Domain: slashdot.org
Stories and comments across the archive that link to slashdot.org.
Stories · 37,380
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Prosecutors Push For Anti-Phone-Theft Kill Switches
New submitter EdPbllips writes "Law enforcement officials nationwide are demanding the creation of a 'kill switch' that would render smartphones inoperable after they are stolen, New York's top prosecutor said Thursday in a clear warning to the world's smartphone manufacturers. Citing statistics showing that 1 in 3 robberies nationwide involve the theft of a mobile phone, New York Attorney General Eric Schneiderman announced the formation of a coalition of law enforcement agencies devoted to stamping out what he called an 'epidemic' of smartphone robberies. 'All too often, these robberies turn violent,' said Schneiderman, who was joined at a news conference by San Francisco District Attorney George Gascon. 'There are assaults. There are murders.'" Apple described a system like this in their presentation about iOS 7 at WWDC. -
Facebook's Complaint Process Is Arbitrary — But So Is Campaigning
Bennett Haselton writes "After initial abuse reports failed to shut down some anti-women and pro-rape pages on Facebook, a wider lobbying campaign succeeded in prompting a Facebook policy change. This has been alternately hailed as a vindication of the campaigner's cause, or derided as proof that Facebook can be cowed by humorless feminists. In reality, the success of the campaign was most likely the outcome of a mostly arbitrary and random process that required a lot of luck, just as the initial abuse reports didn't succeed because they didn't have the necessary luck on their side. Neither result should be taken to reflect on the merits of the campaigner's actual points." Read on for the rest of Bennett's thoughts. On May 28th, Facebook released a statement acknowledging that it had not responded effectively to complaints against pages containing "gender-based hate speech" (e.g. "Slapping hookers in the face with a shoe." and several much worse examples glorifying rape or violence). The decision came at the end of the "#fbrape" campaign by feminist groups to pressure advertisers whose ads had been appearing on the most offensive pages; major advertisers like Nissan announced that they were withdrawing advertisements from Facebook until they could be assured their ads would not appear on the pages in question (most of which were ultimately shut down by Facebook).
I've written before about the arbitrariness of Facebook's abuse-report process, and in particular how it can be abused by convening a "flash mob" of users to file abuse reports about pieces of content that they want removed, even when that content doesn't violate Facebook's terms. The solution I proposed, briefly, was for Facebook to sign up, say, 100,000 volunteers (or even paid users) to review "abuse reports." and when an abuse report is received, have the report evaluated by a random subset of 100 of those volunteers, to vote on whether the report is legitimate. The decision whether to remove the content can be based on what percent of those 100 users vote that it violates the terms of service. The nice property of this system is that it can't be manipulated by conscripting a "flash mob" of users to file complaints all at once — no matter how many mobsters you have filing abuse reports, if your complaints don't have merit, they won't pass the random-sample review (unless you manage to control a significant proportion of the 100,000 users that the 100 users are randomly selected from, but that would be a very tall order).
This also means that no abuse complaint would be ignored because too few people submitted it — any abusive content that was reported, would trigger the 100-user review. (Or if you thought cranks would waste too much of the reviewers' time by filing phone abuse reports, you could only trigger the 100-user review after, say, 3 people had complained about a given page. Or you could start ignoring complaints from users after they had filed a certain number of complaints that were all rejected by the 100-user review process.) Readers suggested various improvements to the algorithm and pointed out potential problems, but I think the basic idea is still sound.
Some of the abusive pages cited by the #fbrape campaigners, are truly graphic and offensive, certainly in violation of Facebook's "community standards" against "hate speech." If they had been reviewed by a 100-user random sample, they probably would have been removed. As it is, the complaints probably landed in the lap of some $1-an-hour grunt worker who ignored them (Facebook's opacity in regards to its review process gives us little more information than that). If the complainers had been luckier, perhaps the abuse reports might have gotten noticed by someone more proactive.
So even if the #fbrape campaigners didn't put it in these terms, their gripe was essentially that the Facebook complaint review process leads to arbitrary outcomes, and the complaints didn't gain traction because luck wasn't on their side.
But what about the #fbrape campaign itself, to bring the pages to Facebook's attention through media action, after the initial abuse reports were ignored?
This is probably an example of what could be called the "Salganik Effect." Matthew Salganik is a Princeton University professor who in 2006 conducted a study examining how certain songs became popular in simulated worlds in which users could rate songs and recommend them to their friends. In his simulation, he divided users into eight artificial "worlds" in which the users in a given world could only see the ratings and recommendations from other users within that world. Then each world was seeded with the same set of songs to see which songs grew in popularity. His team found that the set of songs which became "successful." varied wildly between worlds — such that within any given world, although the very worst songs never came popular, the set of songs that did become popular were essentially a random selection from among those that were merely "good enough."
Online movements gain traction through such a similar process — users 'liking' a page or recommending it to friends, recommendations radiating out from the popular elite according to Malcolm Gladwell's "Law of the Few -- that this suggests the success of a campaign like #fbrape could have been the result of an arbitrary process dominated by luck, just like the success of a song in one of Salganik's artificial worlds. We can never know for sure, since we can't divide real-life Facebook users into multiple artificial worlds, or re-run history to see how often the outcome would be different. But you should read Everything Is Obvious* (Once You Know The Answer), a book written by Duncan J. Watts, one of the co-authors of Salganik's study. The book argues that many of the outcomes that seem like foregone conclusions in hindsight, such as the success of a product, twitter meme, company, idea, or person, are really the result of an arbitrary process that is impossible to predict, much less control. If you liked Freakonomics or Thinking, Fast And Slow, you should add Everything Is Obvious to your reading list right away.
In the case of the #fbrape campaign, the strong form of the conclusion would be to say that the success of the campaign is probably the outcome of a random process. But everyone should at least agree with the weak form of the conclusion, which is that the success and failures of online campaigns could be a random process — and that it's a mistake to say that the success of a campaign definitely is determined by the merits of the campaign's ideas or by the efforts of the campaign organizers. If we can't prove how much luck has to do with it, we have to acknowledge that it could be quite a lot.
That doesn't mean the #fbrape campaign didn't have merit. Like the songs in Salganik's artificial worlds that were "good enough" to succeed if given the chance, the #fbrape campaign organizers did have a point. But we shouldn't take the phenomenal success of the campaign to mean that they had that much more of a valid point than many other campaigns which fizzled out due to bad luck. (Thus I think that articles like this one by Sandy Garossino, even if they're right about the problem of pro-rape content, are missing the point insofar as they imply that the movement's success was due to the hard work of the "smartest feminists on the planet." It's a bit early to declare that "On May 27th, women won the Internet.")
The initial complaints failed because of an arbitrary process, and then the #fbrape campaign succeeded because of an equally arbitrary process. The next such awareness campaign, even if it has merit, might not have luck on its side.
The arbitrariness in both of these processes can be fixed. For the first process — abuse reports submitted to Facebook — the fix is easy: have each complaint reviewed by a random subset of volunteers or employees who are signed up to review such content, as described above. This makes the outcome dependent on the attributes of the content itself (as it should be), rather than luck and/or the size of the mob that wants something removed.
The arbitrariness in the second process — the process by which memes "catch fire" and spill over into mainstream media and broader awareness — is a taller order, but I think it can be fixed by essentially the same algorithm. What would be required would be for a site that has the power to make new memes through its sheer dominance, like Google+ or Reddit, to implement the random-sample-voting algorithm for memes and calls-to-action. Any user can submit an argument — very broadly, any type of exhortation that "we" should do "something" -- and these arguments could be reviewed by a random sample of, say, 20 other users on the site. Those arguments that have the highest percentage of "Yes" votes would get promoted on the front page. (This is the algorithm I was pushing in a previous article, Censorship By Glut.)
The system sounds deceptively simple, but note what's missing: You can't manipulate the voting by rallying your friends to vote for your idea (or by creating multiple "sockpuppet" accounts to vote up your own post). You don't even have the accidental Salganik effects, where friend-to-friend recommendations result in a chaotic feedback loop where certain ideas race ahead of others due to random factors that have nothing to do with the idea's merits. You've taken the arbitrariness out of the process, so that the fate of the idea is a function only of the attributes of the idea itself, which determines the percentage of randomly sampled users who vote it up. (This is not quite the same as rewarding the ideas with the most "merit" — rather, it's the ideas that the population being sampled perceive to have the most merit — but at least the outcome is not random, and the system cannot be gamed.)
Meanwhile, I hope that Facebook won't err too far on the side of abolishing sexist humor where the humor is in proportion to the offensiveness. In Women, Action & the Media's list of examples of "gender-based hate speech." they included a Facebook page titled "Hope you have pet insurance because I'm about to destroy your pussy." which I would optimistically like to think refers to enthusiastic sex and not rape. (The humor really derives from the fact that the words appear next to a physically unattractive man, which is one group that feminists never seem to get riled up about defending.) And what about jokes about anti-male violence, which were left out of WAM's examples? A friend of mine likes posting things on his Facebook like "I was trying to remember the name of Rihanna's ex, and then it hit me," which I thought was funny, but which some WAM supporters probably would have reported as "abusive content." I wonder how many of those same people would have filed a report if he'd said, "I was about to say the name of Lorena Bobbitt's ex, but I got cut off." -
Facebook's Complaint Process Is Arbitrary — But So Is Campaigning
Bennett Haselton writes "After initial abuse reports failed to shut down some anti-women and pro-rape pages on Facebook, a wider lobbying campaign succeeded in prompting a Facebook policy change. This has been alternately hailed as a vindication of the campaigner's cause, or derided as proof that Facebook can be cowed by humorless feminists. In reality, the success of the campaign was most likely the outcome of a mostly arbitrary and random process that required a lot of luck, just as the initial abuse reports didn't succeed because they didn't have the necessary luck on their side. Neither result should be taken to reflect on the merits of the campaigner's actual points." Read on for the rest of Bennett's thoughts. On May 28th, Facebook released a statement acknowledging that it had not responded effectively to complaints against pages containing "gender-based hate speech" (e.g. "Slapping hookers in the face with a shoe." and several much worse examples glorifying rape or violence). The decision came at the end of the "#fbrape" campaign by feminist groups to pressure advertisers whose ads had been appearing on the most offensive pages; major advertisers like Nissan announced that they were withdrawing advertisements from Facebook until they could be assured their ads would not appear on the pages in question (most of which were ultimately shut down by Facebook).
I've written before about the arbitrariness of Facebook's abuse-report process, and in particular how it can be abused by convening a "flash mob" of users to file abuse reports about pieces of content that they want removed, even when that content doesn't violate Facebook's terms. The solution I proposed, briefly, was for Facebook to sign up, say, 100,000 volunteers (or even paid users) to review "abuse reports." and when an abuse report is received, have the report evaluated by a random subset of 100 of those volunteers, to vote on whether the report is legitimate. The decision whether to remove the content can be based on what percent of those 100 users vote that it violates the terms of service. The nice property of this system is that it can't be manipulated by conscripting a "flash mob" of users to file complaints all at once — no matter how many mobsters you have filing abuse reports, if your complaints don't have merit, they won't pass the random-sample review (unless you manage to control a significant proportion of the 100,000 users that the 100 users are randomly selected from, but that would be a very tall order).
This also means that no abuse complaint would be ignored because too few people submitted it — any abusive content that was reported, would trigger the 100-user review. (Or if you thought cranks would waste too much of the reviewers' time by filing phone abuse reports, you could only trigger the 100-user review after, say, 3 people had complained about a given page. Or you could start ignoring complaints from users after they had filed a certain number of complaints that were all rejected by the 100-user review process.) Readers suggested various improvements to the algorithm and pointed out potential problems, but I think the basic idea is still sound.
Some of the abusive pages cited by the #fbrape campaigners, are truly graphic and offensive, certainly in violation of Facebook's "community standards" against "hate speech." If they had been reviewed by a 100-user random sample, they probably would have been removed. As it is, the complaints probably landed in the lap of some $1-an-hour grunt worker who ignored them (Facebook's opacity in regards to its review process gives us little more information than that). If the complainers had been luckier, perhaps the abuse reports might have gotten noticed by someone more proactive.
So even if the #fbrape campaigners didn't put it in these terms, their gripe was essentially that the Facebook complaint review process leads to arbitrary outcomes, and the complaints didn't gain traction because luck wasn't on their side.
But what about the #fbrape campaign itself, to bring the pages to Facebook's attention through media action, after the initial abuse reports were ignored?
This is probably an example of what could be called the "Salganik Effect." Matthew Salganik is a Princeton University professor who in 2006 conducted a study examining how certain songs became popular in simulated worlds in which users could rate songs and recommend them to their friends. In his simulation, he divided users into eight artificial "worlds" in which the users in a given world could only see the ratings and recommendations from other users within that world. Then each world was seeded with the same set of songs to see which songs grew in popularity. His team found that the set of songs which became "successful." varied wildly between worlds — such that within any given world, although the very worst songs never came popular, the set of songs that did become popular were essentially a random selection from among those that were merely "good enough."
Online movements gain traction through such a similar process — users 'liking' a page or recommending it to friends, recommendations radiating out from the popular elite according to Malcolm Gladwell's "Law of the Few -- that this suggests the success of a campaign like #fbrape could have been the result of an arbitrary process dominated by luck, just like the success of a song in one of Salganik's artificial worlds. We can never know for sure, since we can't divide real-life Facebook users into multiple artificial worlds, or re-run history to see how often the outcome would be different. But you should read Everything Is Obvious* (Once You Know The Answer), a book written by Duncan J. Watts, one of the co-authors of Salganik's study. The book argues that many of the outcomes that seem like foregone conclusions in hindsight, such as the success of a product, twitter meme, company, idea, or person, are really the result of an arbitrary process that is impossible to predict, much less control. If you liked Freakonomics or Thinking, Fast And Slow, you should add Everything Is Obvious to your reading list right away.
In the case of the #fbrape campaign, the strong form of the conclusion would be to say that the success of the campaign is probably the outcome of a random process. But everyone should at least agree with the weak form of the conclusion, which is that the success and failures of online campaigns could be a random process — and that it's a mistake to say that the success of a campaign definitely is determined by the merits of the campaign's ideas or by the efforts of the campaign organizers. If we can't prove how much luck has to do with it, we have to acknowledge that it could be quite a lot.
That doesn't mean the #fbrape campaign didn't have merit. Like the songs in Salganik's artificial worlds that were "good enough" to succeed if given the chance, the #fbrape campaign organizers did have a point. But we shouldn't take the phenomenal success of the campaign to mean that they had that much more of a valid point than many other campaigns which fizzled out due to bad luck. (Thus I think that articles like this one by Sandy Garossino, even if they're right about the problem of pro-rape content, are missing the point insofar as they imply that the movement's success was due to the hard work of the "smartest feminists on the planet." It's a bit early to declare that "On May 27th, women won the Internet.")
The initial complaints failed because of an arbitrary process, and then the #fbrape campaign succeeded because of an equally arbitrary process. The next such awareness campaign, even if it has merit, might not have luck on its side.
The arbitrariness in both of these processes can be fixed. For the first process — abuse reports submitted to Facebook — the fix is easy: have each complaint reviewed by a random subset of volunteers or employees who are signed up to review such content, as described above. This makes the outcome dependent on the attributes of the content itself (as it should be), rather than luck and/or the size of the mob that wants something removed.
The arbitrariness in the second process — the process by which memes "catch fire" and spill over into mainstream media and broader awareness — is a taller order, but I think it can be fixed by essentially the same algorithm. What would be required would be for a site that has the power to make new memes through its sheer dominance, like Google+ or Reddit, to implement the random-sample-voting algorithm for memes and calls-to-action. Any user can submit an argument — very broadly, any type of exhortation that "we" should do "something" -- and these arguments could be reviewed by a random sample of, say, 20 other users on the site. Those arguments that have the highest percentage of "Yes" votes would get promoted on the front page. (This is the algorithm I was pushing in a previous article, Censorship By Glut.)
The system sounds deceptively simple, but note what's missing: You can't manipulate the voting by rallying your friends to vote for your idea (or by creating multiple "sockpuppet" accounts to vote up your own post). You don't even have the accidental Salganik effects, where friend-to-friend recommendations result in a chaotic feedback loop where certain ideas race ahead of others due to random factors that have nothing to do with the idea's merits. You've taken the arbitrariness out of the process, so that the fate of the idea is a function only of the attributes of the idea itself, which determines the percentage of randomly sampled users who vote it up. (This is not quite the same as rewarding the ideas with the most "merit" — rather, it's the ideas that the population being sampled perceive to have the most merit — but at least the outcome is not random, and the system cannot be gamed.)
Meanwhile, I hope that Facebook won't err too far on the side of abolishing sexist humor where the humor is in proportion to the offensiveness. In Women, Action & the Media's list of examples of "gender-based hate speech." they included a Facebook page titled "Hope you have pet insurance because I'm about to destroy your pussy." which I would optimistically like to think refers to enthusiastic sex and not rape. (The humor really derives from the fact that the words appear next to a physically unattractive man, which is one group that feminists never seem to get riled up about defending.) And what about jokes about anti-male violence, which were left out of WAM's examples? A friend of mine likes posting things on his Facebook like "I was trying to remember the name of Rihanna's ex, and then it hit me," which I thought was funny, but which some WAM supporters probably would have reported as "abusive content." I wonder how many of those same people would have filed a report if he'd said, "I was about to say the name of Lorena Bobbitt's ex, but I got cut off." -
Facebook's Complaint Process Is Arbitrary — But So Is Campaigning
Bennett Haselton writes "After initial abuse reports failed to shut down some anti-women and pro-rape pages on Facebook, a wider lobbying campaign succeeded in prompting a Facebook policy change. This has been alternately hailed as a vindication of the campaigner's cause, or derided as proof that Facebook can be cowed by humorless feminists. In reality, the success of the campaign was most likely the outcome of a mostly arbitrary and random process that required a lot of luck, just as the initial abuse reports didn't succeed because they didn't have the necessary luck on their side. Neither result should be taken to reflect on the merits of the campaigner's actual points." Read on for the rest of Bennett's thoughts. On May 28th, Facebook released a statement acknowledging that it had not responded effectively to complaints against pages containing "gender-based hate speech" (e.g. "Slapping hookers in the face with a shoe." and several much worse examples glorifying rape or violence). The decision came at the end of the "#fbrape" campaign by feminist groups to pressure advertisers whose ads had been appearing on the most offensive pages; major advertisers like Nissan announced that they were withdrawing advertisements from Facebook until they could be assured their ads would not appear on the pages in question (most of which were ultimately shut down by Facebook).
I've written before about the arbitrariness of Facebook's abuse-report process, and in particular how it can be abused by convening a "flash mob" of users to file abuse reports about pieces of content that they want removed, even when that content doesn't violate Facebook's terms. The solution I proposed, briefly, was for Facebook to sign up, say, 100,000 volunteers (or even paid users) to review "abuse reports." and when an abuse report is received, have the report evaluated by a random subset of 100 of those volunteers, to vote on whether the report is legitimate. The decision whether to remove the content can be based on what percent of those 100 users vote that it violates the terms of service. The nice property of this system is that it can't be manipulated by conscripting a "flash mob" of users to file complaints all at once — no matter how many mobsters you have filing abuse reports, if your complaints don't have merit, they won't pass the random-sample review (unless you manage to control a significant proportion of the 100,000 users that the 100 users are randomly selected from, but that would be a very tall order).
This also means that no abuse complaint would be ignored because too few people submitted it — any abusive content that was reported, would trigger the 100-user review. (Or if you thought cranks would waste too much of the reviewers' time by filing phone abuse reports, you could only trigger the 100-user review after, say, 3 people had complained about a given page. Or you could start ignoring complaints from users after they had filed a certain number of complaints that were all rejected by the 100-user review process.) Readers suggested various improvements to the algorithm and pointed out potential problems, but I think the basic idea is still sound.
Some of the abusive pages cited by the #fbrape campaigners, are truly graphic and offensive, certainly in violation of Facebook's "community standards" against "hate speech." If they had been reviewed by a 100-user random sample, they probably would have been removed. As it is, the complaints probably landed in the lap of some $1-an-hour grunt worker who ignored them (Facebook's opacity in regards to its review process gives us little more information than that). If the complainers had been luckier, perhaps the abuse reports might have gotten noticed by someone more proactive.
So even if the #fbrape campaigners didn't put it in these terms, their gripe was essentially that the Facebook complaint review process leads to arbitrary outcomes, and the complaints didn't gain traction because luck wasn't on their side.
But what about the #fbrape campaign itself, to bring the pages to Facebook's attention through media action, after the initial abuse reports were ignored?
This is probably an example of what could be called the "Salganik Effect." Matthew Salganik is a Princeton University professor who in 2006 conducted a study examining how certain songs became popular in simulated worlds in which users could rate songs and recommend them to their friends. In his simulation, he divided users into eight artificial "worlds" in which the users in a given world could only see the ratings and recommendations from other users within that world. Then each world was seeded with the same set of songs to see which songs grew in popularity. His team found that the set of songs which became "successful." varied wildly between worlds — such that within any given world, although the very worst songs never came popular, the set of songs that did become popular were essentially a random selection from among those that were merely "good enough."
Online movements gain traction through such a similar process — users 'liking' a page or recommending it to friends, recommendations radiating out from the popular elite according to Malcolm Gladwell's "Law of the Few -- that this suggests the success of a campaign like #fbrape could have been the result of an arbitrary process dominated by luck, just like the success of a song in one of Salganik's artificial worlds. We can never know for sure, since we can't divide real-life Facebook users into multiple artificial worlds, or re-run history to see how often the outcome would be different. But you should read Everything Is Obvious* (Once You Know The Answer), a book written by Duncan J. Watts, one of the co-authors of Salganik's study. The book argues that many of the outcomes that seem like foregone conclusions in hindsight, such as the success of a product, twitter meme, company, idea, or person, are really the result of an arbitrary process that is impossible to predict, much less control. If you liked Freakonomics or Thinking, Fast And Slow, you should add Everything Is Obvious to your reading list right away.
In the case of the #fbrape campaign, the strong form of the conclusion would be to say that the success of the campaign is probably the outcome of a random process. But everyone should at least agree with the weak form of the conclusion, which is that the success and failures of online campaigns could be a random process — and that it's a mistake to say that the success of a campaign definitely is determined by the merits of the campaign's ideas or by the efforts of the campaign organizers. If we can't prove how much luck has to do with it, we have to acknowledge that it could be quite a lot.
That doesn't mean the #fbrape campaign didn't have merit. Like the songs in Salganik's artificial worlds that were "good enough" to succeed if given the chance, the #fbrape campaign organizers did have a point. But we shouldn't take the phenomenal success of the campaign to mean that they had that much more of a valid point than many other campaigns which fizzled out due to bad luck. (Thus I think that articles like this one by Sandy Garossino, even if they're right about the problem of pro-rape content, are missing the point insofar as they imply that the movement's success was due to the hard work of the "smartest feminists on the planet." It's a bit early to declare that "On May 27th, women won the Internet.")
The initial complaints failed because of an arbitrary process, and then the #fbrape campaign succeeded because of an equally arbitrary process. The next such awareness campaign, even if it has merit, might not have luck on its side.
The arbitrariness in both of these processes can be fixed. For the first process — abuse reports submitted to Facebook — the fix is easy: have each complaint reviewed by a random subset of volunteers or employees who are signed up to review such content, as described above. This makes the outcome dependent on the attributes of the content itself (as it should be), rather than luck and/or the size of the mob that wants something removed.
The arbitrariness in the second process — the process by which memes "catch fire" and spill over into mainstream media and broader awareness — is a taller order, but I think it can be fixed by essentially the same algorithm. What would be required would be for a site that has the power to make new memes through its sheer dominance, like Google+ or Reddit, to implement the random-sample-voting algorithm for memes and calls-to-action. Any user can submit an argument — very broadly, any type of exhortation that "we" should do "something" -- and these arguments could be reviewed by a random sample of, say, 20 other users on the site. Those arguments that have the highest percentage of "Yes" votes would get promoted on the front page. (This is the algorithm I was pushing in a previous article, Censorship By Glut.)
The system sounds deceptively simple, but note what's missing: You can't manipulate the voting by rallying your friends to vote for your idea (or by creating multiple "sockpuppet" accounts to vote up your own post). You don't even have the accidental Salganik effects, where friend-to-friend recommendations result in a chaotic feedback loop where certain ideas race ahead of others due to random factors that have nothing to do with the idea's merits. You've taken the arbitrariness out of the process, so that the fate of the idea is a function only of the attributes of the idea itself, which determines the percentage of randomly sampled users who vote it up. (This is not quite the same as rewarding the ideas with the most "merit" — rather, it's the ideas that the population being sampled perceive to have the most merit — but at least the outcome is not random, and the system cannot be gamed.)
Meanwhile, I hope that Facebook won't err too far on the side of abolishing sexist humor where the humor is in proportion to the offensiveness. In Women, Action & the Media's list of examples of "gender-based hate speech." they included a Facebook page titled "Hope you have pet insurance because I'm about to destroy your pussy." which I would optimistically like to think refers to enthusiastic sex and not rape. (The humor really derives from the fact that the words appear next to a physically unattractive man, which is one group that feminists never seem to get riled up about defending.) And what about jokes about anti-male violence, which were left out of WAM's examples? A friend of mine likes posting things on his Facebook like "I was trying to remember the name of Rihanna's ex, and then it hit me," which I thought was funny, but which some WAM supporters probably would have reported as "abusive content." I wonder how many of those same people would have filed a report if he'd said, "I was about to say the name of Lorena Bobbitt's ex, but I got cut off." -
Facebook's Complaint Process Is Arbitrary — But So Is Campaigning
Bennett Haselton writes "After initial abuse reports failed to shut down some anti-women and pro-rape pages on Facebook, a wider lobbying campaign succeeded in prompting a Facebook policy change. This has been alternately hailed as a vindication of the campaigner's cause, or derided as proof that Facebook can be cowed by humorless feminists. In reality, the success of the campaign was most likely the outcome of a mostly arbitrary and random process that required a lot of luck, just as the initial abuse reports didn't succeed because they didn't have the necessary luck on their side. Neither result should be taken to reflect on the merits of the campaigner's actual points." Read on for the rest of Bennett's thoughts. On May 28th, Facebook released a statement acknowledging that it had not responded effectively to complaints against pages containing "gender-based hate speech" (e.g. "Slapping hookers in the face with a shoe." and several much worse examples glorifying rape or violence). The decision came at the end of the "#fbrape" campaign by feminist groups to pressure advertisers whose ads had been appearing on the most offensive pages; major advertisers like Nissan announced that they were withdrawing advertisements from Facebook until they could be assured their ads would not appear on the pages in question (most of which were ultimately shut down by Facebook).
I've written before about the arbitrariness of Facebook's abuse-report process, and in particular how it can be abused by convening a "flash mob" of users to file abuse reports about pieces of content that they want removed, even when that content doesn't violate Facebook's terms. The solution I proposed, briefly, was for Facebook to sign up, say, 100,000 volunteers (or even paid users) to review "abuse reports." and when an abuse report is received, have the report evaluated by a random subset of 100 of those volunteers, to vote on whether the report is legitimate. The decision whether to remove the content can be based on what percent of those 100 users vote that it violates the terms of service. The nice property of this system is that it can't be manipulated by conscripting a "flash mob" of users to file complaints all at once — no matter how many mobsters you have filing abuse reports, if your complaints don't have merit, they won't pass the random-sample review (unless you manage to control a significant proportion of the 100,000 users that the 100 users are randomly selected from, but that would be a very tall order).
This also means that no abuse complaint would be ignored because too few people submitted it — any abusive content that was reported, would trigger the 100-user review. (Or if you thought cranks would waste too much of the reviewers' time by filing phone abuse reports, you could only trigger the 100-user review after, say, 3 people had complained about a given page. Or you could start ignoring complaints from users after they had filed a certain number of complaints that were all rejected by the 100-user review process.) Readers suggested various improvements to the algorithm and pointed out potential problems, but I think the basic idea is still sound.
Some of the abusive pages cited by the #fbrape campaigners, are truly graphic and offensive, certainly in violation of Facebook's "community standards" against "hate speech." If they had been reviewed by a 100-user random sample, they probably would have been removed. As it is, the complaints probably landed in the lap of some $1-an-hour grunt worker who ignored them (Facebook's opacity in regards to its review process gives us little more information than that). If the complainers had been luckier, perhaps the abuse reports might have gotten noticed by someone more proactive.
So even if the #fbrape campaigners didn't put it in these terms, their gripe was essentially that the Facebook complaint review process leads to arbitrary outcomes, and the complaints didn't gain traction because luck wasn't on their side.
But what about the #fbrape campaign itself, to bring the pages to Facebook's attention through media action, after the initial abuse reports were ignored?
This is probably an example of what could be called the "Salganik Effect." Matthew Salganik is a Princeton University professor who in 2006 conducted a study examining how certain songs became popular in simulated worlds in which users could rate songs and recommend them to their friends. In his simulation, he divided users into eight artificial "worlds" in which the users in a given world could only see the ratings and recommendations from other users within that world. Then each world was seeded with the same set of songs to see which songs grew in popularity. His team found that the set of songs which became "successful." varied wildly between worlds — such that within any given world, although the very worst songs never came popular, the set of songs that did become popular were essentially a random selection from among those that were merely "good enough."
Online movements gain traction through such a similar process — users 'liking' a page or recommending it to friends, recommendations radiating out from the popular elite according to Malcolm Gladwell's "Law of the Few -- that this suggests the success of a campaign like #fbrape could have been the result of an arbitrary process dominated by luck, just like the success of a song in one of Salganik's artificial worlds. We can never know for sure, since we can't divide real-life Facebook users into multiple artificial worlds, or re-run history to see how often the outcome would be different. But you should read Everything Is Obvious* (Once You Know The Answer), a book written by Duncan J. Watts, one of the co-authors of Salganik's study. The book argues that many of the outcomes that seem like foregone conclusions in hindsight, such as the success of a product, twitter meme, company, idea, or person, are really the result of an arbitrary process that is impossible to predict, much less control. If you liked Freakonomics or Thinking, Fast And Slow, you should add Everything Is Obvious to your reading list right away.
In the case of the #fbrape campaign, the strong form of the conclusion would be to say that the success of the campaign is probably the outcome of a random process. But everyone should at least agree with the weak form of the conclusion, which is that the success and failures of online campaigns could be a random process — and that it's a mistake to say that the success of a campaign definitely is determined by the merits of the campaign's ideas or by the efforts of the campaign organizers. If we can't prove how much luck has to do with it, we have to acknowledge that it could be quite a lot.
That doesn't mean the #fbrape campaign didn't have merit. Like the songs in Salganik's artificial worlds that were "good enough" to succeed if given the chance, the #fbrape campaign organizers did have a point. But we shouldn't take the phenomenal success of the campaign to mean that they had that much more of a valid point than many other campaigns which fizzled out due to bad luck. (Thus I think that articles like this one by Sandy Garossino, even if they're right about the problem of pro-rape content, are missing the point insofar as they imply that the movement's success was due to the hard work of the "smartest feminists on the planet." It's a bit early to declare that "On May 27th, women won the Internet.")
The initial complaints failed because of an arbitrary process, and then the #fbrape campaign succeeded because of an equally arbitrary process. The next such awareness campaign, even if it has merit, might not have luck on its side.
The arbitrariness in both of these processes can be fixed. For the first process — abuse reports submitted to Facebook — the fix is easy: have each complaint reviewed by a random subset of volunteers or employees who are signed up to review such content, as described above. This makes the outcome dependent on the attributes of the content itself (as it should be), rather than luck and/or the size of the mob that wants something removed.
The arbitrariness in the second process — the process by which memes "catch fire" and spill over into mainstream media and broader awareness — is a taller order, but I think it can be fixed by essentially the same algorithm. What would be required would be for a site that has the power to make new memes through its sheer dominance, like Google+ or Reddit, to implement the random-sample-voting algorithm for memes and calls-to-action. Any user can submit an argument — very broadly, any type of exhortation that "we" should do "something" -- and these arguments could be reviewed by a random sample of, say, 20 other users on the site. Those arguments that have the highest percentage of "Yes" votes would get promoted on the front page. (This is the algorithm I was pushing in a previous article, Censorship By Glut.)
The system sounds deceptively simple, but note what's missing: You can't manipulate the voting by rallying your friends to vote for your idea (or by creating multiple "sockpuppet" accounts to vote up your own post). You don't even have the accidental Salganik effects, where friend-to-friend recommendations result in a chaotic feedback loop where certain ideas race ahead of others due to random factors that have nothing to do with the idea's merits. You've taken the arbitrariness out of the process, so that the fate of the idea is a function only of the attributes of the idea itself, which determines the percentage of randomly sampled users who vote it up. (This is not quite the same as rewarding the ideas with the most "merit" — rather, it's the ideas that the population being sampled perceive to have the most merit — but at least the outcome is not random, and the system cannot be gamed.)
Meanwhile, I hope that Facebook won't err too far on the side of abolishing sexist humor where the humor is in proportion to the offensiveness. In Women, Action & the Media's list of examples of "gender-based hate speech." they included a Facebook page titled "Hope you have pet insurance because I'm about to destroy your pussy." which I would optimistically like to think refers to enthusiastic sex and not rape. (The humor really derives from the fact that the words appear next to a physically unattractive man, which is one group that feminists never seem to get riled up about defending.) And what about jokes about anti-male violence, which were left out of WAM's examples? A friend of mine likes posting things on his Facebook like "I was trying to remember the name of Rihanna's ex, and then it hit me," which I thought was funny, but which some WAM supporters probably would have reported as "abusive content." I wonder how many of those same people would have filed a report if he'd said, "I was about to say the name of Lorena Bobbitt's ex, but I got cut off." -
Microsoft Office Finally Gets iOS App
An anonymous reader writes "After years of rumors and months of bickering with Apple over revenue splits, Microsoft has finally released an official iOS app for Office 365 subscribers, allowing people to use Word, Excel and PowerPoint on their iPhones and iPads. According to a hands-on report with the software, the Office app has basic functionality, but is missing some key productivity features. 'These include: font options, text alignment, bulleted lists and, again, more color choices, all of which you can find in, say, the Google Drive app.' They say it's a fairly useful addition for current subscribers, but certainly not enough to make it worth the Office 365 subscription fee on its own. 'We can't tell if Microsoft deliberately handicapped Office Mobile for iPhone, or if it's simply saving some features for a later update. (A company rep declined to comment on what we can expect from future versions.) We're willing to believe Microsoft still has some unfinished items on its to-do list, but even so, it's a shame that iPhone users waited this long for an Office app, only to get something with such a minimal feature set. All told, Office Mobile represents a good enough start for Microsoft, and in some ways it's better than Google Drive, particularly where spreadsheets are concerned. Still, it's miles behind other office apps for iOS, including Apple iWork.'" -
Microsoft Office Finally Gets iOS App
An anonymous reader writes "After years of rumors and months of bickering with Apple over revenue splits, Microsoft has finally released an official iOS app for Office 365 subscribers, allowing people to use Word, Excel and PowerPoint on their iPhones and iPads. According to a hands-on report with the software, the Office app has basic functionality, but is missing some key productivity features. 'These include: font options, text alignment, bulleted lists and, again, more color choices, all of which you can find in, say, the Google Drive app.' They say it's a fairly useful addition for current subscribers, but certainly not enough to make it worth the Office 365 subscription fee on its own. 'We can't tell if Microsoft deliberately handicapped Office Mobile for iPhone, or if it's simply saving some features for a later update. (A company rep declined to comment on what we can expect from future versions.) We're willing to believe Microsoft still has some unfinished items on its to-do list, but even so, it's a shame that iPhone users waited this long for an Office app, only to get something with such a minimal feature set. All told, Office Mobile represents a good enough start for Microsoft, and in some ways it's better than Google Drive, particularly where spreadsheets are concerned. Still, it's miles behind other office apps for iOS, including Apple iWork.'" -
Facebook's Newest Datacenter Relies On Arctic Cooling
Nerval's Lobster writes "One year and seven months after beginning construction, Facebook has brought its first datacenter on foreign soil online. That soil is in Lulea, town of 75,000 people on northern Sweden's east coast, just miles south of the boundary separating the Arctic Circle from the somewhat-less-frigid land below it. Lulea (also nicknamed The Node Pole for the number of datacenters in the area) is in the coldest area of Sweden and shares the same latitude as Fairbanks, Alaska, according to a local booster site. The constant, biting wind may have stunted the growth of Lulea's tourism industry, but it has proven a big factor in luring big IT facilities into the area. Datacenters in Lulea are just as difficult to power and cool as any other concentrated mass of IT equipment, but their owners can slash the cost of cooling all those servers and storage units simply by opening a window: the temperature in Lulea hasn't stayed at or above 86 degrees Fahrenheit for 24 hours since 1961, and the average temperature is a bracing 29.6 Fahrenheit. Air cooling might prove a partial substitute for powered environmental control, but Facebook's datacenter still needed 120megawatts of steady power to keep the social servers humming. Sweden has among the lowest electricity costs in Europe, and the Lulea area reportedly has among the lowest power costs in Sweden. Low electricity prices are at least partly due to the area's proximity to the powerful Lulea River and the line of hydroelectric dams that draw power from it." -
Do-It-Yourself Brain Stimulation Has Scientists Worried
Freshly Exhumed writes "Dave Siever always fancied himself as something of a musician, but also realized he did not necessarily sing or play in perfect key. Then he strapped on the electrodes of a device made by his Edmonton company, and zapped his brain's auditory cortex with a mild dose of electricity. The result, he claims, was a dramatic improvement in his ability to hear pitch, including the sour notes he produced himself. 'Now I tune everything and I practise my singing over and over and over again, because I'm more sensitive to it.' Mr. Siever was not under the supervision of a doctor or psychologist, and nor is he one himself. He is part of an extraordinary trend that has amateur enthusiasts excited, and some scientists deeply nervous: do-it-yourself brain stimulation." With studies suggesting that small doses of electricity can: increase your memory, help you learn new tasks, make you better at math, turn you into a sniper in minutes, and most importantly make the ugly seem attractive, we can expect a lot of brain zapping in the next few years. -
Do-It-Yourself Brain Stimulation Has Scientists Worried
Freshly Exhumed writes "Dave Siever always fancied himself as something of a musician, but also realized he did not necessarily sing or play in perfect key. Then he strapped on the electrodes of a device made by his Edmonton company, and zapped his brain's auditory cortex with a mild dose of electricity. The result, he claims, was a dramatic improvement in his ability to hear pitch, including the sour notes he produced himself. 'Now I tune everything and I practise my singing over and over and over again, because I'm more sensitive to it.' Mr. Siever was not under the supervision of a doctor or psychologist, and nor is he one himself. He is part of an extraordinary trend that has amateur enthusiasts excited, and some scientists deeply nervous: do-it-yourself brain stimulation." With studies suggesting that small doses of electricity can: increase your memory, help you learn new tasks, make you better at math, turn you into a sniper in minutes, and most importantly make the ugly seem attractive, we can expect a lot of brain zapping in the next few years. -
Do-It-Yourself Brain Stimulation Has Scientists Worried
Freshly Exhumed writes "Dave Siever always fancied himself as something of a musician, but also realized he did not necessarily sing or play in perfect key. Then he strapped on the electrodes of a device made by his Edmonton company, and zapped his brain's auditory cortex with a mild dose of electricity. The result, he claims, was a dramatic improvement in his ability to hear pitch, including the sour notes he produced himself. 'Now I tune everything and I practise my singing over and over and over again, because I'm more sensitive to it.' Mr. Siever was not under the supervision of a doctor or psychologist, and nor is he one himself. He is part of an extraordinary trend that has amateur enthusiasts excited, and some scientists deeply nervous: do-it-yourself brain stimulation." With studies suggesting that small doses of electricity can: increase your memory, help you learn new tasks, make you better at math, turn you into a sniper in minutes, and most importantly make the ugly seem attractive, we can expect a lot of brain zapping in the next few years. -
Do-It-Yourself Brain Stimulation Has Scientists Worried
Freshly Exhumed writes "Dave Siever always fancied himself as something of a musician, but also realized he did not necessarily sing or play in perfect key. Then he strapped on the electrodes of a device made by his Edmonton company, and zapped his brain's auditory cortex with a mild dose of electricity. The result, he claims, was a dramatic improvement in his ability to hear pitch, including the sour notes he produced himself. 'Now I tune everything and I practise my singing over and over and over again, because I'm more sensitive to it.' Mr. Siever was not under the supervision of a doctor or psychologist, and nor is he one himself. He is part of an extraordinary trend that has amateur enthusiasts excited, and some scientists deeply nervous: do-it-yourself brain stimulation." With studies suggesting that small doses of electricity can: increase your memory, help you learn new tasks, make you better at math, turn you into a sniper in minutes, and most importantly make the ugly seem attractive, we can expect a lot of brain zapping in the next few years. -
Dell's Haswell-Powered Alienware X51 R2 SFF, a PC Gamer's Console Alternative
MojoKid writes "Dell recently introduced their Alienware X51 series of small form factor gaming PCs but until now, squeezing in components that were powerful enough for the enthusiast gamer was a significant thermal challenge. Intel's recent Haswell Core processor release, as well as NVIDIA's GeForce 670 series graphics cards have changed the game considerably though. The X51 R2 is shaped similar to to an Xbox 360 Slim, and though it's slightly larger, it would be right at home in a living room setting. Alienware is also bundling Steam Big Picture mode installations with systems as well. Performance-wise, with its latest CPU and GPU upgrades, the system is over twice as fast as the first generation X51, again thanks to Haswell and upgraded NVIDIA GeForce graphics. The console-sized PC is capable of running virtually any current gen DX11 title at full 1920X1080 HD resolution and high image quality settings." -
The $200,000 Software Developer
itwbennett writes "You can make a decent living as a software developer, and if you were lucky enough to get hired at a pre-IPO tech phenom, you can even get rich at it. But set your sights above the average and below Scrooge McDuck and you won't find many developers in that salary range. In fact, the number of developers earning $200,000 and above is under 10%, writes blogger Phil Johnson who looked at salary data from Glassdoor, Salary.com and the Bureau of Labor Statistics. How does your salary rate? What's your advice for earning the big bucks?" -
SSDs: The New King of the Data Center?
Nerval's Lobster writes "Flash storage is more common on mobile devices than data-center hardware, but that could soon change. The industry has seen increasing sales of solid-state drives (SSDs) as a replacement for traditional hard drives, according to IHS iSuppli Research. Nearly all of these have been sold for ultrabooks, laptops and other mobile devices that can benefit from a combination of low energy use and high-powered performance. Despite that, businesses have lagged the consumer market in adoption of SSDs, largely due to the format's comparatively small size, high cost and the concerns of datacenter managers about long-term stability and comparatively high failure rates. But that's changing quickly, according to market researchers IDC and Gartner: Datacenter- and enterprise-storage managers are buying SSDs in greater numbers for both server-attached storage and mainstream storage infrastructure, according to studies both research firms published in April. That doesn't mean SSDs will oust hard drives and replace them directly in existing systems, but it does raise a question: are SSDs mature enough (and cheap enough) to support business-sized workloads? Or are they still best suited for laptops and mobile devices?" -
Another Study Confirms Hands-Free Texting While Driving Is Unsafe
schwit1 writes with a followup to a story we discussed in April about how using voice-activated texting while driving was no safer than using your hands. Now, a study by AAA has found that using voice commands to send texts is more dangerous than simply talking on your cellphone. "Texting a friend verbally while behind the wheel caused a 'large' amount of mental distraction compared with 'moderate/significant' for holding a phone conversation or talking with a passenger and 'small' when listening to music or an audio book, the AAA Foundation for Traffic Safety found in a report released today. Automakers have promoted voice-based messaging as a safer alternative to taking hands off the wheel to place a call and talk on a handheld phone. About 9 million infotainment systems will be shipped this year in cars sold worldwide, with that number projected to rise to more than 62 million by 2018, according to a March report by London-based ABI Research. 'As we push towards these hands-free systems, we may be solving one problem while creating another,' said Joel Cooper, a University of Utah assistant research professor who worked on the study. 'Tread lightly. There's a lot of rush to develop these systems.' The findings from the largest U.S. motorist group bolster National Transportation Safety Board Chairman Deborah Hersman's call to ban all phone conversations behind the wheel, even with hands-free devices." -
Keeping Your Data Private From the NSA (And Everyone Else)
Nerval's Lobster writes "If those newspaper reports are accurate, the NSA's surveillance programs are enormous and sophisticated, and rely on the latest in analytics software. In the face of that, is there any way to keep your communications truly private? Or should you resign yourself to saying or typing, 'Hi, NSA!' every time you make a phone call or send an email? Fortunately there are ways to gain a measure of security: HTTPS, Tor, SCP, SFTP, and the vendors who build software on top of those protocols. But those host-proof solutions offer security in exchange for some measure of inconvenience. If you lose your access credentials, you're likely toast: few highly secure services include a 'Forgot Your Password?' link, which can be easily engineered to reset a password and username without the account owner's knowledge. And while 'big' providers like Google provide some degree of encryption, they may give up user data in response to a court order. Also, all the privacy software in the world also can't prevent the NSA (or other entities) from capturing metadata and other information. What do you think is the best way to keep your data locked down? Or do you think it's all a lost cause?" -
Keeping Your Data Private From the NSA (And Everyone Else)
Nerval's Lobster writes "If those newspaper reports are accurate, the NSA's surveillance programs are enormous and sophisticated, and rely on the latest in analytics software. In the face of that, is there any way to keep your communications truly private? Or should you resign yourself to saying or typing, 'Hi, NSA!' every time you make a phone call or send an email? Fortunately there are ways to gain a measure of security: HTTPS, Tor, SCP, SFTP, and the vendors who build software on top of those protocols. But those host-proof solutions offer security in exchange for some measure of inconvenience. If you lose your access credentials, you're likely toast: few highly secure services include a 'Forgot Your Password?' link, which can be easily engineered to reset a password and username without the account owner's knowledge. And while 'big' providers like Google provide some degree of encryption, they may give up user data in response to a court order. Also, all the privacy software in the world also can't prevent the NSA (or other entities) from capturing metadata and other information. What do you think is the best way to keep your data locked down? Or do you think it's all a lost cause?" -
International Linear Collider Design Ready To Go
Via El Reg comes news that the International Linear Collider's Technical Design Report is finished, leaving only funding in the way of construction. From the article: "A five volume report containing the plans for the International Linear Collider has been handed over to the International Committee for Future Accelerators (ICFA) for approval. The Technical Design Report contains costings for the project, along with the design of the new collider. The new machine is significantly more powerful than the hoary European Large Hadron Collider and is likely to be sited in Japan, because the Pacific island nation has reportedly offered to pay for half of the construction costs. ... Jonathan Bagger, chair of the International Linear Collider Steering Committee, said the particle collider was 'ready to go.' 'The publication of the Technical Design Report represents a major accomplishment,' he continued. ... The ILC consists of two linear accelerators facing each other. " A few years late, but hopefully not never. -
Irish SOPA Used To Block Pirate Bay Access
ObsessiveMathsFreak writes "Ireland's own SOPA Act has finally struck home. Today, the Irish High Court ordered all ISPs to begin censoring the The Pirate Bay. After earlier attempts were struck down, this case was brought by EMI, Sony, Warner Music and Universal music under new copyright laws brought in last year. This follows the largest ISP Eircom already having voluntarily blocked the Pirate Bay after previous legal action. Despite some early indications that some ISPs would appeal the decision, it now appears that like Eircom, they have quietly given up. Pity; IT was one of the few industries Ireland was getting right." -
Irish SOPA Used To Block Pirate Bay Access
ObsessiveMathsFreak writes "Ireland's own SOPA Act has finally struck home. Today, the Irish High Court ordered all ISPs to begin censoring the The Pirate Bay. After earlier attempts were struck down, this case was brought by EMI, Sony, Warner Music and Universal music under new copyright laws brought in last year. This follows the largest ISP Eircom already having voluntarily blocked the Pirate Bay after previous legal action. Despite some early indications that some ISPs would appeal the decision, it now appears that like Eircom, they have quietly given up. Pity; IT was one of the few industries Ireland was getting right." -
Google Glass Teardown
saccade.com writes "Ever wonder how Google packed all of the Google Glass functionality into a slender eyeglass frame? Find out by checking out this teardown by Scott Torborg and Star Simpson. Goodies found inside include proximity, light and inertial sensors, sound transducers, a TI OMAP CPU, flash, RAM, camera and tiny projection display." -
Google Asks Government For More Transparency, Other Groups Push Back Against NSA
Nerval's Lobster writes "In an open letter addressed to U.S. attorney general Eric Holder and FBI director Robert Mueller, Google chief legal officer David Drummond again insisted that reports of his company freely offering user data to the NSA and other agencies were untrue. 'However,' he wrote, 'government nondisclosure obligations regarding the number of FISA national security requests that Google receives, as well as the number of accounts covered by those requests, fuel that speculation.' In light of that, Drummond had a request of the two men: 'We therefore ask you to help make it possible for Google to publish in our Transparency Report aggregate numbers of national security requests, including FISA disclosures—in terms of both the number we receive and their scope.' Apparently Google's numbers would show 'that our compliance with these requests falls far short of the claims being made.' Google, Drummond added, 'has nothing to hide.'" Another open letter was sent to Congress from a variety of internet companies and civil liberties groups (headlined by Mozilla, the EFF, the ACLU, and the FSF), asking them to enact legislation to prohibit the kind of surveillance apparently going on at the NSA and to hold accountable the people who implemented it. (A bipartisan group of senators has just come forth with legislation that would end such surveillance.) In addition to the letter, the ACLU sent a lawsuit as well, directed at President Obama, Eric Holder, the NSA, Verizon and the Dept. of Justice (filing, PDF). They've also asked (PDF) for a release of court records relevant to the scandal. Mozilla has also launched Stopwatching.us, a campaign to "demand a full accounting of the extent to which our online data, communications and interactions are being monitored." Other reactions: Tim Berners-Lee is against it, Australia's Foreign Minister doesn't mind it, the European Parliament has denounced it, and John Oliver is hilarious about it (video). Meanwhile, Edward Snowden, the whistleblower who leaked the information about the NSA's surveillance program, is being praised widely as a hero and a patriot. There's already a petition on Whitehouse.gov to pardon him for his involvement, and it's already reached half the required number of signatures for a response from the Obama administration. -
Google Asks Government For More Transparency, Other Groups Push Back Against NSA
Nerval's Lobster writes "In an open letter addressed to U.S. attorney general Eric Holder and FBI director Robert Mueller, Google chief legal officer David Drummond again insisted that reports of his company freely offering user data to the NSA and other agencies were untrue. 'However,' he wrote, 'government nondisclosure obligations regarding the number of FISA national security requests that Google receives, as well as the number of accounts covered by those requests, fuel that speculation.' In light of that, Drummond had a request of the two men: 'We therefore ask you to help make it possible for Google to publish in our Transparency Report aggregate numbers of national security requests, including FISA disclosures—in terms of both the number we receive and their scope.' Apparently Google's numbers would show 'that our compliance with these requests falls far short of the claims being made.' Google, Drummond added, 'has nothing to hide.'" Another open letter was sent to Congress from a variety of internet companies and civil liberties groups (headlined by Mozilla, the EFF, the ACLU, and the FSF), asking them to enact legislation to prohibit the kind of surveillance apparently going on at the NSA and to hold accountable the people who implemented it. (A bipartisan group of senators has just come forth with legislation that would end such surveillance.) In addition to the letter, the ACLU sent a lawsuit as well, directed at President Obama, Eric Holder, the NSA, Verizon and the Dept. of Justice (filing, PDF). They've also asked (PDF) for a release of court records relevant to the scandal. Mozilla has also launched Stopwatching.us, a campaign to "demand a full accounting of the extent to which our online data, communications and interactions are being monitored." Other reactions: Tim Berners-Lee is against it, Australia's Foreign Minister doesn't mind it, the European Parliament has denounced it, and John Oliver is hilarious about it (video). Meanwhile, Edward Snowden, the whistleblower who leaked the information about the NSA's surveillance program, is being praised widely as a hero and a patriot. There's already a petition on Whitehouse.gov to pardon him for his involvement, and it's already reached half the required number of signatures for a response from the Obama administration. -
No Black Hole Or Magnetic Monopole: Tunguska Really Was a Meteor
davide-nature writes "The mysterious blast that flattened 2,000 square km of a remote Siberian forest in 1908 has been blamed on the most bizarre causes, such as an exotic elementary particle left over from the Big Bang, a black hole or, of course, aliens, including in the double-episode 'Tunguska' of The X-Files. But a new analysis of tiny rock samples suggests that a more mundane explanation — a meteor exploding in the atmosphere — may be the right one. The blast is estimated to have packed between 3 and 5 megatons, 10 times the energy of the meteor that exploded over Russia earlier this year." -
Death of Trees Correlated With Human Cardiovascular & Respiratory Disease
eldavojohn writes "PBS's NewsHour interviewed Geoffrey Donovan on his recent research published in the American Journal of Preventative Medicine that noted a correlation between trees (at least the 22 North American ash varieties) and human health: 'Well my basic hypothesis was that trees improve people's health. And if that's true, then killing 100 million of them in 10 years should have an effect. So if we take away these 100 million trees, does the health of humans suffer? We found that it does.' The basis of this research is Agrilus planipennis, the emerald ash borer, has systematically destroyed 100 million trees in the eastern half of the United States since 2002. After accounting for all variables, the research found that an additional 15,000 people died from cardiovascular disease and 6,000 more from lower respiratory disease in the 15 states infected with the bug, compared with uninfected areas of the country. While the exact cause and effect remains unknown, this research appears to be reinforcing data for people who regularly enjoy forest bathing as well as providing evidence that the natural environment provides major public health benefits." -
Backyard Brains Shows You How to Remote Control a Cockroach (Video)
This is our second video starring Backyard Brains (Motto: "Neuroscience for Everyone!"). The first one was pretty lab-oriented, with a twitching roach leg here and there. This one has more roaches, with most of them crawling on command. Will the DoD see this and decide to make cockroach soldiers? Or roboroach bomb detectors and defusers? Or cockroach drone pilots? Anything's possible these days. But meanwhile, relax and enjoy learning about roboroaches and watching how, with little circuit boards on their little backs, they scurry hither and yon under control of their human masters. WARNING: Excessively squeamish people should not watch this video, but should stick to the transcript. -
Sony's PS4 To Have Less Stringent DRM Than Microsoft's Xbox One
Tackhead writes "E3 is turning into Bizarro World this year. Sony has not only promised that the PS4 will support used games without an online connection, they trolled the Xbox folks hard with this Official PlayStation Used Game Instructional Video. Compounding the silliness, and hot on the heels of the political firestorm surrounding Donglegate, Microsoft went for rape jokes during their Xbox presentation." Similarly, onyxruby writes "The Verge covers how Sony has crafted policies explicitly to make the PS4 consumer friendly to the public. They make the case that the PS4 will be superior in nearly every way [to the Xbox Next] by not requiring an Internet connection, not restricting used games, supporting indie developers and selling for $100 cheaper than the Xbox One." And if you're interested in the guts rather than the policies or the politics, Hot Hardware has a comparison of the internals of both of these new offerings. -
Oracle Reinstates Free Time Zone Updates For Java 7
twofishy writes "The internet has been buzzing this week with the news that Oracle has ceased to provide free time zone updates outside of the standard JDK release cycle. However, at the end of yesterday the firm appeared to have a change of heart. 'We never intended for a support contract to be required to keep JDK 7 up to date. TZUpdater was made unavailable on March 8 as part of the End of Public Updates for JDK 6, and as soon as we learned that this affected JDK 7 users we initiated the process of making it available for JDK 7 again.'" -
Slashdot Asks: How Will You Replace Google Reader?
Despite a hue and cry from disappointed users, Google has not made any moves to reverse its decision to close down Google Reader on the first of July, just a few weeks away. Despite the name — and the functions it started out with in 2001 — Reader has become more than a simple interface to RSS feeds; Wikipedia gives a concise explanation of how it evolved from just a few features to a full-blown platform of its own, incorporating social-sharing features of the kind that have become expected in many online apps. Those features have morphed over the years along with Google's larger social strategies, along the way upsetting some readers who'd grown used to certain features. If you're a Google Reader user, will you be replacing it with another aggregator? -
Slashdot Asks: How Will You Replace Google Reader?
Despite a hue and cry from disappointed users, Google has not made any moves to reverse its decision to close down Google Reader on the first of July, just a few weeks away. Despite the name — and the functions it started out with in 2001 — Reader has become more than a simple interface to RSS feeds; Wikipedia gives a concise explanation of how it evolved from just a few features to a full-blown platform of its own, incorporating social-sharing features of the kind that have become expected in many online apps. Those features have morphed over the years along with Google's larger social strategies, along the way upsetting some readers who'd grown used to certain features. If you're a Google Reader user, will you be replacing it with another aggregator? -
New Company Set To Resurrect the Aptera
Zothecula writes "Ever since it was first unveiled in 2007, many people were captivated with the sleek, futuristic looks of the Aptera. When Aptera Motors went out of business in 2011, not having commercially produced a single vehicle, those same people were understandably disappointed. Now, word comes that a new company may be manufacturing and selling Apteras as soon as next year." Says the article: "Aptera USA has most of the original company’s prototypes, equipment, patents and designs, so it wouldn’t be starting from scratch. Given that fact, Deringer hopes that Aptera USA could be making cars as early as the first quarter of 2014. He’s currently in the process of hiring engineers, and the company has already put in an order for 1,000 bodies from its Detroit-based supplier." Until there really is a super-charger network from central Texas to California, I wish I could get one of the gas-powered (or gas-electric hybrid) Apteras. Why should Tesla have all the fun? -
What Can You Find Out From Metadata?
cervesaebraciator writes "In the wake of recent revelations from Edward Snowden, apologists for the state security apparatus are predictably hitting the airwaves. Some are even 'glad' the NSA has been doing this. A major point they emphasize is that the content of calls have remained private and it is only the metadata that they're interested in. But given how much one can tell from interpersonal connections, does the surveillance only represent a 'modest encroachments on privacy?' It is easy enough to imagine how metadata on phone calls made to and from a medical specialist could be more revealing than we'd like. But social network analysis can reveal far more. Duke sociologist Kieran Healy, in a light-hearted but telling article, shows how one father of the American Revolution could have been identified using the simplest tools of social network analysis and only a limited dataset." -
Apple Shows Off New iOS 7, Mac OS X At WWDC
Nerval's Lobster writes "Apple CEO Tim Cook kicked off his company's Worldwide Developers Conference (WWDC) in San Francisco with a short video emphasizing the importance of design, particularly that which evokes some sort of emotional connection such as love or delight. But that sentimental bit aside, this WWDC was all business: huge numbers of developers attend this annual event, packing sessions designed to help give their apps an edge in Apple's crowded online marketplace (some 50 billion apps have been downloaded from the App Store, Cook told the audience during his keynote). Apple also uses its WWDC to unveil new products or services, attracting sizable interest from the tech press.
This time around, the company introduced Mac OS X 'Mavericks,' which includes 'Finder Tabs' (which allow the user to deploy multiple tabs within a Finder window—great for organization, in theory) and document tags (for easier searching). Macs will now support multiple displays, including HDTVs, with the ability to tweak elements between screens; Apple claims the operating system will also interact with the CPU in a more efficient manner.
On top of that, Apple rolled out some new hardware: an upgraded MacBook Air with faster graphics, better battery life (9 hours for the 11-inch edition, while the 13-inch version can draw 12 hours' worth of power). Apple has decided to jump into the cloud-productivity space with iWork for iCloud, which makes the company's iWork portfolio (Pages, Numbers, and Keynote) browser-based; this is a clear response to Office 365 and Google Docs.
And finally, the executives onstage turned back to iOS, which (according to Apple) powers some 600 million devices around the world. This version involves more than a few tweaks: from a redesigned 'Slide to Unlock' at the bottom of the screen, to the bottom-up control panel that slides over the home-screen, to the 'flat' (as predicted) icons and an interface that adjusts as the phone is tilted, this is a total redesign. As a software designer, Ive is clearly a huge fan of basic shapes—circles and squares— and layering translucent elements atop one another." -
Book Review: Core HTML5 Canvas
eldavojohn writes "Core HTML5 Canvas is a book that focuses on illuminating HTML5 game development for beginning and intermediate developers. While HTML and JavaScript have long been a decent platform for displaying text and images, Geary provides a great programming learning experience that facilitates the canvas element in HTML5. In addition, smatterings of physics engines, performance analysis and mobile platform development give the reader nods to deeper topics in game development." Read below for the rest of eldavojohn's review. Core HTML5 Canvas author David Geary pages 723 publisher Prentice Hal rating 9/10 reviewer eldavojohn ISBN 9780132761611 summary An introduction to game development in HTML5's canvas that brings the developer all the way up to graphics, animation and basic game development. This book is written with a small introduction to HTML and JavaScript. While Geary does a decent job of describing some of those foundational skill sets, I fear that a completely novice developer might have a hard time getting to the level required for this text. With that in mind, I would recommend this book for people who already have at least a little bit of HTML and JavaScript development in their background. This book may also be useful to veteran developers of an unrelated language who can spot software patterns easily and aren't afraid to pick up JavaScript along the way. You can read all of Chapter One of the book here if you want to get a feeling for the writing. Geary also has sample chapters available on his site for the book, corehtml5canvas.com and maintains the code examples on Github. If you already write games, this book is likely too remedial for you (especially the explanations of sprites and collision detection) and the most useful parts would be Geary's explanation of how to produce traditional game elements with the modern HTML5 standards.
I have very few negative things to say about this text – many of which may be attributed to personal preferences. This book is code heavy. It starts off with a sweet spot ratio for me. I found I spent about twenty to thirty percent of my time scanning over HTML and JavaScript snippets inserted occasionally into passages. However, by the last chapters, I found myself poring over lengthier and lengthier listings that made me feel like I was spending sixty to seventy percent of my time analyzing the JavaScript code. To be fair, the author does do a good job of simply referencing back to concepts learned in other chapters but I wouldn't mind a re-explanation of those topics or a more in depth analysis of how those concepts interoperate. I also feel that it is risky to put so much code into print as that greatly impacts the shelf life of an unchanging book. The book itself warns on page 51 that toBlob() was a new specification added to HTML5 between writing the book and the book being published. I feel like this would warrant much more English explaining what you're accomplishing and why so that the book does not age as much from being tightly coupled to a snapshot of the specifications.
The code listings in this book are wonderfully colored to indicate quickly to the eye what part of the JavaScript language each piece is. I'm not sure how many copies suffer from this but my book happened to have a problem on some of the pages whereby the comprising colors did not line up. Here is a good example and a bad example just a few pages apart.
This was infrequent but quite distracting as the code became more and more predominant. Lastly, Geary briefly introduces the reader to amazing performance tools (jsPerf in Chapter 1 and again Browserscope in Chapter 4) early on and demonstrates how to effectively exercise it on small pieces of JavaScript. In the particular example he shows how subtle differences in handling image data can affect the performance inside different browsers (even different versions of the same browser as I'm sure the JavaScript engines are repeatedly tweaked). Since games are always resource intensive, I wondered why the author didn't take these examples to the next level and show the reader how to write unit tests (not really covered in the book). That way each of these functions could be extracted to a common interface where it would be selectively chosen based on browser identification. While this might be unnecessary for images, it would be a nod toward addressing the long pole in the tent when you look to squeeze cycles out of your code. Oddly, as more concepts are established and combined, these performance exercises disappear. I understand this book was an introduction to these side quests with a focus on game development but this was one logical step I wish had been taken further (especially in Chapter 9: The Ungame).
About a year ago, I started a hobby project to develop a framework for playing cards in the browser on all platforms. The canvas element would be the obvious tool of choice for accomplishing this goal. Unfortunately I began development using a very HTML4 attitude with (what I now recognize) was laughable resource management. This book really helped me further along in getting that hobby project to a more useable state.
The first chapter of the book introduces the reader to the basics of HTML5 and the canvas element. The author covers things like using clientX and clientY for mouse events instead of x and y. A simple clock is built and shows how to correctly use the basic drawing parts of the HTML5 specification. For readers unfamiliar with graphics applications, a lot of ground is covered on how you programmatically start by constructing an invisible path that will not be visually rendered until stroke() or fill() is called. The chapter also covers the basic event/listener paradigm employed by almost anything accepting user input. Geary explains how to properly save and restore the surface instead of trying to graphically undo what was just done.
An important theme through this book is how to use HTML elements alongside a canvas. This was one of the first follies of my "everything goes in canvas" attitude. If you want a control box in your application, don't reinvent the partially transparent box with paths and fills followed by mouse event handling over your canvas (actually covered in Chapter 10) – simply use an HTML div and CSS to position it over your canvas. Geary shows how to do this and would have saved me a lot of time. Geary discusses and shows how to manage off-screen canvases (invisible canvases) in the browser which comes in mighty handy when boosting performance in HTML5. The final parts of Chapter One focus on remedial math and how to correctly handle units of measure when working in the browser.
Chapter Two shows the reader how to build a rudimentary paint application with basic capabilities. It does a great job of showing how to expand on the basic functions provided by HTML5 and covers a little bit of the logic behind the behavior. Geary goes so far as to show the reader how to extend some of the core components of HTML5 like CanvasRenderingContext2D with an additional function. He also cautions that this can lead to pitfalls in JavaScript. This chapter does an excellent job of exploiting and enumerating core drawing functionality to achieve the next level in using these lines and objects for a desired user effect. Prior to reading this chapter, I hadn't viewed clip() in the correct light and Geary demonstrates the beginnings of its importance in building graphics. In Chapter Three, text gets the same extensive treatment that the basic drawing elements did in Chapter Two. In reading this chapter, it became apparent hat HTML5 has a lot of tips and tricks (perhaps that comes with the territory of what it's trying to achieve) like you have to replace the entire canvas to erase text. Being a novice, I'm not sure if the author covered all of such things but I was certainly appreciative for those included.
Chapter Four was an eye opener on images, video and their manipulation in canvas. The first revelation was that drawImage() can also render another canvas or even a video frame into the current canvas. The API name was not indicative to me but after reading this chapter, it became apparent that if I sat down and created a layout of my game's surface, I could render groups of images into one off-screen canvas and then continually insert that canvas into view with drawImage(). This saved me from considerable rerendering calls. The author also included some drag and drop sugar in this chapter. The book helped me understand that sometimes there are both legacy calls to old ways of doing things and also multiple new ways to accomplish the same goal. When you're trying to develop something as heavy as a game, there are a lot of pitfalls.
Chapter Five concentrates on animations in HTML5 and first and foremost identifies a problem I had struggled with in writing a game: don't use setInterval() or setTimeout() for animations. These are imprecise and instead the book guides the reader with instructions on letting the browser select the frame rate. Being a novice, the underlying concepts of requestAnimationFrame() had eluded me prior to reading this book. Geary's treatment of discussing each browser's nuances with this method may someday be dated text but helped me understand why the API call is so vital. It also helps you build workarounds for each browser if you need them. Blitting was also a new concept to me as was the tactic of double buffering (which the browser already does to canvas). This chapter is heavy on the hidden caveats to animation in the browser and builds on these to implement parallax and a stopwatch. The end of this chapter has a number of particularly useful "best practices" that I now see as crucial in HTML5 game development.
Chapter Six details sprites and sprite sheets. Here the author gives us a brief introduction to design patterns (notably Strategy, Command and Flyweight) but it's curious that this isn't persisted throughout the text. This chapter covers painters in good detail and again how to implement motion and timed animation via sprites with requestNextAnimationFrame(). This chapter does a great job of showing how to quickly animate a spritesheet.
Chapter Seven gives the user a brief introduction to implementing simple physics in a game engine like gravity and friction. It's actually just enough to move forward with the upcoming games but the most useful section of this chapter to me was how to warp time. While this motion looks intuitive, it was refreshing to see the math behind ease-in or ease-out effects. These simple touches look beautiful in canvas applications and critical, of course, in modeling realistic motion.
Naturally the next thing needed for a game is collision detection and Chapter Eight scratches the surface just enough to build our simple games. A lot of fundamental concepts are discussed like collision detection before or after the collision happens. Geary does a nice job of biting off just enough to chew from the strategies of ray casting, the separating axis theorem (SAT) and minimum translation vector algorithms for detecting collisions. Being a novice to collision detection, SAT was a new concept to me and I enjoyed Geary's illustrations of the lines perpendicular to the normal vectors on polygons. This chapter did a great job of visualizing what the code was achieving. The last thing this chapter tackles is how to react or bounce off during a collision. It provided enough for the games but it seemed like an afterthought to collision detection. Isn't there a possibility of spin on the object that could influence a bounce? These sort of questions didn't appear in the text.
And Chapter Nine gets to the main focus of this book: writing the actual game with all our prior accumulated knowledge. Geary calls this light game engine "the ungame" and adds things like multitrack sound, keyboard event handling and how to implement a heads-up display to our repertoire. This chapter is very code heavy and it confuses me why Geary prints comments inlined in the code when he has a full book format to publish his words in. The ungame was called as such because it put together a lot of elements of the game but it was still sort of missing the basic play elements. Geary then starts in on implementing a pinball game. It may sound overly complicated for a learning text but as each piece of the puzzle is broken down, the author manages to describe and explain it fairly concisely. While this section could use more description, it is basically just bringing together and applying our prior concepts like emulating physics and implementing realistic motion. The pinball board is merely polygons and our code there to detect collisions with the circle that is the ball. It was surprisingly how quickly a pinball game came together.
Chapter Ten takes a look at making custom controls (as mentioned earlier about trying to use HTML when possible). From progress bars to image panners, this chapter was interesting and I really enjoyed the way the author showed how to componentize and reuse these controls and their parts. There's really not a lot to say about this chapter, as you may imagine a lot of already covered components are implemented in achieving these controls and effects.
Geary recognizes HTML5's alluring potential of being a common platform for developing applications and games across desktops and mobile devices. In the final chapter of the book, he covers briefly the ins and outs of developing for mobile — hopefully without having to force your users to a completely different experience. I did not realize that native looking apps could be achieved on mobile devices with HTML5 but even with that trick up its sleeve, it's hard to imagine it becoming the de facto standard for all applications. Geary appears to be hopeful and does a good job of getting the developer thinking about the viewport and how the components of their canvas are going to be viewed from each device. Most importantly, it's discussed how to handle different kinds of input or even display a touch keyboard above your game for alphabetic input.
This was a delightful book that will help readers understand the finer points of developing games in HTML5's canvas element. While it doesn't get you to the point of developing three dimensional blockbuster games inside the browser, it does bite off a very manageable chunk for most readers. And, if you're a developer looking to get into HTML5 game design, I heavily recommend this text as an introduction.
You can purchase Core HTML5 Canvas from amazon.com. Slashdot welcomes readers' book reviews (sci-fi included) -- to see your own review here, read the book review guidelines, then visit the submission page. -
Book Review: Core HTML5 Canvas
eldavojohn writes "Core HTML5 Canvas is a book that focuses on illuminating HTML5 game development for beginning and intermediate developers. While HTML and JavaScript have long been a decent platform for displaying text and images, Geary provides a great programming learning experience that facilitates the canvas element in HTML5. In addition, smatterings of physics engines, performance analysis and mobile platform development give the reader nods to deeper topics in game development." Read below for the rest of eldavojohn's review. Core HTML5 Canvas author David Geary pages 723 publisher Prentice Hal rating 9/10 reviewer eldavojohn ISBN 9780132761611 summary An introduction to game development in HTML5's canvas that brings the developer all the way up to graphics, animation and basic game development. This book is written with a small introduction to HTML and JavaScript. While Geary does a decent job of describing some of those foundational skill sets, I fear that a completely novice developer might have a hard time getting to the level required for this text. With that in mind, I would recommend this book for people who already have at least a little bit of HTML and JavaScript development in their background. This book may also be useful to veteran developers of an unrelated language who can spot software patterns easily and aren't afraid to pick up JavaScript along the way. You can read all of Chapter One of the book here if you want to get a feeling for the writing. Geary also has sample chapters available on his site for the book, corehtml5canvas.com and maintains the code examples on Github. If you already write games, this book is likely too remedial for you (especially the explanations of sprites and collision detection) and the most useful parts would be Geary's explanation of how to produce traditional game elements with the modern HTML5 standards.
I have very few negative things to say about this text – many of which may be attributed to personal preferences. This book is code heavy. It starts off with a sweet spot ratio for me. I found I spent about twenty to thirty percent of my time scanning over HTML and JavaScript snippets inserted occasionally into passages. However, by the last chapters, I found myself poring over lengthier and lengthier listings that made me feel like I was spending sixty to seventy percent of my time analyzing the JavaScript code. To be fair, the author does do a good job of simply referencing back to concepts learned in other chapters but I wouldn't mind a re-explanation of those topics or a more in depth analysis of how those concepts interoperate. I also feel that it is risky to put so much code into print as that greatly impacts the shelf life of an unchanging book. The book itself warns on page 51 that toBlob() was a new specification added to HTML5 between writing the book and the book being published. I feel like this would warrant much more English explaining what you're accomplishing and why so that the book does not age as much from being tightly coupled to a snapshot of the specifications.
The code listings in this book are wonderfully colored to indicate quickly to the eye what part of the JavaScript language each piece is. I'm not sure how many copies suffer from this but my book happened to have a problem on some of the pages whereby the comprising colors did not line up. Here is a good example and a bad example just a few pages apart.
This was infrequent but quite distracting as the code became more and more predominant. Lastly, Geary briefly introduces the reader to amazing performance tools (jsPerf in Chapter 1 and again Browserscope in Chapter 4) early on and demonstrates how to effectively exercise it on small pieces of JavaScript. In the particular example he shows how subtle differences in handling image data can affect the performance inside different browsers (even different versions of the same browser as I'm sure the JavaScript engines are repeatedly tweaked). Since games are always resource intensive, I wondered why the author didn't take these examples to the next level and show the reader how to write unit tests (not really covered in the book). That way each of these functions could be extracted to a common interface where it would be selectively chosen based on browser identification. While this might be unnecessary for images, it would be a nod toward addressing the long pole in the tent when you look to squeeze cycles out of your code. Oddly, as more concepts are established and combined, these performance exercises disappear. I understand this book was an introduction to these side quests with a focus on game development but this was one logical step I wish had been taken further (especially in Chapter 9: The Ungame).
About a year ago, I started a hobby project to develop a framework for playing cards in the browser on all platforms. The canvas element would be the obvious tool of choice for accomplishing this goal. Unfortunately I began development using a very HTML4 attitude with (what I now recognize) was laughable resource management. This book really helped me further along in getting that hobby project to a more useable state.
The first chapter of the book introduces the reader to the basics of HTML5 and the canvas element. The author covers things like using clientX and clientY for mouse events instead of x and y. A simple clock is built and shows how to correctly use the basic drawing parts of the HTML5 specification. For readers unfamiliar with graphics applications, a lot of ground is covered on how you programmatically start by constructing an invisible path that will not be visually rendered until stroke() or fill() is called. The chapter also covers the basic event/listener paradigm employed by almost anything accepting user input. Geary explains how to properly save and restore the surface instead of trying to graphically undo what was just done.
An important theme through this book is how to use HTML elements alongside a canvas. This was one of the first follies of my "everything goes in canvas" attitude. If you want a control box in your application, don't reinvent the partially transparent box with paths and fills followed by mouse event handling over your canvas (actually covered in Chapter 10) – simply use an HTML div and CSS to position it over your canvas. Geary shows how to do this and would have saved me a lot of time. Geary discusses and shows how to manage off-screen canvases (invisible canvases) in the browser which comes in mighty handy when boosting performance in HTML5. The final parts of Chapter One focus on remedial math and how to correctly handle units of measure when working in the browser.
Chapter Two shows the reader how to build a rudimentary paint application with basic capabilities. It does a great job of showing how to expand on the basic functions provided by HTML5 and covers a little bit of the logic behind the behavior. Geary goes so far as to show the reader how to extend some of the core components of HTML5 like CanvasRenderingContext2D with an additional function. He also cautions that this can lead to pitfalls in JavaScript. This chapter does an excellent job of exploiting and enumerating core drawing functionality to achieve the next level in using these lines and objects for a desired user effect. Prior to reading this chapter, I hadn't viewed clip() in the correct light and Geary demonstrates the beginnings of its importance in building graphics. In Chapter Three, text gets the same extensive treatment that the basic drawing elements did in Chapter Two. In reading this chapter, it became apparent hat HTML5 has a lot of tips and tricks (perhaps that comes with the territory of what it's trying to achieve) like you have to replace the entire canvas to erase text. Being a novice, I'm not sure if the author covered all of such things but I was certainly appreciative for those included.
Chapter Four was an eye opener on images, video and their manipulation in canvas. The first revelation was that drawImage() can also render another canvas or even a video frame into the current canvas. The API name was not indicative to me but after reading this chapter, it became apparent that if I sat down and created a layout of my game's surface, I could render groups of images into one off-screen canvas and then continually insert that canvas into view with drawImage(). This saved me from considerable rerendering calls. The author also included some drag and drop sugar in this chapter. The book helped me understand that sometimes there are both legacy calls to old ways of doing things and also multiple new ways to accomplish the same goal. When you're trying to develop something as heavy as a game, there are a lot of pitfalls.
Chapter Five concentrates on animations in HTML5 and first and foremost identifies a problem I had struggled with in writing a game: don't use setInterval() or setTimeout() for animations. These are imprecise and instead the book guides the reader with instructions on letting the browser select the frame rate. Being a novice, the underlying concepts of requestAnimationFrame() had eluded me prior to reading this book. Geary's treatment of discussing each browser's nuances with this method may someday be dated text but helped me understand why the API call is so vital. It also helps you build workarounds for each browser if you need them. Blitting was also a new concept to me as was the tactic of double buffering (which the browser already does to canvas). This chapter is heavy on the hidden caveats to animation in the browser and builds on these to implement parallax and a stopwatch. The end of this chapter has a number of particularly useful "best practices" that I now see as crucial in HTML5 game development.
Chapter Six details sprites and sprite sheets. Here the author gives us a brief introduction to design patterns (notably Strategy, Command and Flyweight) but it's curious that this isn't persisted throughout the text. This chapter covers painters in good detail and again how to implement motion and timed animation via sprites with requestNextAnimationFrame(). This chapter does a great job of showing how to quickly animate a spritesheet.
Chapter Seven gives the user a brief introduction to implementing simple physics in a game engine like gravity and friction. It's actually just enough to move forward with the upcoming games but the most useful section of this chapter to me was how to warp time. While this motion looks intuitive, it was refreshing to see the math behind ease-in or ease-out effects. These simple touches look beautiful in canvas applications and critical, of course, in modeling realistic motion.
Naturally the next thing needed for a game is collision detection and Chapter Eight scratches the surface just enough to build our simple games. A lot of fundamental concepts are discussed like collision detection before or after the collision happens. Geary does a nice job of biting off just enough to chew from the strategies of ray casting, the separating axis theorem (SAT) and minimum translation vector algorithms for detecting collisions. Being a novice to collision detection, SAT was a new concept to me and I enjoyed Geary's illustrations of the lines perpendicular to the normal vectors on polygons. This chapter did a great job of visualizing what the code was achieving. The last thing this chapter tackles is how to react or bounce off during a collision. It provided enough for the games but it seemed like an afterthought to collision detection. Isn't there a possibility of spin on the object that could influence a bounce? These sort of questions didn't appear in the text.
And Chapter Nine gets to the main focus of this book: writing the actual game with all our prior accumulated knowledge. Geary calls this light game engine "the ungame" and adds things like multitrack sound, keyboard event handling and how to implement a heads-up display to our repertoire. This chapter is very code heavy and it confuses me why Geary prints comments inlined in the code when he has a full book format to publish his words in. The ungame was called as such because it put together a lot of elements of the game but it was still sort of missing the basic play elements. Geary then starts in on implementing a pinball game. It may sound overly complicated for a learning text but as each piece of the puzzle is broken down, the author manages to describe and explain it fairly concisely. While this section could use more description, it is basically just bringing together and applying our prior concepts like emulating physics and implementing realistic motion. The pinball board is merely polygons and our code there to detect collisions with the circle that is the ball. It was surprisingly how quickly a pinball game came together.
Chapter Ten takes a look at making custom controls (as mentioned earlier about trying to use HTML when possible). From progress bars to image panners, this chapter was interesting and I really enjoyed the way the author showed how to componentize and reuse these controls and their parts. There's really not a lot to say about this chapter, as you may imagine a lot of already covered components are implemented in achieving these controls and effects.
Geary recognizes HTML5's alluring potential of being a common platform for developing applications and games across desktops and mobile devices. In the final chapter of the book, he covers briefly the ins and outs of developing for mobile — hopefully without having to force your users to a completely different experience. I did not realize that native looking apps could be achieved on mobile devices with HTML5 but even with that trick up its sleeve, it's hard to imagine it becoming the de facto standard for all applications. Geary appears to be hopeful and does a good job of getting the developer thinking about the viewport and how the components of their canvas are going to be viewed from each device. Most importantly, it's discussed how to handle different kinds of input or even display a touch keyboard above your game for alphabetic input.
This was a delightful book that will help readers understand the finer points of developing games in HTML5's canvas element. While it doesn't get you to the point of developing three dimensional blockbuster games inside the browser, it does bite off a very manageable chunk for most readers. And, if you're a developer looking to get into HTML5 game design, I heavily recommend this text as an introduction.
You can purchase Core HTML5 Canvas from amazon.com. Slashdot welcomes readers' book reviews (sci-fi included) -- to see your own review here, read the book review guidelines, then visit the submission page. -
Ask Personal Audio's James Logan About Patents, Playlists, and Podcasts
James Logan founded MicroTouch Systems in the 80s and served on the on the Board of Directors of Andover.net, the company that acquired Slashdot back in 1999, but it is the company he founded in 1996, Personal Audio, that has garnered him much attention recently. Personal Audio sued Apple in 2009 for $84 million, claiming infringement on patents for downloadable playlists. Apple eventually lost the case and a jury ordered them to pay $8 million in damages. More recently, Personal Audio has filed suit against several prominent podcasters claiming that “Personal Audio is the owner of a fundamental patent involving the distribution of podcasts.” The EFF challenged the patents calling the company a patent troll saying, "Patent trolls have been wreaking havoc on innovative companies for some time now." The vice president of licensing for the Texas company counters that the EFF is working for "large companies against a small business and a couple of inventors," adding "Every defendant calls every plaintiff a patent troll. I've heard IBM called a patent troll. It's one of those terms everyone defines differently." Mr. Logan has agreed to answer your questions about his company and his patents. As usual, ask as many as you'd like, but please, one question per post. -
The Free State Project, One Decade Later
Okian Warrior writes "About a decade ago Slashdot ran an article about the Free State Project: an attempt to get 20,000 liberty-minded activists to move to one state (they chose NH) and change the political landscape. Eleven years on, the project is still growing and having an effect on statewide politics. NPR recently ran a program discussing the movement, its list of successes, and plans for the future. The FSP has a noticeable effect on politics right now — still 6,000 short of their 20,000 goal, and long before the members are scheduled to move to NH." -
USA Calling For the Extradition of Snowden
Taco Cowboy writes "Edward Snowden, the leaker who gave us the evidence of US government spying on its people is under threat of being extradited back to the U.S. to face prosecution. Some people in Congress, including Republican Peter King (R-NY), are calling for his extradition from Hong Kong to face trial. From the article: 'A spokesman for the director of national intelligence, James Clapper, said Snowden's case had been referred to the justice department and US intelligence was assessing the damage caused by the disclosures. "Any person who has a security clearance knows that he or she has an obligation to protect classified information and abide by the law," the spokesman, Shawn Turner, said.'" -
NSA WhistleBlower Outs Himself
An anonymous reader writes "The individual responsible for one of the most significant leaks in US political history is Edward Snowden, a 29-year-old former technical assistant for the CIA and current employee of the defense contractor Booz Allen Hamilton. Snowden has been working at the National Security Agency for the last four years as an employee of various outside contractors, including Booz Allen and Dell. The Guardian, after several days of interviews, is revealing his identity at his request. From the moment he decided to disclose numerous top-secret documents to the public, he was determined not to opt for the protection of anonymity. 'I have no intention of hiding who I am because I know I have done nothing wrong,' he said." -
NSA WhistleBlower Outs Himself
An anonymous reader writes "The individual responsible for one of the most significant leaks in US political history is Edward Snowden, a 29-year-old former technical assistant for the CIA and current employee of the defense contractor Booz Allen Hamilton. Snowden has been working at the National Security Agency for the last four years as an employee of various outside contractors, including Booz Allen and Dell. The Guardian, after several days of interviews, is revealing his identity at his request. From the moment he decided to disclose numerous top-secret documents to the public, he was determined not to opt for the protection of anonymity. 'I have no intention of hiding who I am because I know I have done nothing wrong,' he said." -
Iain Banks Dies of Cancer At 59
An anonymous reader writes "BBC News is reporting that Iain Banks, best known for his Culture series novels and The Wasp Factory, has died of cancer aged 59. It had been announced several months ago that he was suffering from bladder cancer, and he had stated his intentions to spend his remaining time visiting places which meant a lot to him after marrying his partner." -
Steubenville Hacker Faces Longer Prison Sentence Than the Rapists
joeflies writes "In a previous Slashdot article, hackers worked to preserve content for the Steubenville rape case. The two football players charged received juvenile detention sentences of one and two years. One of the hackers, on the other hand, faces 10 years in prison." -
What Keeps You On (or Off) Windows in 2013?
Five years ago today, reader J.J. Ramsey asked what's keeping you off Windows (itself a followup to this question about the opposite situation). With five years of development time gone by for Windows as well as all the alternative OSes, where does Windows stand for you today? (Is it the year of Linux on the Desktop yet?) -
What Keeps You On (or Off) Windows in 2013?
Five years ago today, reader J.J. Ramsey asked what's keeping you off Windows (itself a followup to this question about the opposite situation). With five years of development time gone by for Windows as well as all the alternative OSes, where does Windows stand for you today? (Is it the year of Linux on the Desktop yet?) -
MIT President Tells Grads To 'Hack the World'
theodp writes "On Friday, MIT President L. Rafael Reif exhorted grads to 'hack the world until you make the world a little more like MIT'. A rather ironic choice of words, since 'hack the world' is precisely what others said Aaron Swartz was trying to do in his fateful run-in with MIT. President Reif presumably received an 'Incomplete' this semester for the promised time-is-of-the-essence review of MIT's involvement in the events that preceded Swartz's suicide last January. By the way, it wasn't so long ago that 2013 commencement speaker Drew Houston and Aaron Swartz were both welcome speakers at MIT." -
What Features Does iOS 7 Need?
Nerval's Lobster writes "Apple's iOS 7, which is heavily rumored to make its debut at next week's Worldwide Developers Conference (WWDC) in San Francisco, will almost certainly feature a totally redesigned interface. According to recent rumors (including a few key postings on the Apple-centric blog 9 to 5 Mac), the OS will stand as a shining example of "flat" design, which eliminates "real world" elements such as texture and shading in favor of stripped-down, basic shapes. That means certain iOS environments such as Game Center (with its casino-like green felt) and Newsstand (with its wooden shelving) could soon look completely different. But what about iOS 7's actual features? What could Apple change that would improve the operating system's chances against the increasingly sophisticated Google Android, not to mention the new-and-improved BlackBerry 10 and Windows Phone 8? What would you do to iOS with Apple's full resources at your disposal?" -
What Features Does iOS 7 Need?
Nerval's Lobster writes "Apple's iOS 7, which is heavily rumored to make its debut at next week's Worldwide Developers Conference (WWDC) in San Francisco, will almost certainly feature a totally redesigned interface. According to recent rumors (including a few key postings on the Apple-centric blog 9 to 5 Mac), the OS will stand as a shining example of "flat" design, which eliminates "real world" elements such as texture and shading in favor of stripped-down, basic shapes. That means certain iOS environments such as Game Center (with its casino-like green felt) and Newsstand (with its wooden shelving) could soon look completely different. But what about iOS 7's actual features? What could Apple change that would improve the operating system's chances against the increasingly sophisticated Google Android, not to mention the new-and-improved BlackBerry 10 and Windows Phone 8? What would you do to iOS with Apple's full resources at your disposal?" -
Ask Slashdot: How Best To Disconnect Remote Network Access?
An anonymous reader writes "Is there a device to automatically disconnect network or otherwise time limit a physical connection to a network? The why? We are dealing with a production outage of large industrial equipment. The cause? The supplier, with no notice, remotely connected to the process control system and completely botched an update to their system. We are down and the vendor is inept and not likely to have us back to 100% for a few days. Obviously the main issue is that they were able to do this at all, but reality is that IT gets overridden by the Process Control department in a manufacturing business. They were warned about this and told it was a horrible idea to allow remote access all the time. They were warned many times to leave the equipment disconnected from remote access except when they were actively working with the supplier. Either they forgot to disconnect it or they ignored our warnings. The question is, is there a device that will physically disconnect a network connection after a set time? Yes, we could use a Christmas tree light timer hooked up to a switch or something like that but I want something more elegant. Something with two network jacks on it that disconnects the port after a set time, or even something IT would have to login to and enable the connection and set a disconnect timer would be better than nothing. As we know, process control workers and vendors are woefully inept/uneducated about IT systems and risks and repeatedly make blunders like connecting process control systems directly to the internet, use stock passwords for everything, don't install antivirus on windows based control computers, etc. How do others deal with controlling remote access to industrial systems?" -
Ask Slashdot: How Best To Disconnect Remote Network Access?
An anonymous reader writes "Is there a device to automatically disconnect network or otherwise time limit a physical connection to a network? The why? We are dealing with a production outage of large industrial equipment. The cause? The supplier, with no notice, remotely connected to the process control system and completely botched an update to their system. We are down and the vendor is inept and not likely to have us back to 100% for a few days. Obviously the main issue is that they were able to do this at all, but reality is that IT gets overridden by the Process Control department in a manufacturing business. They were warned about this and told it was a horrible idea to allow remote access all the time. They were warned many times to leave the equipment disconnected from remote access except when they were actively working with the supplier. Either they forgot to disconnect it or they ignored our warnings. The question is, is there a device that will physically disconnect a network connection after a set time? Yes, we could use a Christmas tree light timer hooked up to a switch or something like that but I want something more elegant. Something with two network jacks on it that disconnects the port after a set time, or even something IT would have to login to and enable the connection and set a disconnect timer would be better than nothing. As we know, process control workers and vendors are woefully inept/uneducated about IT systems and risks and repeatedly make blunders like connecting process control systems directly to the internet, use stock passwords for everything, don't install antivirus on windows based control computers, etc. How do others deal with controlling remote access to industrial systems?"