사상은 인간을 지배한다.
사고 思考 Cogitation 2008/02/24 15:50희박한 사고 속에 뜬금없이 질문 하나가 떠오른다.
''나' 는 능동적인 사람인가?'
갑작스런 자신에 대한 질문에
이것에 대한 정답이 존재하는지 생각해 본다.
'그래 능동적이야.'
답변의 정오를 차치하고
거대한 사회의 사고의 틀을 자꾸 나의 사고에
끼워넣으려고 하는 것이 아닌가 생각해 본다.
능동적이면 어떻고 수동적이면 어때?
그리고 이러한 비교들 성공과 실패에 대한 집착, 고민 그리고
자기 위로가 반복되는 시간에서 어떤 정답이 있단 말인가!
왜 이런 갑작스러운 질문이 떠오른 걸까?
언제부터인지 정말로 많은 정보를 여러 매체로부터
얻게 되면서부터 정체성이 부유한 게 아닌가 생각한다.
사람은 사람을 닮아가고 그리고 비교한다.
나는 나다.
사상은 인간을 지배하지만 '나'라는 존재까지는
지배할 수 없다. 역으로, '나'도 사상을 지배 할 수 없다.
배우면 배울수록 고개가 숙여지는 날들이다.
다시 한번 나의 명제를 되새긴다.
'다른 것과 틀린 것을 구분하라. 다른 것은 인정하되,
다른 것을 틀린 거이라 하는 자들을 경계하라.'
Labeling Images with a Computer Game
Human-Centered Computing 2007/12/06 15:07 The game, called “the ESP game”, randomly assigns
two players who have logged on to the game's Web site. After starting the game,
two players see the same image that is selected from a database after starting
the game, however they cannot communicate with their mate directly. Each player
can type the word that describes the image. When they agree on an image with the
same word, both players can earn certain points and move to the next image. By
providing players with points for each image and bonus points for completing a
set of images, the game strengthen their continuous success in the game and
thus encourage them to keep playing. For more appropriate and various labeling,
the authors provide some techniques to refine and enhance the descriptions
players enter in. First technique is using taboo words that guarantee each
image will get many different labels associated with it. Second technique is
using a good label threshold which means that before a label is associated with
the image and used as a taboo word, it must have been agreed on by at least X
times, where X is the threshold. Third technique is blocking cheating which is
possible to contaminate the good labeling.
According to the purpose and the way to build
the game, the authors wanted to label a large amount of images on the Web that have
unfinished descriptions or no labels at all. Accurate labels would improve the correlation
between image search results and key words. However, computers are not good at recognizing
all the images and determining what the image means. Additionally, labeling
images by itself is uninteresting for people. Thus, the game changes the perception
of the tedious task of labeling into more exciting.
When a computer came out, people thought that
computers had omnipotence. Unfortunately, computers are really good at solving
certain kind of problems, but, there is a lot of work computers cannot do. According
to the paper, we can get much insight into solving problems that computers just
cannot do by using the human brain. We can consider people as a highly advanced
and distributed processing unit that can solve large-scale problems that
computers cannot answer to. So we can assert that the relationship between
human and computers is extremely interdependent. I think that the authors want
to recommend a symbiotic relationship between human and computers. A symbiosis is
a close relation where humans solve some problems, computers solve other
problems, and, thus, we can solve problems each one cannot solve alone.
Google
which is inspired by this paper already provides the same kind of service, but
they missed some important points. Google’s implementation is much faster, but less
fun, without sound effects, and little game feature to make it engaging. So we have
to identify the difference between the game and the system for just labeling. If
we do not know how to design the system which attracts users to join distributed
works, we cannot arrange time resource and energy into useful work to figure
out computational problems. Therefore, we should analyze the elements of game to
reinforce human intelligence. In other words, the game itself is not the only
way to strengthen human brain.
비움의 정신
사고 思考 Cogitation 2007/11/25 21:52한순간 옅어진다.
오늘 다시 신문 기사를 읽으면서 아래 글귀를 인용해 본다.
내가 원하는 것이 무엇이고 그것을 채울 수 있는 것은 어떤 것인가에 대한 대답이다.
비움이야 말로 완전의 동의가 아닐까 생각 해본다.
“더 많이 가질수록, 더 많이 원할수록 무엇을 바라는 마음은 점점 커질 것이다.” 사업 실패로 한때 자살을 결심했던 독일 작가 미하엘 코르트는 절망이 고개를 들 때마다 스토아 철학자 에픽테토스의 이 명언에서 인생의 지혜를 발견했다고 한다. “문제를 계속 생각하는 사이, 나는 행복에 이르는 길이 우리를 얽매는 ‘채움’이 아니라 우리를 자유롭게 하는 ‘비움’이라는 사실을 깨달았다.” 그의 고백이다(미하엘 코르트 ‘비움’·이승은 역).
진실은 밝혀진다.
사고 思考 Cogitation 2007/11/12 20:38내가 제일 싫어하고 정말 틀리다고 생각하는 것은 남과 다르다고 틀리다고 하는 것이다. 결국 자신이 뿌린 씨앗은 자신이 거둘 것이다.
3개월된 미국 초보 이야기
The States 2007/11/04 16:24이곳 Atlanta 에 머문지도 3개월이 되었지만, 사실 학생의 입장으로 게다가 영어의 어려움 (어쩌다 보면 초등학생보다 못한 문법의 실력을 말한후에 자각하고 어의 없어하는 나자신을 본다 (over there라고 해야할 것을 over here라고 한다던지)으로 제대로된 문화와 생활이 어떻게 돌아가는지 확실하게 파악하긴 힘들어서 마찬가지로 이게 미국이다라고 말하기엔 아직 멀었다.
그냥 지금까지 한국 사람으로 학생의 입장에서 본 미국이란 곳이 어떤 곳인지 제 3의 눈으로 바라 보면 어떨까 싶다. 영화에서 보면 미국이란 나란 왠지 다 총 쏘고 무섭게 느껴지지만 모든 사람이 그렇듯 처음 본 환경에는 낯설고 경계를 쉽게 풀지 못하고 약간의 미디어 편견이 추가되어 그렇게 만든 것이라고 보면 된다. 물론 아파트에 종종 꼽아져있는 안내문에 혼자 나가지 마세요 등의 간접적 경고가 다시 주의를 환기시키곤 하지만, 살다보면 무감각해진다.
Atlanta에 와서 제일 놀란 것은 교통 질서다. 선진국은 왠지 교통 질서 잘 지키고 양보 잘 할 것 같지만, 그렇지 않다. 이건 프랑스에서도 느낀 것이지만, 여기 교통은 약간의 살기가 느껴진다. 서울의 교통 체증에 익숙해져서 그런지 시속 55마일 기준에서도 70~80마일을 예사로 달리며 가끔 깜박이도 빼먹고 끼어들고 여기 하이웨이가 차선도 좁고 워낙에 구불구불해서 그런지 항상 운전을 하게 되면 긴장을 하게된다. 약간이라도 늦게 가면 (55마일 기준도로에서 60마일) 후방 약 2미터 정도에서 백밀러로 보면 헤드라이트가 안보일 정도로 따라 붙는 차주의 마음을 이해하기란 여간 힘든게 아니다. 그리고 여긴 혼자 차몰면서 왜 트럭을 그렇게 많이 모시는지 덩치 큰 트럭들이 80마일로 밟아 주시면 기름값 싸서 이것들이 난리구나 라고 생각이 들게 된다. 1차선도 아닌 다른 차선에 서 가고 있는데 그러면 서울 같아서는 브레이크를 살짝 밟아주고 싶긴 하지만 왠지 뒤에서 총쏠까봐(아직도 가지고 있는 편견) 얼른 내가 같이 밟아주다 옆으로 빠진다. 게다가 여긴 아름답게 서울 처럼 정체도 있으시다. 정말 서있는다. 그래서 보통 아주 일찍 가서 아주 늦게 집에 온다거나 아니면 늦게 가서 늦게 온다거나 하는 등하교를 반복 하고 있다. 그리고 고속도로 주변엔 정말 타이어 터진 조각, 서있는 차들을 많이 보게 된다. 워낙에 많은 거리를 뛴 차량들 때문에 그러리라 생각된다.
여기까지 3개월된 미국 초보가 Atlanta 고속도로를 보면서 개인적으로 느낀 점을 썼다. 다른 주나 다른 도시는 어떨지도 알고 싶다. 다음 번엔 주거 환경?을 써보고 싶다.
Picking Pockets on the Lawn: Review
Human-Centered Computing 2007/10/25 14:43This paper provides insights about seams that most ubiquitous computing systems try to conceal to be used as a part of outdoor mobile multiplayer game. Since seams, gaps and breaks sometimes make users feel discontinued to use systems, most researchers hide the seams that can be seem to interrupt in their system. According to this paper, a different way of looking at the seams for the design of systems is to build the seamful features into a portion of the system to enhance the attractiveness and immersion of the game. Ubiquitous systems are usually composed of applications and infrastructures. Especially, infrastructures such as WiFi and GPS often show the limitations of continuity due to the coverage while applications may be seamless. However, the authors believe that making these seamful features visible to users on their game is an advantage so a user can use these feature as their tactics and strategy for their play. They observed the effect of seamful features to user’s tactics, strategies and collaboration for playing games.
The main purpose of this paper is to contribute to a novel way of thinking about the design of ubiquitous computing systems and to draw how users’ tactics, strategies and collaboration changed through the several playing of the games over time. Player’s development is from combining old and new media through a historical and social process, but not through the space or the system. On the other hands, the authors claim that they were able to observe the change of the interaction between players using detailed system logs and video data. If they did not have these data, some changes could not be recognized. Thus, the authors make us think about how to use detailed system logs and video data and provide some insights on the way of system designs that may support the development of tactics and strategies
In my opinion, it is a great idea to use seams as an element of games. Unfortunately, we should think again about why most researchers want to hide seams in ubiquitous systems. According to the authors’ assumption, there are some flaws. First, they focused on a game using seamful features such as the coverage of wireless infrastructure. But, there is always a possibility of change in infrastructure. Most recently, WiMax is developing from the drawback of WiFi to support full coverage. Thus, the change of an infrastructure influences their game design and seamful features can be worthless regardless of the intent of game designers. Second, they thought that player’s development of a game can be generalized to use ubicomp infrastructure not only as a technical artifact but also as a resource for user’s interaction. However, they experimented with their methodology in the specific place three times. If they carried an experiment in a different place, they could observe a different result. Because each place has different characteristic, race and religion of participants can also impact on what kind of tactics and strategy players choose. Moreover, if we do not use seamful features in ubiquitous computing system, ubicomp infrastructure cannot be used as user’s interaction but only used as infrastructure. Therefore, the authors’ claim might be valid only in their experimental environment. In conclusion, we should investigate the effect of seamful and seamless features in general ubiquitous computing system to apply for the design of a new technology and infrastructure.
Rethinking the Design of the Internet: The End-to-End Argument vs. the Brave New World - Analysis
Human-Centered Computing 2007/10/20 23:48This article describes
the design of the Internet as evolution from simplicity and solid ground to
complexity and uncertainty. Emerging new players, requirements and context in
the Internet expedites this latest move. Also, we can reflect on how to keep
the Internet’s original design principles with the minimum modification, as
well as how to absorb emerging new requirements in order to cope with the beginning
of a new era.
At the very inception
of the Internet, the end-to-end arguments have leaded to the design of the
Internet. These arguments have provided the Internet with openness,
universality and adaptability. It means that the core of network was separated
from the specific application-level functions to keep the core simple and
general. However, the introduction of new stakeholders and requirements made
the design of the Internet fall apart from the end-to-end arguments. The change
of design’s principles is caused by many reasons. For example, it would be
caused by the advent of challenging applications, the concern of the government,
and service differentiation from ISPs. For these reasons, the classification of
the functions existing in and on the core of network based on the end-to-end arguments
is becoming vague. Thus, we make an effort to accord new emerging network paradigm
with the end-to-end model rather than relinquish the end-to-end arguments.
Additionally, technical responses and nontechnical solutions (not “in” or “on” the
core of network) to the issues raised in the article might guide the design of
the Internet with trustworthy interactions. In summary, this article identified
emerging requirements and gave us ideas about technical and nontechnical
solutions. The author describes that harmony among stakeholders and reciprocal actions
in the Internet provide us the way to keep the Internet valuable and flexible.
In today’s world, the
consumer is central to the Internet. They are no longer incidental to the
government, ISPs, and third parties. This article emphasizes to technical solution
and the role of law to remedy uncertainty. But, the characteristic and the role
of users play the most important role in the design of the Internet. Beyond
technology, the rise of the Web 2.0, which is the prime mover driving everything
from fashion to political change, is one of the most noticeable changes brought
by the current evolution in the Internet. Moreover, the design of the Internet
would have to consider far more issues than the Internet itself due to the
convergence of telecommunication including the Internet, mobile, and telephony.
Convergence is producing the “creative gales of destruction” as told by
economist Joseph Schumpeter. For example, mobile internet providers attempted
to create walled gardens to provide their own services with customers, but
users continued to feel angry about their attempts. Also, in the article by Ken
Wieland, he wrote, “In Japan, 70 percent of traffic generated by NTT DoCoMo’s
i-mode service is from accessing "non-official" sites. And with the
rise of Web 2.0 Web sites, consumers, more than ever, don’t want to be in a
strait jacket designed by the mobile operator”. The above examples show that artificial
efforts against customers do not work and poor user experience is another
impediment to proliferate the usage of the Internet.
In conclusion, there
are clear implications for the design of the Internet. We have tried to do
everything “in” or “on” the core of network in the past. Instead, we have to
understand the user-centric networks and define and design the Internet which
is likely to benefit users.
ConNexus to Awarenex - Analysis
Human-Centered Computing 2007/10/20 23:44The authors provided 3 prototypes (ConNexus, Awarenex, and telephone service) to be tailored to user's convenience on each platform to provide same functionalities. Their main components provide four elements. First, the location where people are at to help users determine which contact information to use. Second, the final time they used the system in order to trace the user status. Third, the devices they are using. Finally, the current schedules to provide what people are doing. Thus, the authors make us think about how to switch media smoothly with various awareness information. Moreover, this paper is based on the inception of current unified communication to streamline communications, build a future-ready foundation for communications, increase efficiency and reduce costs.
It is the age of unified communication. It means that multimedia, cross-media, message-management functions are controlled by an individual user for both business and social purpose. There are now many other barriers to be overcome such as infrastructure, administration, performance, and security. Future works have to provide not only the way of integration of communication systems including VoIP, audio/video/web conferencing, but also the methodology to evaluate systems.
References
John C. Tang, Nicole Yankelovich, James Begole, Max Van Kleek, Francis Li, Janak Bhalodia ConNexus to awarenex: extending awareness to mobile users March 2001 Proceedings of the SIGCHI conference on Human factors in computing systems CHI '01
Geoff Johnson Microsoft Communicator Overhangs the Enterprise Communications Market May 2007 Gartner ID Number: G00145415
