Showing posts with label artificial intelligence. Show all posts
Showing posts with label artificial intelligence. Show all posts

Thursday, September 8, 2016

Foresight Signals: Star Trek at 50, the Economics of the Singularity, and More


Vol. 2, No. 11September 2016AAI Foresight
Foresight Signals
From Science Fiction to Science Factualized: Star Trek at 50, the Economics of the Singularity, and More

Star Trek at 50: The Future Is Human

photo of Roddenberry with the cast and crew 
Leonard Nimoy, Robert Wise, Gene Roddenberry, DeForest Kelley and William Shatner on the set of  Star Trek The Motion Picture in 1978.
 
  
On September 8, 1966,Gene Roddenberry’s television series Star Trekboldly led the human imagination where it had never gone before. Rather than enumerate the series’ many technological and social forecasts and inspirations, we’ll take a look at what stirred Roddenberry’s creative juices. (For the former angle, check out Fortune’s coverage, perhaps by accessing it on your as-predicted handheld computer.)
In his presentation at the World Future Society’s 1984 conference, longtime member Roddenberry spoke on “the literary image of the future.” He said that as a dramatist his function was to create alternative realities, but that his concern always was with people. “It seems to me that futurists to often wander too far away from considerations of people, as if somehow assuming that science’s ‘realities’ represent the full horizon,” he said.
Fiction and drama enable the creative artist to find new perspectives on the human reality; just as Lewis Carroll used a white rabbit, Roddenberry used aliens, such as the half-human, half-Vulcan Mr. Spock. To create this new character, Roddenberry began by interviewing him, letting the character evolve until Spock ultimately began asking his own questions and answering with the logic we came to know and love.
Twenty years after so creating Spock, Roddenberry was visited by another new alien character, called Gaan, a marine-based life-form from a methane sea planet, whose profession was scholar. “It is in areas of futurism that dialogue with him has become so valuable to me that for almost a year now I have been attempting to bypass the dialogue level by practicing the trick of actually thinking like Gaan,” he told the 1984 conference attendees. “Those capable of using an extraterrestrial’s eyes as an exercise, as a challenge, as an exciting game, improve on their ability to estimate where today may be taking us.”
The exercise of creating Gaan for a novel led Roddenberry to reflect on other “alien” questions humans needed to ask back in the mid-1980s — questions that yet need consideration today:
- If automation puts half our workforce on the street (and we dare not call that impossible), what of the police? If they are overworked and outnumbered, how do we increase their numbers, their legal powers? …
- If disorder threatens our cities, should we consider travel passes that limit which vehicles can travel through which areas? …
- Can our political system survive television’s “Hollywood” method of casting candidates and presenting issues?
- Is there a self-ordained “messiah” in our future? Are there indications of a public hunger for this? Is there a very obvious trend toward more and more simplistic answers to life’s problems?
Gaan, and likely Roddenberry as well, was hopeful about humanity’s prospects: “I look forward to the day when these humans, who are so much more than they yet believe they are, will at last understand that the Cosmos outside and the Cosmos inside themselves are one and the same.”
Reference: “Mr. Spock and Gaan: Alien Perspectives on the Future,” The Futurist,February 1985.
Signals: extraterrestrial intelligence; Gene Roddenberry; science fiction; Star Trek:World Future Society

A Singularity Economy — If Uploads Come First

By Randall Mayes
The Singularity — a point in time in the future where machine intelligence exceeds that of humans — is a popular topic of discussion among futurists. For uncertain reasons, the literature is dominated by discussions of the likelihood of artificial general intelligence (AGI) and it possibly functioning without humans in control.
The Singularity could follow other paths, such as mind uploading. AI researchers are also investigating human-machine interfaces. The convergence of numerous technologies could produce a synthetic neocortex linked to a human brain and connected to the cloud.
It is possible that artificial brains may actually develop first. However, this assumes that Moore’s law will continue at least several decades into the future and that algorithms can exceed human capabilities without researchers understanding completely how the brain works.
After nine years as an AI researcher and programmer for Lockheed and NASA, Robin Hanson, now an economics professor at George Mason University, became skeptical of a master algorithm that will combine the speed of supercomputers with the cognitive skills of humans. As a result, in 1994, he wrote If Uploads Come First.
 cover of The Age of Em
In a culmination of over twenty years of research, Hanson’s new book, The Age of Em: Work, Love, and Life When Robots Rule the Earth (Oxford University Press, 2016), provides an unprecedented look into what the world may look like when run by uploaded minds.
Whole-brain emulations, or ems, are fully functional models of human brains copied and stored in robots or, as Hanson visualizes, in android bodies in virtual reality. He envisions using the brains of several hundred hard-working and smart people with personalities that are likely to follow new norms. Instead of food, these ems would require plenty of electricity for cooling and power to run hardware. Ultimately, he projects ems could think a thousand times faster than a typical human.
Hanson further envisions trillions of these ems in high-rise buildings, so productive they would create a fourth human era — an economy that doubles every month. For comparison purposes, he calculated that, in the first three human eras, the foraging economy doubled every quarter million years, the farming economy doubled every thousand years, and the current industrial economy has doubled every 15 years.
Before the em scenario transcends sci-fi to reality, it will require the development of superfast computers, nondestructive brain scans, and models of human brain cells in order to process their features and connections. Mapping the brain is very complex, and it is uncertain at present how deep in the brain-signaling processes scientists will need to understand. Mind-loading researchers estimate that this path to the Singularity will take anywhere from two decades to a century to develop.
Hanson’s economic model assumes the forces of supply and demand. So, current ethical standards could also delay the development of uploaded human minds. Em research on lab animals will not translate into results useful in humans. Unfortunately, em research will require that intelligent individuals be willing to sacrifice their earthly life, since human brains would not survive the current scanning processes.
The Age of Em is imaginative and provides a thought-provoking discussion of the social implications of an em economy. For more insight on how ems may function in virtual reality and how the lack of understanding of consciousness will impact the development of uploaded minds, see my in depth discussion with Hanson for TechCast Global.
Randall Mayes is a technology analyst and author of Revolutions: Paving the Way for the Bioeconomy (Logos Press, 2012). He may be contacted at randy.mayes@duke.edu.
Signals: artificial general intelligence, economics, neuroscience, robotics

Blog Report: Foresight in the Public Sector

In the past five years, two groups of futurists working in the public sector have formed to share intelligence and experience in working with their respective agencies. In 2011 the Public Sector Foresight Network formed, open to anyone globally working in government, and in 2013 the Federal Foresight Community of Interest formed to unite those working in various branches of the U.S. federal government.
These two networks agreed to join forces, meeting jointly on July 22, 2016, to facilitate the exchange of diverse views and best practices by U.S. and international foresight officials. Foresight Signals’ special correspondent Lane Jennings was on hand to report on the presentations by Clem Bezold, Nancy Donovan, James-Christian Blockwood, Jason Stiles, Joe Moore, John Basso, Joe Greenblott, Peter Padbury, Ibon Zugasti, M. Gotzone Sagardui, Juan Ibarreche, Tracey Wait, Chris Mihm, andCatarina Tully.
“The meeting highlighted the extensive and evolving foresight efforts in Spain, Canada, U.S. federal agencies, and globally (particularly around the Sustainable Development Goals),” Jennings reports.
Read “Sharing Foresight Knowledge and Experience” by Lane Jennings on the Foresight Signals blog (posted August 27, 2016).

Mack Report: VR and AI Development

In his latest post for the AAI Foresight blog, managing principalTimothy C. Mack writes that “science fiction and other popular media have so raised expectations” about virtual reality “that people are always disappointed, because they all think that fully functional VR is already here.”
Mack notes that virtual reality is making an impact in storytelling, simulator games, and training, however. “Deep human impulses are released in gaming,” he writes. “Many experienced players even provoke their opponents to play more emotionally and thus make mistakes. While fun can be transformational — physically, emotionally, and cognitively — there is seldom complete transfer of skills in gaming or simulations. A good example is a firefighter simulation in a burning building, which does not adequately prepare one for the heat, choking gases, and real danger. And so outcomes and success levels are different for each person.”
Read “VR and AI Development” by Timothy C. Mack, Foresight Signals blog (posted August 22, 2016).
Send us your signals! News about your work and other tips are welcome, as is feedback onForesight Signals. Contact Cynthia G. Wagner, consulting editor.
Want more signals from AAI Foresight? Check out the blog! Log in to add comments.
Feel free to share Foresight SIGNALS with your networks and to submit any stories, tips, or “signals” of trends emerging on the horizon that we can share with other stakeholders and the foresight community.
Foresight Signals is a publication of AAI Foresight.
AAI Foresight provides issues identification and tracking, strategic planning, organizational development, messaging, marketing, technological assessment, and strategic services for a broad range of clients.
Managing Principal: Timothy C. Mack • tcmack333@gmail.com • 202-431-1652
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Saturday, September 3, 2016

From Science Fiction to Science Factualized: Star Trek at 50, the Economics of the Singularity, and More

Vol. 2, No. 11 | September 2016 | AAI Foresight

Star Trek at 50: The Future Is Human


On September 8, 1966, Gene Roddenberry's television series Star Trek boldly led the human imagination where it had never gone before. Rather than enumerate the series' many technological and social forecasts and inspirations, we'll take a look at what stirred Roddenberry's creative juices. (For the former angle, check out Fortune's coverage, perhaps by accessing it on your as-predicted handheld computer.)

In his presentation at the World Future Society's 1984 conference, longtime member Roddenberry spoke on “the literary image of the future.” He said that as a dramatist his function was to create alternative realities, but that his concern always was with people. “It seems to me that futurists to often wander too far away from considerations of people, as if somehow assuming that science's 'realities' represent the full horizon,” he said.
Leonard Nimoy, Robert Wise, Gene Roddenberry, DeForest Kelley and William Shatner on the set of Star Trek The Motion Picture in 1978. Credit: Tom Simpson / Flickr

Fiction and drama enable the creative artist to find new perspectives on the human reality; just as Lewis Carroll used a white rabbit, Roddenberry used aliens, such as the half-human, half-Vulcan Mr. Spock. To create this new character, Roddenberry began by interviewing him, letting the character evolve until Spock ultimately began asking his own questions and answering with the logic we came to know and love.

Twenty years after so creating Spock, Roddenberry was visited by another new alien character, called Gaan, a marine-based life-form from a methane sea planet, whose profession was scholar. “It is in areas of futurism that dialogue with him has become so valuable to me that for almost a year now I have been attempting to bypass the dialogue level by practicing the trick of actually thinking like Gaan,” he told the 1984 conference attendees. “Those capable of using an extraterrestrial's eyes as an exercise, as a challenge, as an exciting game, improve on their ability to estimate where today may be taking us.”

The exercise of creating Gaan for a novel led Roddenberry to reflect on other “alien” questions humans needed to ask back in the mid-1980s—questions that yet need consideration today:

- If automation puts half our workforce on the street (and we dare not call that impossible), what of the police? If they are overworked and outnumbered, how do we increase their numbers, their legal powers? …

- If disorder threatens our cities, should we consider travel passes that limit which vehicles can travel through which areas? … 

- Can our political system survive television's “Hollywood” method of casting candidates and presenting issues? 

- Is there a self-ordained “messiah” in our future? Are there indications of a public hunger for this? Is there a very obvious trend toward more and more simplistic answers to life's problems?

Gaan, and likely Roddenberry as well, was hopeful about humanity's prospects: “I look forward to the day when these humans, who are so much more than they yet believe they are, will at last understand that the Cosmos outside and the Cosmos inside themselves are one and the same.”

Reference: “Mr. Spock and Gaan: Alien Perspectives on the Future,” The Futurist, February 1985.

Signals: extraterrestrial intelligence; Gene Roddenberry; science fiction; Star Trek: World Future Society



A Singularity Economy—If Uploads Come First 

By Randall Mayes 

The Singularity—a point in time in the future where machine intelligence exceeds that of humans—is a popular topic of discussion among futurists. For uncertain reasons, the literature is dominated by discussions of the likelihood of artificial general intelligence (AGI) and it possibly functioning without humans in control. 

The Singularity could follow other paths, such as mind uploading. AI researchers are also investigating human-machine interfaces. The convergence of numerous technologies could produce a synthetic neocortex linked to a human brain and connected to the cloud.

It is possible that artificial brains may actually develop first. However, this assumes that Moore's law will continue at least several decades into the future and that algorithms can exceed human capabilities without researchers understanding completely how the brain works. 

After nine years as an AI researcher and programmer for Lockheed and NASA, Robin Hanson, now an economics professor at George Mason University, became skeptical of a master algorithm that will combine the speed of supercomputers with the cognitive skills of humans. As a result, in 1994, he wrote If Uploads Come First. 

In a culmination of over twenty years of research, Hanson’s new book, The Age of Em: Work, Love, and Life When Robots Rule the Earth (Oxford University Press, 2016), provides an unprecedented look into what the world may look like when run by uploaded minds.

Whole-brain emulations, or ems, are fully functional models of human brains copied and stored in robots or, as Hanson visualizes, in android bodies in virtual reality. He envisions using the brains of several hundred hard-working and smart people with personalities that are likely to follow new norms. Instead of food, these ems would require plenty of electricity for cooling and power to run hardware. Ultimately, he projects ems could think a thousand times faster than a typical human.

Hanson further envisions trillions of these ems in high-rise buildings, so productive they would create a fourth human era—an economy that doubles every month. For comparison purposes, he calculated that, in the first three human eras, the foraging economy doubled every quarter million years, the farming economy doubled every thousand years, and the current industrial economy has doubled every 15 years. 

Before the em scenario transcends sci-fi to reality, it will require the development of superfast computers, nondestructive brain scans, and models of human brain cells in order to process their features and connections. Mapping the brain is very complex, and it is uncertain at present how deep in the brain-signaling processes scientists will need to understand. Mind-loading researchers estimate that this path to the Singularity will take anywhere from two decades to a century to develop.

Hanson’s economic model assumes the forces of supply and demand. So, current ethical standards could also delay the development of uploaded human minds. Em research on lab animals will not translate into results useful in humans. Unfortunately, em research will require that intelligent individuals be willing to sacrifice their earthly life, since human brains would not survive the current scanning processes. 

The Age of Em is imaginative and provides a thought-provoking discussion of the social implications of an em economy. For more insight on how ems may function in virtual reality and how the lack of understanding of consciousness will impact the development of uploaded minds, see my in depth discussion with Hanson for TechCast Global.


Randall Mayes is a technology analyst and author of Revolutions: Paving the Way for the Bioeconomy (Logos Press, 2012). He may be contacted at randy.mayes@duke.edu.

Signals: artificial general intelligence, economics, neuroscience, robotics


Blog Report: Foresight in the Public Sector

In the past five years, two groups of futurists working in the public sector have formed to share intelligence and experience in working with their respective agencies. In 2011 the Public Sector Foresight Network formed, open to anyone globally working in government, and in 2013 the Federal Foresight Community of Interest formed to unite those working in various branches of the U.S. federal government. 

These two networks agreed to join forces, meeting jointly on July 22, 2016, to facilitate the exchange of diverse views and best practices by U.S. and international foresight officials. Foresight Signals' special correspondent Lane Jennings was on hand to report on the presentations by Clem Bezold, Nancy Donovan, James-Christian Blockwood, Jason Stiles, Joe Moore, John Basso, Joe Greenblott, Peter Padbury, Ibon Zugasti, M. Gotzone Sagardui, Juan Ibarreche, Tracey Wait, Chris Mihm, and Catarina Tully. 

“The meeting highlighted the extensive and evolving foresight efforts in Spain, Canada, U.S. federal agencies, and globally (particularly around the Sustainable Development Goals),” Jennings reports.

Read  “Sharing Foresight Knowledge and Experience” by Lane Jennings on the Foresight Signals blog (posted August 27, 2016).


Mack Report: VR and AI Development

In his latest post for the AAI Foresight blog, managing principal Timothy C. Mack writes that “science fiction and other popular media have so raised expectations” about virtual reality “that people are always disappointed, because they all think that fully functional VR is already here.”

Mack notes that virtual reaility is making an impact in storytelling, simulator games, and training, however. “Deep human impulses are released in gaming,” he writes. “Many experienced players even provoke their opponents to play more emotionally and thus make mistakes. While fun can be transformational—physically, emotionally, and cognitively—there is seldom complete transfer of skills in gaming or simulations. A good example is a firefighter simulation in a burning building, which does not adequately prepare one for the heat, choking gases, and real danger. And so outcomes and success levels are different for each person.” 

Read “VR and AI Development” by Timothy C. Mack, Foresight Signals blog (posted August 22, 2016).


__________

Send us your signals! News about your work and other tips are welcome, as is feedback on Foresight Signals. Contact Cynthia G. Wagner, consulting editor.
Want more signals from AAI Foresight? Check out the blog! Log in to add comments.
Feel free to share Foresight Signals with your networks and to submit any stories, tips, or “signals” of trends emerging on the horizon that we can share with other stakeholders and the foresight community.
__________
© 2016 AAI Foresight
Foresight Signals is a publication of AAI Foresight
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Managing Principal: Timothy C. Mack
tcmack333@gmail.com | 202-431-1652

Webmaster and IT Consultant: Tom Warner

Consulting Editor: Cynthia G. Wagner

Designer: Lisa Mathias

Wednesday, August 17, 2016

VR and AI Development

By Timothy C. Mack
The trouble with virtual reality (VR) is that science fiction and other popular media have so raised expectations that people are always disappointed, because they all think that fully functional VR is already here. But what VR is really good at is storytelling, simulator games, and training of all sorts.
This is to distinguished virtual from augmented reality (AR), which is also in development. However, nobody has unrealistic expectations about AR, which strongly challenges present assumptions that it will be very disruptive. There continues to be a dichotomy between physically visiting a place or event and virtually doing so. There are so many physical aspects to actual presence—smell, taste, touch—that only very limited opportunities to simulate them are now possible (such as haptic gloves). One of the most appealing aspects of real presence is serendipity: the unexpected event or outcome.
Deep human impulses are released in gaming. Many experienced players even provoke their opponents to play more emotionally and thus make mistakes. While fun can be transformational—physically, emotionally, and cognitively—there is seldom complete transfer of skills in gaming or simulations. A good example is a firefighter simulation in a burning building, which does not adequately prepare one for the heat, choking gases, and real danger. And so outcomes and success levels are different for each person.
VR simulations for training still may not prepare firefighters for the real thing. Credit:  Skeeze/Pixabay 
Clinical depression simulations have been developed to help social workers and therapists understand clients. While not always successful, these simulations do help build a community of learning between “us and them.” Different approaches to teaching work skills to a mixed group of students affect them in different ways and are successful on only a certain percentage of participants, even if the game or simulation has been well designed. It is all too easy to build bad games that work for no one, and there are lots of them around. The ideal game may be one that creates the opportunity for discussion and decision making among players during the game. And again, there is quite a wide range in cognitive/rational responses and understandings taken away from a single game by a diverse group of players.
One of the challenges in VR game design is determing what assumptions the designer can make about players' prior knowledge. Also, in the United States, there is less independent game playing; rather, gaming is usually on multiplayer online settings with a single screen for each player.
Online gaming (streaming) is becoming more of a spectator sport, but live spectator sports will endure—even broadcast spectator sports that offer no audience controls. Holographic technology is improving rapidly, however, moving toward completely immersive experiences. And this holographic view is unsually unique to each viewer, depending on where they are standing in the available viewing space, enabling multiple players/viewers to share different viewpoints and values.
Will new technologies allow for virtual visits to national parks and experiences of events that allow for greater levels of participation and observation detail? Interactive playing rather than participating in live games and events could lead to changes in attitude and even in thinking about a subject. Many games are actually on a continuum between gaming and reality.
Gaming in the workplace is growing, but it is not always digital. Games such as Escape Route (Locked Room Puzzles) now popular in employee development are often more exercises for observation, analysis, and team building. It consists of half a dozen people in a physically confined space, given clues for escape with the goal of developing a successful team approach to solve the problem. But one outcome can be a “trough of despair” where people stop responding to the game structure and innovative behavior declines. Because no one game works for everyone, it raises the questions of why people play any specific game at all. This requires understanding your community of players.
It is clear that games can communicate complex ideas to their players in ways that seem intuitive. Games can communicate meaning. New York University's Game Center and University of Southern California's Annenberg Innovation Lab are working in this arena. One important thing that games offer to their players is engagement. In order for this engagement to develop, the game must invite iteration—repetition builds engagement over time. But it is very difficult to anticipate how all players will respond to any specific game, and not everyone seeks empowerment. That lack of control can be the novel and intriguing experience. And role playing can provide all sorts of new experiences
At Google, researchers are working on natural language solutions, leading to new machine learning frameworks, including deep learning projects such as Tensorflow. The whole deep learning area is moving ahead quite quickly, as computing power advances. Besides Google, Facebook and Microsoft are committing large resources, and a number of smaller companies are also involved.
Machine-learning tools drive advances in robotic movement controls and energy management, which are two of the most difficult challenges at present. Virtual models developed to build robotic systems often were poorly conceived or even wrong—they did not work in practice. There was not enough real-world input into building those systems, and the outputs were often full of digital noise. For example, task-training data is often too scarce to inform task design.
Another real challenge is crafting strategies for interpreting emotional interaction—and reading opponents in game playing. This research is being led by Google Deep Mind (renamed after Deep Mind Technologies in UK was acquired by Google). Graphic processing units are often more effective than CPUs to communicate problem solving strategies, and the majority of present AI work relates to assisting humans rather than beating humans at games. This is not artificial but augmented intelligence.
Many are concerned about black box intelligence with full agency and independence—so some are designing and bulding attention-tracking tools allowing us to see what was incorporated in an AI decision. This will help us better understand the decision steps involved and replicate them—and help us understand mistakes, as well.
It is nearly impossible to look out 20 years in AI research because change is happening so fast. Even 10 years out is too far ahead to be accurate. But one thing that will happen is that the Internet of Things will continue to improve its understanding of users through enabled devices, as well as their desires and patterns of behavior. And deep-learning tools will inform research in areas such as biology, medicine, and energy development.

Timothy C. Mack is managing principal of AAI Foresight.
Image credit: Skeeze/Pixabay

Saturday, January 9, 2016

Signals: Predictionzzz ... Luddite Shaming ... Technolife 2035 ... and more

Vol. 2, No. 3 | January 13, 2016 | AAI Foresight

News for the Foresight Community


> Hot Topic: Predictionzzz
> Unnecessary Roughness: Luddite Shaming
> Publication: Technolife 2035
> Special Issue: Journal of Futures Studies and Science Fiction
> On the Move: Brian David Johnson
> Foresight Report: Digital Citizenship
> ICYMI: End of Year Report
> Feedback: On “How Technology Professionals Will Work”


Hot Topic: Predictionzzz


The beginning of a New Year was greeted with the usual popular media attention to “the future,” which means collections of ongoing and imminent trends disguised as click-attracting predictions. For futurists and other foresight professionals, it is an opportunity to capture the imaginations of those otherwise preoccupied by the present, even as we remind ourselves of our true purpose.

The usual futuristic subjects—artificial intelligence, virtual reality, and robotics—appeared in some lists, but a few twists on these topics caught our eye: In Ireland, a Future of Law and Legal Tech Conference, warned that lawyers could go extinct if they don’t reduce their fees and streamline their practices. “Eight out of ten U.S. law firms believe that robots will take over most low level and data- driven procedures within 10 years,” reports the Independent.

Writing on LinkedIn Pulse, Singapore futurist Harish Shah had a slightly different take on the annual predictions exercise: He offered a list of technologies that will be obsolete by 2030, including physical monitors, which will be replaced with holographic displays, and nearly all forms of computer we now rely on—PCs, laptops, tablets, and smartphones—which will be replaced by wearables.

Comment: I find the latter forecast a bit disconcerting, as I attempt to execute this newsletter on a five-year-old (no longer manufacturer-supported) laptop with a dead battery. Though I’ve achieved the paperless future, I’m not yet ready for the holographic one. —CGW

References: Lawyers Told to Cut Fees or Face Future Led by Robots” by Dearbhail McDonald, Independent (December 17, 2015).

Obsolete By 2030: A List of Tech Items We Cannot Imagine Life Without Today” by Harish Shah, LinkedIn Pulse (January 6, 2016).


Unnecessary Roughness: Luddite Shaming


The Information Technology and Innovation Foundation’s second annual Luddite of the Year Award is still taking nominations. The “honor,” ITIF says, “recognizes the year’s most egregious example of a government, organization, or individual stymieing the progress of technological innovation.”

Topping the not-in-any-particular-order list of nominees for 2015 are the duo “alarmists” Elon Musk and Stephen Hawking, nominated for their endorsement of last year’s open letter to their scientific peers warning of the danger of creating an artificial intelligence. (See the story in the April 2015 Foresight Signals.)

Comment: While we certainly admire ITIF’s work to encourage innovation, shaming respected scientific leaders for encouraging others to consider the potential negative consequences of their work strikes us as counter to the mission of foresight generally and technology assessment specifically. The real Luddite awards should be reserved for those who attempt to ban the research they fear,* which Musk and Hawking did not do; they asked for broader research, not no research. —CGW



Signals: artificial intelligence, innovation, Luddites, technology


Publication: Technolife 2035


The English-language version of Elina and Kari Hiltunen’s Technolife 2035: How Will Technology Change Our Future? has now been published by Cambridge Scholars Publishing.

In addition to providing a comprehensive overview of technology forecasting methodologies, the authors offer an insightful vision of where technologies may lead us into the future. The text concludes with three extended scenarios based on a reimagining of the Romeo and Juliet story, first presented in The Futurist magazine (July-August 2014).

In their preface, the authors invite readers to put the book away and leave it in a drawer for another 20 years, the open it again for a “burst of laughter” at how “silly were they back then.” For we no doubt will all predict a few silly things and miss quite obvious ones, the authors admit. But prediction, they point out, is not the point, but rather raising “discussion about what technology can bring with it—both the good and bad.”


Signals: foresight, scenarios, society, technology


Special Issue: Journal of Futures Studies and Science Fiction


The December 2015 issue of the Journal of Futures Studies, co-edited by Thomas Lombardo and Jose Ramos, focused on the relationship between science fiction and foresight. In the lead article “Science Fiction: The Evolutionary Mythology of the Future,” Lombardo writes that those science fiction works that deal with the future may be viewed as narratives of tomorrow's possibilities.

“A good story about a possible future, with its drama, action, and sensory detail, is psychologically more compelling and realistic than an abstract theory, static image, depersonalized futurist scenario, or statistical prediction,” Lombardo writes. “Science fiction personally draws us into a rich vicarious experience of the future through its vivid and memorable characters. We live the story through the characters. All told, through science fiction narrative, we live and feel the future at a deep and intimate level.”

Reference: Science Fiction: The Evolutionary Mythology of the Future(PDF) by Tom Lombardo, Journal of Futures Studies (December 2015).

Signals: futurism, science fiction


On the Move: Brian David Johnson


Longtime Intel futurist Brian David Johnson has joined the faculty of Arizona State University as a “professor of practice” in the School for the Future of Innovation in Society and futurist in residence for the spring 2016 term. At ASU Johnson will lead two major projects: The Future of the American Dream and the 21st Century Robot.

“I’m so excited about the future and what we’ll be able to accomplish,” Johnson said. “ASU is one of the world’s most innovative and forward-looking institutions. It’s the perfect place to collaborate with a broad, diverse set of people and to explore the future in exciting, intellectually rigorous and surprising ways.”


Signals: education, futurists, robotics


Foresight Report: Digital Citizenship


In AAI Foresight's latest Foresight Report, “Digital Citizenship,” futurist consultant Karl Albrecht describes many advantages of a national digital ID system, including what might be the “killer app”——immigration reform. The digital citizenship program he describes would tackle at least one fundamental issue: determining who is a citizen and who is a “guest.” What to do with guests determined to be where they shouldn't be has yet to be resolved.

Albrecht observes that the technical obstacles to creating a connected but secure and anonymous database system to establish national identity are not as daunting as are the political and social obstacles. Fears of government overreach match fears of hacking and terrorism, and as long as the supporters match the opponents of a national ID system, a satisfactory system is unlikely to come about soon.

Reference: “Digital Citizenship: The Case for a National ID Card” by Karl Albrecht (Foresight Report, Winter 2016). Contact Albrecht at www.karlalbrecht.com. “Digital Citizens” is AAI Foresight’s sixth Foresight Report and is available as a free PDF download. Access the series at www.aaiforesight.com/foresight-reports.

Signals: citizenship, digital society, information technology, privacy, security


ICYMI: Mack Report


In case you missed it: In his end-of-year report, Tim Mack reviews the activities and accomplishments of the first full year of operations for AAI Foresight Inc. In addition to a number of internal and external publishing projects, Mack participated in a new science-focused series, SciTech Voyager TV series for Turkish Radio Television. See AAI Foresight Year-End Report, Foresight Signals (December 2015).


Feedback: Technology Work and Technological Displacement


In response to Timothy Mack’s Foresight Report “How Technology Professionals Will Work” (Foresight Report, Fall 2015), Dennis Bushnell, chief scientist at NASA Langley Research Center, writes:

What is new this time with machines replacing humans is that … we are now producing a second intelligent species. The unanticipated huge and evolving success of the combination of deep learning, big data, and fast machines is producing greatly improved machine intelligence via soft computing long before brain emulation is slated to do so. Therefore, the machines taking the jobs, including the creative jobs, is now being accelerated.

Much of [Mack’s] piece is nearer term, as humans try to fight desperately to hang onto traditional thinking and functions. It is all going to have to be wholly reinvented, [as I discussed in] “Creating Problems and Enabling Solutions (Foresight Report, Summer 2015). “We reinvented humans … twice before: the agricultural age and the industrial age. In each there was a major change in what humans did and [in] their social fabric. This new “Machine Revolution” [will] have essentially all of the human capabilities for economic activities, including creativity, only far greater and far more than humans. If anything this is even more of a sea change to the human existence theorem than the Agricultural and Industrial [revolutions].

Humans have simply been too successful and have invented themselves out of their jobs. Humans 3.0 is now “our” horizon. Much of what you cover in this present piece is rapidly being transcended.

Contact: Dennis M. Bushnell, dennis.m.bushnell@nasa.gov.

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Send us your signals! News about your work and other tips are welcome, as is feedback on Foresight Signals. Contact Cynthia G. Wagner, consulting editor. mailto:CynthiaGWagner@gmail.com

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