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In this episode of International Horizons, RBI director John Torpey interviews Gabriele Mazzini, a lawyer and officer of the European Commission and expert in AI regulation. Mazzini discusses the means through which European countries have found agreement on the definition of AI and how to regulate it. Moreover, Mazzini stresses that the fears of an apocalyptic AI revolution taking over humankind are not well-grounded. He also comments on the United States case and how it differs from Europe when it comes to regulating AI, acknowledging that there's been big progress in legislation in this area.
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A vivid, thoughtful examination of how technological innovation—especially AI—is shaping the tensions between democracy and autocracy during the new Cold War.
So much of what we hear about China and Russia today likens the relationship between these two autocracies and the West to a “rivalry” or a “great-power competition.” Some might consider it alarmist to say we are in the midst of a second Cold War, but that may be the only responsible way to describe today’s state of affairs. What’s more, we have come a long way from Mao Zedong’s infamous observation that “political power grows out of the barrel of a gun.” Now we live in an age more aptly described by Vladimir Putin’s cryptic prophecy that “artificial intelligence is the future not only of Russia, but of all mankind, and whoever becomes the leader in this sphere will become ruler of the world.”
George S. Takach’s incisive and meticulously researched new volume, Cold War 2.0: Artificial Intelligence in the New Battle between China, Russia, and America (Pegasus Book, 2024), is the book we need to thoroughly understand these frightening and perilous times. In the geopolitical sphere, there are no more pressing issues than the appalling mechanizations of a surveillance state in China, Russia’s brazen attempt to assert its autocratic model in Ukraine, and China’s increasingly likely plans to do the same in Taiwan. But the key here, Takach argues, is that our new Cold War is not only ideological but technological: the side that prevails in Cold War 2.0 will be the one that bests the other in mastering the greatest innovations of our time. Artificial intelligence sits in our pockets every day—but what about AI that coordinates military operations and missile defense systems? Or the highly sophisticated semiconductor chips and quantum computers that power those missiles and a host of other weapons? And, where recently we have seen remarkable feats of bio-engineering to produce vaccines at record speed, shouldn’t we be concerned how catastrophic it would be if bio-engineering were co-opted for nefarious purposes? Takach thoroughly examines how each of these innovations will shape the tension between democracy and autocracy, and how each will play a central role in this second Cold War. Finally, he crafts a precise blueprint for how Western democracies should handle these innovations to respond to the looming threat of autocracy—and ultimately prevail over it.
AJ Woodhams hosts the "War Books" podcast. You can subscribe on Apple here and on Spotify here. War Books is on YouTube, Facebook and Instagram.
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The first critical examination of death and remembrance in the digital age—and an invitation to imagine Black digital sovereignty in life and death.
In Resurrecting the Black Body: Race and the Digital Afterlife (U California Press, 2023), Tonia Sutherland considers the consequences of digitally raising the dead. Attending to the violent deaths of Black Americans—and the records that document them—from slavery through the social media age, Sutherland explores media evidence, digital acts of remembering, and the right and desire to be forgotten.
From the popular image of Gordon (also known as "Whipped Peter") to photographs of the lynching of Jesse Washington to the video of George Floyd's murder, from DNA to holograms to posthumous communication, this book traces the commodification of Black bodies and lives across time. Through the lens of (anti-)Blackness in the United States, Sutherland interrogates the intersections of life, death, personal data, and human autonomy in the era of Google, Twitter, and Facebook, and presents a critique of digital resurrection technologies. If the Black digital afterlife is rooted in bigotry and inspires new forms of racialized aggression, Resurrecting the Black Body asks what other visions of life and remembrance are possible, illuminating the unique ways that Black cultures have fought against erasure and oblivion.
Peter C. Kunze is an assistant professor of communication at Tulane University.
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Listen to Episode No.9 of All We Mean, a Special Focus of this podcast. All We Mean is an ongoing discussion and debate about how we mean and why. The guests on today's episode are Bill Cope and Mary Kalantzis, professors at the University of Illinois; and joining us, as well, is James Gee, Regents Professor and Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. In this episode of the Focus, our topic is the generativity of machines.
James Gee : "I fundamentally believe that humans are a screwed-up species — one of the few species that will put themselves out of business in a shorter evolutionary time than any species that has lived on Earth. So, something must be wrong with us. And I think what's wrong with us is, we don't understand what sort of animal we are. That's why our schools are no good — we don't understand how humans really learn. We don't understand what a human really is. We have an elevated view of our own rationality, of our own intelligence, and the consequence is, we are depleting the world. So, the biggest attempt we can still make now is to use everything we can (including Chat) to retheorize who we are as a being before we put ourselves out of existence."
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In the mid-2010s, a passionate community of Los Angeles-based storytellers, media artists, and tech innovators formed around virtual reality (VR), believing that it could remedy society’s ills. Lisa Messeri offers an ethnographic exploration of this community, which conceptualized VR as an “empathy machine” that could provide glimpses into diverse social realities. She outlines how, in the aftermath of #MeToo, the backlash against Silicon Valley, and the turmoil of the Trump administration, it was imagined that VR—if led by women and other marginalized voices—could bring about a better world. Messeri delves into the fantasies that allowed this vision to flourish, exposing the paradox of attempting to use a singular VR experience to mend a fractured reality full of multiple, conflicting social truths. She theorizes this dynamic as unreal, noting how dreams of empathy collide with reality’s irreducibility to a “common” good. With In the Land of the Unreal: Virtual and Other Realities in Los Angeles (Duke UP, 2024), Messeri navigates the intersection of place, technology, and social change to show that technology alone cannot upend systemic forces attached to gender and race.
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How abstract design decisions in 2D platform games create rich worlds of meaning for players.
Since the 1980s, 2D platform games have captivated their audiences. Whether the player scrambles up the ladders in Donkey Kong or leaps atop an impossibly tall pipe in Super Mario Bros., this deceptively simple visual language has persisted in our cultural imagination of video games. In Run and Jump: The Meaning of the 2D Platformer (MIT Press, 2024), Peter McDonald surveys the legacy of 2D platform games and examines how abstract and formal design choices have kept players playing. McDonald argues that there is a rich layer of meaning underneath, say, the quality of an avatar’s movement, the pacing and rhythm of level design, the personalities expressed by different enemies, and the emotion elicited by collecting a coin.
To understand these games, McDonald draws on technical discussions by game designers as well as theoretical work about the nature of signs from structuralist semiotics. Interspersed throughout are design exercises that show how critical interpretation can become a tool for game designers to communicate with their players. With examples drawn from over forty years of game history, and from games made by artists, hobbyists, iconic designers, and industry studios, Run and Jump presents a comprehensive—and engaging—vision of this slice of game history.
Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Nahaufnahmen.ch, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok.
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The Graphic User Interface, or GUI, is the adhesive centre of today’s screen entertainment web. From films and television to apps and videogames, it holds together a multitude of media and shapes the way they are accessed, organised, created, consumed, and manipulated. However, it does not do so without leaving viscous traces, and Gooey Media: Screen Entertainment and the Graphic User Interface (Edinburgh University Press, 2023) by Dr. Nick Jones examines this residue and its consequences, revealing how the GUI exerts a powerful influence on contemporary media.
Focusing on aesthetics and adopting a media agnostic approach, Dr. Jones explores cinema, streaming platforms, television, user-generated content, videogames, apps, virtual reality, VFX, design software, and more in order to show how they cross-pollinate with one another and with our desktop interfaces. The result is a new approach for analysing convergent media in the digital era.
This interview was conducted by Dr. Miranda Melcher whose forthcoming book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars.
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Are you into the end of the world? Well, have we got the guest for you. In this episode, Peoples & Things host Lee Vinsel interviews Zachary Loeb, assistant professor of history at Purdue University, about his work. On his faculty page, Loeb describes himself as “interested in the idea that humanity’s romance with technology has the species (and the planet) on a course that may lead to catastrophe.” Vinsel and Loeb talk about this idea and its history before turning to a discussion of Loeb’s dissertation and forthcoming book, a history of Y2K. The pair also discuss potential future directions of Loeb’s research. Peoples & Things has a new newsletter, where you can learn behind the scenes details about the podcast and much more. Check it out here.
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"Luddite" has become an insult and Brain Merchant wants to change that. Blood in the Machine: The Origins of the Rebellion Against Big Tech (Little, Brown, 2023) tells the story of when machines starting taking human jobs, when an underground network of 19th century rebels, the Luddites, took up arms against the industrialists that were automating their work--and how it explains the power, threat, and toll of big tech today. Two hundred years ago in rural England, working men and women rose up en masse rather than starve at the hands of the factory owners who were using machines to erase and degrade their livelihoods. Under the banner of a mythical General Loud, they organized guerrilla raids, smashed specific machines, and threatened wealthy machine owners. Luddites won the support of Lord Byron, inspired Mary Shelley, and enraged the louche Prince Regent and his bloodthirsty government. Before it was over, much blood would be spilled--of rich and poor, of the invisible and of the powerful. This deeply misunderstood class struggle nearly brought 19th century England to its knees. Currently many fear that big tech is dominating our lives and machines replacing human labor run high. We worry that technology imperils millions of jobs, robots are ousting workers from factories, and artificial intelligence will soon remove drivers from cars. Saving the movement from what E. P. Thompson called "the enormous condescension of posterity", Merchant finds inspiration in Luddism for our current crises.
Brian Merchant is the author of The One Device: The Secret History of the iPhone (2017, Little, Brown). His work has appeared in a variety of places including Wired and The Atlantic. He is a founder of VICE’s speculative fiction outlet Terraform and was the technology columnist at the Los Angeles Times.
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