Digital Suicide

We actually need guidance on how to deactivate ourselves online.

the site: justdelete.me enables users to disappear online, or to enact what is also know as committing internet suicide.

The internet never forgets and our electronic trail is always more visible than we would care to admit to ourselves.

The Internet of Things

Image

 

The Internet of Things (IoT) is a scenario in which objects, animals or people are provided with unique identifiers and the ability to automatically transfer data over a network without requiring human-to-human or human-to-computer interaction. IoT has evolved from the convergence of wireless technologies, micro-electromechanical systems (MEMS) and the Internet.

thing, in the Internet of Things, can be a person with a heart monitor implant, a farm animal with a biochip transponder, an automobile that has built-in sensors to alert the driver when tire pressure is low — or any other natural or man-made object that can be assigned an IP address and provided with the ability to transfer data over a network. So far, the Internet of Things has been most closely associated with machine-to-machine (M2M) communication in manufacturing and power, oil and gas utilities. Products built with M2M communication capabilities are often referred to as being smart. (See: smart labelsmart metersmart grid sensor)

IPv6’s huge increase in address space is an important factor in the development of the Internet of Things. According to Steve Leibson, who identifies himself as “occasional docent at the Computer History Museum,” the address space expansion means that we could “assign an IPV6 address to every atom on the surface of the earth, and still have enough addresses left to do another 100+ earths.” In other words, humans could easily assign an IP address to every “thing” on the planet. An increase in the number of smart nodes, as well as the amount of upstream data the nodes generate, is expected to raise new concerns aboutdata privacydata sovereignty and security. 

Although the concept wasn’t named until 1999, the Internet of Things has been in development for decades. The first Internet appliance, for example, was a Coke machine at Carnegie Melon University in the early 1980s. The programmers could connect to the machine over the Internet, check the status of the machine and determine whether or not there would be a cold drink awaiting them, should they decide to make the trip down to the machine.

Kevin Ashton, cofounder and executive director of the Auto-ID Center at MIT, first mentioned the Internet of Things in a presentation he made to Procter & Gamble. Here’s how Ashton explains the potential of the Internet of Things:

“Today computers — and, therefore, the Internet — are almost wholly dependent on human beings for information. Nearly all of the roughly 50 petabytes (a petabyte is 1,024terabytes) of data available on the Internet were first captured and created by human beings by typing, pressing a record button, taking a digital picture or scanning a bar code. 

Transmediale 2014 Afterglow Panels

The revolution is over. Welcome to the afterglow. 29 January – 2 February 2014

What does it mean to speak about digital culture today, and what are the implications of the term post-digital? The conference takes afterglow as a metaphor for the present condition of digital culture, examining the geopolitical, infrastructural and bodily consequences of the excessive digitisation that has taken place over the course of the last three decades.

Post-digital research

Uses and Abuses of Big Data

The Media of the Earth: Geologies of Flesh and the Earth

Circumventing the Panopticon

Tube as Trashure

Beautiful 0s and ugly 1s

 After the revolution(s)

 

Digital – Capture

recaptcha_pic

CAPTCHA is a common online test used to determine whether or not the user is human. The term, coined in 2000, is an acronym for “Completely Automated Public Turing test to tell Computers and Humans Apart”)

In contrast to the standard Turing test that is administered by a human to detect if a user is human, a CAPTCHA is often described as a reverse Turing test, as it is deployed by a computer to test if the user is also a computer. This term is ambiguous because it could also mean a Turing test in which the participants are both attempting to prove they are the computer.

This user identification procedure has received many criticisms, especially from disabled people, but also from other people who feel that their everyday work is slowed down by distorted words that are illegible even for users with no disabilities at all.

Recently, the veracity of the tests has been questions as the creators of Google’s street view application have accidently developed a new system that is capable of solving its own CAPTCHA tests.

  • How do emerging technologies influence the ways information and knowledge are created and circulated?
  • How are networks transforming local and global politics and social relations?
  • How have the arts, commerce, government, media and entertainment adopted digital technologies?
  • What are the implications of the digital for work, play, power, identity, and everyday life?

Digital Labour

Screen Shot 2014-04-19 at 5.51.45 pm The term Digital Labor recognises the shift in sites of labor from physical locations to the Internet. Digital Labor can take the form of digital sweatshops but also of internet prosumers.

digital sweatshop is an online company that recruits people to perform repetitive small jobs and /or specialized projects, generally at home on the workers’ own computers, from a wage of anything from a few cents per task to hundreds of dollars per project. Digital sweatshops represent a phenomenon in a recent trend that offers workers and the employers the freedom to accept and request services. However, some believe that completing repetitive tasks for very small amount of money is an act of exploitation, hence the term sweatshop. A notable example is the Amazon Mechanical Turk, a marketplace dedicated to crowdsourcing, but other examples of online staffing platforms include: Odesk, Glance, Guru, Freelancer and PeoplePerHour.

Users: Internet users currently create most of the content that makes up the web: they search, link, tweet, and post updates—leaving their “deep” data exposed. Meanwhile, governments listen in, and big corporations track, analyze, and predict users’ interests and habits. In this way, the division between leisure and work has disappeared such that every aspect of life drives the digital economy. This has also been termed playbor (play/labor), the lure of exploitation and the potential for empowerment.   ‘Fifteen years ago, this industry segment did not exist. But today (after an acceleration starting around 2007) it generates about $1B+ in global revenues, consists of over 50 firms, and is growing at high double-digit growth rates. Six major players account for about half of the total industry segment revenues in 2012, but it can be expected that future market/industry expansion will also be based on now-smaller or not-yet-formed players.” [8] In March 2013, Staffing Industry Analysts, projected that the “online staffing” segment would grow to $5B by 2018.[9] Online marketplaces often manage the payments and make money by charging membership fees and/or “marking up” on the billings of the contractors/freelancers. The mark-ups can range from 5 percent to 15 percent. In general, these mark-ups are significantly less than the mark-ups of traditional staffing firms, which usually—technically—enter into an employment relationship with their workers.[10] The company describes itself as an online workplace. As of December 2012, oDesk had 2.7 million freelancers and 540,000 clients worldwide.[17] In January 29, 2012, the company reported that its top 5 countries (in terms of dollars spent for oDesk contractor services) were (in rank order): (1) US, (2) Australia, (3) Canada, (4) UK, and (5) United Arab Emirates.[18] oDesk reported that services paid by clients hiring through the site for the year totaled $360 million in 2012.[18] Competitors[edit]

Digital Humanities

The Digital Humanities is the interpretation of the cultural and social impact of new media and information technologies—the fundamental components of the new information age. The Digital Humanities creates and applies these technologies to answer cultural, social, historical, and philological questions, both those traditionally conceived and those only enabled by new technologies.