Event in Review: NYC Media Lab Summit ‘19

Photo: Janet Liu 2019

My event in review is on the NYC Media Lab Summit that I attended on September 26, 2019. Organized by the NYC Media Lab, the summit brings together people from various industries and universities in NYC to discuss the emerging technologies of today and the future. The event was split into a morning and afternoon session that was held from 8:30 AM to 5:00 PM at the New York City College of Technology (CUNY) and NYU Tandon School of Engineering.

Media 2030 panel led by Justin Hendrix, Executive Director of NYC Media Lab.
Photo: Janet Liu 2019

The morning session began with an innovation panel discussing the challenges and future vision for Media 2030. The list of speakers includes Yaël Eisenstat, R. Luke Duois, Desmond Upton Patton, and Tony Parisi. It was inspiring to hear different professionals’ takes on what they thought will be the most critical challenges facing institutions in 2030. Even though the speakers come from different industries, it was surprising to hear all of their responses towards AI and algorithm bias. This made me think about Posner’s discussion on the inefficiency in having a binary mindset to make sense of the world, and how binary groupings in digital humanities projects are causing further marginalization of groups (Posner, 2016). It is concerning to learn of all of the bias we have in our society today, and how it will remain a critical challenge ten years later.

Following the panel were two keynote presentations given on AI and storytelling. The first was from Amir Baradaranand, an artificial artist and art-based researcher at Columbia University. The second was from Heidi Boisvert, CEO & Founder of futurePerfect Lab and Director of Emerging Media Technology at CUNY. It was fascinating to see AI creating immersive storytelling experiences and artworks. This made me think about Norman’s argument of machines as ‘rigid, inflexible, and fixed’ (Norman, 2018). We can see these traditional views shifting, as innovators like Baradaranand and Boisvert show us a vision where artists, creatives, and AI technologies can work together. Perhaps, as Norman imagined, humans and machines will form a complementary team and take on both a human-centered and machine-centered approach to learning.

The afternoon session began with a Demo Expo that included 100 student prototypes. I was looking forward to this event the most as I wanted to see what kind of emerging technologies students were currently working on and excited about. It was immediately evident that there was a big trend in VR. I saw many VR products used for prototypes such as designing an online retail store, an immersive travel experience, and a chemical lab. One project that really stood out to me was the Hip Hop data visualization project, ‘Mapper’s Delight’ designed by Rap Research Lab. Instead of showing a list of lyrics, the lab explores the “global distances traveled by the lyrics contained in each rap artist’s career while exploring the secret flows of Hip-hop’s spacetime through a panoptic interface.” (“Mappers Delight VR,” 2017). It was cool and clever to see over 2,000 lyrics connected by geography and transformed into a virtual platform, which also brought an emotional engagement as I was able to find lyrics connecting me to Hong Kong. Projects like these make us think about new possible ways to provide meaning and context to big chunks of data.

Stuart Trafford’s workshop, “Magic Leap in the Enterprise: How Spatial Computing is Revolutionizing Education, Media, Entertainment and More.”
Photo: Janet Liu 2019.

The last part of the summit included a hands-on workshop where attendees had the choice of picking one out of the fourteen to attend. I decided to go with Magic Leap, a leading VR company presenting on extended reality, spatial computing, and how it is transforming the industries. I wanted to attend this workshop to understand why there is such a big fascination with these types of products. Stuart Trafford, the Education Lead of Magic Leap introduced its newest product called Magic Leap One, a mixed reality product that creates immersive experiences. One point that stuck with me was when Trafford said the experience of information is changing as technology has allowed these online experiences to be personalized instead of appealing to the masses. It was fascinating to see how MR products can be applied to future industries such as in hospitals and construction sites. This workshop inspired me to write my research paper on VR and understand if there will be a demand for such a product in future museums, as I still find VR products to be very gimmicky.

Overall, I was very impressed with the structure of the summit. I expected more students to attend as tickets cost a hefty $200 but students can attend for $30. I loved the order of presentations. It started with broad topics discussing the challenges and future use of emerging technologies, to the current uses demonstrated by students, and then to workshops that show specific examples of how these types of technologies are used. Also, it is important to note that the event relied on the WHOVA conference app, which allowed you to keep track of the full agenda, learn more about sessions, take notes, chat, and most importantly, sign up for workshops. Even though the app was really convenient, it made me think about the accessibility of information. How will the experience change for people who don’t have the app downloaded and can’t sign up for workshops? Will their experience be different since the event heavily relied on the app to connect with other attendees and speakers?

I appreciated how the summit not only showcased all the fancy cool products but also emphasized on the downsides and challenges technology brings. By doing so, the summit did a good job of providing transparency. One thing that really stuck to me was when Boisvert spoke of her research findings at Limbic Lab that shows how technology is rewiring our brain. As Boisvert comments, it will be important for us to take a human-centered approach to reverse the harmful effects caused by technology. This seems to be a central theme in the summit as well as our discussions from class. As Norman, and what other speakers have repeated throughout the summit, future designers and technologists will not only need training as technicians but will also need to receive training to learn what it means to be ‘human’ (Norman, 2018).

References

Mappers Delight VR. (2017). Retrieved from: https://rapresearchlab.com/#portfolioModal2.

Norman, Don A. (1998). Being Analog. Retrieved from: http://www.jnd.org/dn.mss/being_analog.html.

NYC Media Lab ’19. (n.d.). Retrieved from: https://summit.nycmedialab.org/

Posner, Miriam (2016). What’s next: The radical, unrealized potential of digial humanities. Retrieved from: http://miriamposner.com/blog/whats-next-the-radical-unrealized-potential-of-digital-humanities/.

Event Review: NYC Media Lab Summit

On September 26, 2019, I attended the NYC Media Lab Summit held in downtown Brooklyn. The mainstage program took place at the New York City College of Technology (City Tech CUNY) for the first half of the day. The second half of the day was dedicated to interactive demos and workshops and took place at both City Tech and the New York University (NYU) Tandon School of Engineering.

NYC Media Lab describes itself as dedicated to “driving innovation and job growth in media and technology by facilitating collaboration between the City’s universities and its companies” (About – NYC Media Lab, n.d.) Pratt Institute is part of NYC Media Lab’s consortium with goals “to generate research and development, knowledge transfer, and talent across all of the city’s campuses” (About – NYC Media Lab, n.d.), which also includes The New School, School of Visual Arts, Columbia University, NYU, CUNY, IESE, and the New York City Economic Development Corporation. Member companies of NYC Media Lab include Bloomberg LP, Verizon, The New York Times, and NBCUniversal, to name a few.

The Media Lab Summit held itself like a typical conference, where you check in to receive your name badge upon arrival and are treated to coffee and pastries. Then everyone takes their seats before the main program begins in the auditorium where the Executive Director of the program, Justin Hendrix, makes his welcome address and does introductions.

Innovation Panel discussion

Up first was the Innovation Panel, which featured speakers Yael Eisenstat, R. Luke Dubois, Desmond Patton, and Tony Parisi. The panel featured a mix of academics and professionals who all addressed the topic of artificial intelligence, or AI. It was interesting to hear that everyone agreed that AI is the future but that they all held concerns about whether it will be accessible to all. Another potential issue that was brought up in relation to AI is what seems like our current overdependence on data. One panelist raised serious concerns about this overdependence and worried whether this could lead to the complete disregard of an innate human characteristic, which is critical thinking. All panelists agreed that critical thinking is essential and sees it playing a key role throughout the use of AI and other technological advancements.

What I ultimately took away from this Innovation Panel was that critical thinking is needed now more than ever. I think we have always understood that critical thinking is crucial as it is what keeps us human. AI is capable of making decisions for us, but the ability to be able to critically think about the potential impacts of our decisions and asses our judgments remains entirely human. This emphasis on critical thinking reminded me of the Phoebe Sengers reading in which she also discusses machine culture but stresses that science and the humanities need “to be combined into hybrid forms” as “neither is sufficient alone” (Practices for Machine Culture, n.d.). Like the panelists, Sengers recognizes the strengths in both and how each can complement the other, especially in AI.

Next up were the showcases. The showcases were meant to present and demonstrate projects, prototypes, and startups created by students and faculty from NYC Media Lab programs. Two of the showcases that stood out to me the most were a subway accessibility app for the blind and a retina technology startup.

Access to Places presentation

Students from NYU’s Interactive Telecommunications Program created an app called Access to Places with the goal to make subway stations much more accessible for the blind. The app utilizes iOS’ text-to-speech voiceover technology to provide information such the location of entrances and exits, service delays or changes, and arrival and departure times. Notifications also help the blind to navigate around station layouts.

Retina Technologies presentation

Retina Technologies was formed by medical students at the Icahn School of Medicine at Mount Sinai. The startup aims to change the way people access ophthalmologists in both urban and rural areas. Through the use of virtual reality headsets, the startup hopes to increase access to ophthalmologists for those who cannot easily visit one in rural areas while also improving the patient experience for those in urban areas.

Access to Places and Retina Technologies both stood out to me the most because of the users that they were designing for. Instead of creating a product that catered to the majority of the population, they reached out to those with specific needs that often get neglected in the startup and tech conversations. I immediately thought of the Sasha Costanza-Chock paper on “Design Justice” and the discussion on who designers are actually designing for. The majority of startups and apps tend to assume the average user is able to access or use a product without any accommodations, much like how Costanza-Chock discusses that designers “assume” that “a user has access to a number of very powerful privileges” (2018). Visiting an ophthalmologist or getting onto the subway without any trouble are privileges that most designers tend to assume users have. Access to Places and Retina Technologies decided to instead focus on the needs of these specific user groups rather than create another app or startup that assumed they were just like every other user.

Many innovative and creative projects were demonstrated, and I was in awe over it all, but it was the discussions that were held that enlightened me. What I took to be the overall theme of the Media Lab Summit was accessibility and the continued mission to make this collaboration between media and technology available to all. I still believe that technology has this amazing potential to change and impact lives, but we must make it available to everyone to see it happen. The Media Lab Summit and our class discussions and readings only continue to highlight this necessity and how we as information professionals cannot simply ignore it as technology advances.

References:

About – NYC Media Lab. (n.d.). Retrieved from https://nycmedialab.org/about.

Costanza-Chock, S. (2018). Design Justice: towards an intersectional feminist framework for design theory and practice. DRS2018: Catalyst. doi: 10.21606/drs.2018.679

Sengers, P. (n.d.). Practices for Machine Culture: A Case Study of Integrating Cultural Theory and Artificial Intelligence. Retrieved from http://www.cs.cmu.edu/afs/cs/usr/phoebe/mosaic/work/papers/surfaces99/sengers.practices-machine-culture.html.

Cultural Production and its Discontents: Copyright, Commerce, and Invisible Labor

In Digital Disconnect: How Capitalism is Turning the Internet Against Democracy Robert McChesney (2013), Gutgsell Endowed Professor in the Department of Communication at the University of Illinois at Urbana-Champaign, broadly characterizes copyright in the internet age as a tool used by media conglomerates to gain monopolistic control of digital channels of dissemination of cultural products. He describes the political machinations of the “copyright lobby” on behalf of the corporate media sector as, largely, an infringement of the “openness and egalitarianism” the internet initially promised, and consequently an assault on its potential to contribute to democratic culture and self-government (p. 124-125).

McChesney’s critique of corporate media’s use of copyright brings up the work of two other scholars: The Wealth of Networks: How Social Production Transforms Markets and Freedom by Yochai Benkler (2006) and “Critical information studies: a bibliographic manifesto” by Siva Vaidhyanathan (2005) which appeared in the journal Cultural Studies. In those works, both scholars identify the emergence of internet age information and communications technology as ushering in revolutionary possibilities for cultural conversation and production. Both emphasize the radical possibilities for creative collaboration that internet channels provide, and both identify implementation and expansion of copyright laws in the United States by entrenched media interests as serious challenges to realizing the full creative potential of those channels. Furthermore, like McChesney, both scholars link effective use and regulation of new information technologies to the responsible expansion of democracy.

Noticeably absent from all three scholars’ works is a substantive treatment of the principle of economic gain for individual authors as a vehicle for public benefit that, at least expressly, underlies copyright in the United States. In Copyright and Cultural Institutions: Guidelines for Digitization for U.S. Libraries, Archives, and Museums, authors Peter Hirtle, Emily Hudson, and Andrew Kenyon (2009) quote the Supreme Court’s explanation:

The economic philosophy behind the clause empowering Congress to grant patents and copyrights is the conviction that encouragement of individual effort by personal gain is the best way to advance the public welfare through the talents of authors and inventors in “Science and useful Arts” (p. 4).

It is clear that media conglomerates use and manipulate copyright through political pressure to consolidate their economic domination. It is also clear that such companies, like other corporate players in cultural production, negotiate through contracts and employment conditions with the individual actors who create, collaboratively or alone, the cultural products those companies offer to the marketplace and over which they claim and, legally, hold ownership. McChesney, Benkler, and Vaidhyanathan decry the oppressive and self-interested actions of those companies and their effect on the potential for unfettered creative work and innovation for the public good. But in the internet of “openness and egalitarianism” towards which those scholars write, would individual creators be adequately financially rewarded for their labor and thus incentivized to pursue creative work?

Initial indications are that a society and its financially interested parties that emphasize freely accessible information over the rights of copyright holders tend to deliberately obscure the labor of individual creative workers and thus rationalize those workers’ lack of economic gain from the cultural products they create. This is evidentially the case in the internet age, when individuals are encouraged to donate their labor to cultural projects, and are contracted by hour or by task by companies that use them as tools rather than employees. The issue is exacerbated by the invisibility of individual labor when rendered in digital form. As James Moor (1985), Daniel P. Stone Professor of Intellectual and Moral Philosophy at Dartmouth College, wrote in “What is computer ethics?” in the journal Metaphilosophy, “Most of the time and under most conditions computer operations are invisible. One may be quite knowledgeable about the inputs and outputs of a computer and only dimly aware of the internal processing” (p. 6). The invisibility of computer operations also obscures the human labor involved in digital products. Creative cultural products rendered and disseminated digitally appear more and more like public goods, and less and less like individual creations. The October 2015 ruling in Google’s favor by the New York federal appeals court vis-a-vis Google Books and Google Book Search, while reasonable, does not treat the disrespect of copyright undoubtedly shown by Google when it digitized entire libraries of books under copyright, nor does it have any bearing on the company’s prospective future plans for the full scans of those books which it still holds. It seems that Google may be able to take the resources it wants regardless of legal ownership or procedure, and fight to a favorable resolution while counting legal fees as simply a cost of doing business.

Benkler (2006) warns that “The freedom of action for individuals who wish to produce information, knowledge, and culture is being systematically curtailed in order to secure the economic returns demanded by the manufacturers of the industrial information economy” (p. 16-17). But is a culture that denies the financial rewards due to individual authors by ignoring existing copyright likely to effectively advance the kind of collaborative creativity Benkler, McChesney, and Vaidhyanathan desire? The artist and computer scientist Jaron Lanier has, in his book You Are Not a Gadget, written of the “impenetrable tone deafness [that] rules Silicon Valley when it comes to the idea of authorship” (Kakutani, 2010). The problem is exacerbated by the easy international dissemination of digital cultural products and the consequent clashes between U.S. and other countries’ copyright laws, as illustrated by the recent kerfuffle over recreation of Marcel Duchamp’s chess set. As Library of Congress general reference librarian Thomas Mann (2015) has pointed out, the only alternative to copyright restrictions appears to be “government-regulated control of information,” which carries problems of funding and coercion, so copyright will continue to obtain. It is to be hoped that the rights of visible and invisible individual cultural producers will be respected, as “Changes in technology do not produce changes…in the need to make a living” (p. 134-135).

 

Sources

Benkler, Y. (2006). “Introduction: a moment of opportunity and challenge” in The Wealth of Networks: How Social Production Transforms Markets and Freedom. Yale University Press, 1–18.

Cohen, D. (2015, October 22). What the Google books victory means for readers. The Atlantic. Retrieved from http://www.theatlantic.com/technology/archive/2015/10/what-the-google-books-victory-means-for-readers-and-libraries/411910/

Hiltzik, M. (2015, October 20). Copyright boon or bane? Google Books survives another legal challenge. Lost Angeles Times. Retrieved from http://www.latimes.com/business/hiltzik/la-fi-mh-google-books-survives-another-legal-challenge-20151020-column.html

Hirtle, P. B., Hudson, E. & Kenyon, A. T. (2009) Copyright and Cultural Institutions: Guidelines for Digitization for U.S. Libraries, Archives, and Museums. Cornell University Library.

Kakutani, M. (2010, January 14). A rebel in cyberspace, fighting collectivism (Review of the book You Are Not a Gadget). The New York Times. Retrieved from http://www.nytimes.com/2010/01/15/books/15book.html?pagewanted=all&_r=0

Mann, T. (2015) The Oxford guide to library research. 4th ed. Oxford University Press.

McChesney, R. (2013). Digital Disconnect: How Capitalism is Turning the Internet Against Democracy. New Press. Chapters 3–5.

Moor, J. H. (1985). “What is computer ethics?” Metaphilosophy 16(4): 266–275.

Norton, Q. (2015, September 8). The international fight over Marcel Duchamp’s chess set. The Atlantic. Retrieved from http://www.theatlantic.com/technology/archive/2015/09/the-international-fight-over-marcel-duchamps-chess-set/404248/

Vaidhyanathan, S. (2005). “Critical information studies: a bibliographic manifesto.” Cultural Studies 20(2/3): 292–315.