Saturday, January 15, 2011

The next big thing in digital: Visual Search and Image Recognition









 




The likes of Google and Facebook are going beyond the hypertext form of indexing into a visual realm. Say hello to the hyperimage.

It's being used for online shopping in Google's Boutiques.com website and will be coming soon to all Facebook users as part of its 'facial recognition' photo tagging feature, enabling your name to be suggested to friends when a photo looks like you.






But the potential for this goes far beyond the mere enhanced shopping or stalking experience. This could be another step closer to the real Memex.

With the sea of data that traverses the internet every day, the web now faces the same challenges that traditional media, librarians and scholars have struggled with for years. How do we sort all that information out and present it so that it makes sense? And how does one find quality information that's relevant?

NYU Professor Clay Shirky highlighted this issue during his presentation at the Web 2.0 Expo in New York:
"All of those other media types have the same economics. Whether it's a printing press or a TV tower: 'It cost me a lot of money to get started, and so I had to filter for quality'.
So here's what the internet did: it introduced for the first time post-Gutenberg economics. The cost of producing anything by anyone has fallen through the floor, and as a result, there's no economic logic that says you have to filter for quality before you publish."


It's Not Information Overload. It's Filter Failure.

In the pioneering article, 'As We May Think', published in the Atlantic Magazine's July, 1945 issue, Dr. Vannevar Bush clearly vents his frustrations on the way scientific research is organised and retrieved, based on the system design issues he observed which are quite similar to what's happening on the web today:

"Our ineptitude in getting at the record is largely caused by the artificiality of systems of indexing. When data of any sort are placed in storage, they are filed alphabetically or numerically, and information is found (when it is) by tracing it down from subclass to subclass. It can be in only one place, unless duplicates are used; one has to have rules as to which path will locate it, and the rules are cumbersome. Having found one item, moreover, one has to emerge from the system and re-enter on a new path.

The human mind does not work that way. It operates by association. With one item in its grasp, it snaps instantly to the next that is suggested by the association of thoughts, in accordance with some intricate web of trails carried by the cells of the brain. It has other characteristics, of course; trails that are not frequently followed are prone to fade, items are not fully permanent, memory is transitory. Yet the speed of action, the intricacy of trails, the detail of mental pictures, is awe-inspiring beyond all else in nature.

Man cannot hope fully to duplicate this mental process artificially, but he certainly ought to be able to learn from it. In minor ways he may even improve, for his records have relative permanency. The first idea, however, to be drawn from the analogy concerns selection. Selection by association, rather than indexing, may yet be mechanized. One cannot hope thus to equal the speed and flexibility with which the mind follows an associative trail, but it should be possible to beat the mind decisively in regard to the permanence and clarity of the items resurrected from storage.

Consider a future device for individual use, which is a sort of mechanized private file and library. It needs a name, and, to coin one at random, "memex" will do. A memex is a device in which an individual stores all his books, records, and communications, and which is mechanized so that it may be consulted with exceeding speed and flexibility. It is an enlarged intimate supplement to his memory."
Perhaps we could all be using visual 'filters' for trawling the web in the not too distant future. As image recognition reaches maturity it could very well become an an alternative method or welcome addition to the keyword search. So here's hoping for Bush's, "Selection by association".

Monday, July 13, 2009

Playing dice with the universe



This essay analyzes the role 'play' performs in media engagement, and discusses what the study of media play adds to traditional media theory.

“We are always immersed in something, whether it is narrative, a form of media, or just our own thought process” (Brooks 2004, p. 15). To ‘play’ is to begin one such process of immersion, to enter a state of mind which can ultimately define the nature of audience interaction with any form of media. As Vorderer (2001) notes in his analysis of ‘Play Theory’ and its relation to entertainment:
“Many theoretical considerations have described in detail how media users change their sense of reality by taking on the reality provided by the media while temporarily ignoring the physical and social reality in which they are actually living and in which the media is part.”
Interactivity is the media audience relationship in motion, encompassing why and how the audience connects through specific mediums, and the outcomes derived from those interactions. “Interactivity is not just a matter of usage but includes cognitive and emotional processes as well” (Carpentier 2007, p. 221).

The concept of play is important in studying audience interactivity as it denotes a subjective form of involvement that is constructed by the individual. This can in turn affect the individual’s attitudes and choices towards participation. For example, as Livingstone (2008) found in her studies of teenagers’ and their uses of social networking, self expression and creativity was not limited to simply “enacting identity” through publishing factual information about oneself, but also fictitious information that reflected the “teenagers’ playful, occasionally resistant style”.


Play also adds another dimension to both reception and effects studies in that it can augment the audience’s semiotic interpretations and representations of a text that has been either delivered to them or created by them. “Play liquefies the meaning of signs; it breaks up the fixed relation between signifier and signified, thus allowing signs to take on new meanings” (Kucklich 2004, p. 7-8).

An explanation of this can be attributed to the inherent ‘pleasure’ derived from experimentation mixed with imagination, a key theme in Stephenson’s work (1988) which contrasts the concepts of ‘work and play’ as parallel to the dualities of ‘pain and pleasure’. The subjectivity of this pleasure seeking behaviour has the potential to merge effects and reception studies due to play’s “intertextuality” and “fluidity”, an experience which Friedman (2008) describes:

“We may transition from watching a movie, to acting it out in front of friends, to re-enacting it in video games, to dreaming about it. These may be different forms of media consumption, but they are all aspects of the same circuit of play, imaginatively reworking the raw materials of story and character.”

Therefore when ‘Play Theory’ is applied to audience research, the scope of the media-audience relationship widens beyond that of effects and reception as they are intermingled in imaginative experimentation. As psychologist Albert Bandura, originally renowned for his effects related research, said during his later work on Social Cognitive Theory (Bandura 2001, p. 142):

“Analyses of the role of mass media in social diffusion must distinguish between their effect on learning modelled activities and on their adoptive use, and examine how media and interpersonal influences affect these separable processes.”
For a full list of references click here