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Archive for December, 2017

Karen Palmer is a digital filmmaker and storyteller from London who’s doing a dual residence at ThoughtWorks in Manhattan and TED New York to further develop a project called RIOT, described as an ‘emotionally responsive, live-action film with 3D sound.’ The film uses artificial intelligence, machine learning, various biometric readings, and facial recognition to take a person through a personalized journey during dangerous riot.

Karen Palmer, the future of immersive filmmaking, Future of Storytelling (FoST) 

Karen describes RIOT as ‘bespoke film that reflects your reality.’ As you watch the film, the film is also watching you and adapting to your experience of viewing it. Using a series of biometric readings (the team is experimenting with eye tracking, facial recognition, gait analysis, infrared to capture body temperature, and an emerging technology that tracks heart rate by monitoring the capillaries under a person’s eyes) the film shifts and changes. The biometrics and AI create a “choose your own adventure” type of immersive film experience, except that the choice is made by your body’s reactions to different scenarios. A unique aspect of Karen’s work is that the viewer doesn’t need to wear any type of gear for the experience. The idea is to make RIOT as seamless and immersive as possible. Read more about Karen’s ideas and how the film is shaping up in this Fast Company article and follow along with the project on the RIOT project blog.

When we talked about her project, the first thing I thought of was “The Feelies” in Aldous Huxley’s 1932 classic ‘Brave New World.’ Yet the feelies were pure escapism, and Karen’s work aims to draw people in to a challenging experience where they face their own emotions.

On Friday, December 15, I had the opportunity to facilitate a Salon discussion with a number of people from related disciplines who are intrigued by RIOT and the various boundaries it tests and explores. We had perspectives from people working in the areas of digital storytelling and narrative, surveillance and activism, media and entertainment, emotional intelligence, digital and immersive theater, brand experience, 3D sound and immersive audio, agency and representation, conflict mediation and non-state actors, film, artificial intelligence, and interactive design.

Karen has been busy over the past month as interest in the project begins to swell. In mid-November, at Montreal’s Phi Centre’s Lucid Realities exhibit, she spoke about how digital storytelling is involving more and more of our senses, bringing an extra layer of power to the experience. This means that artists and creatives have an added layer of responsibility. (Research suggests, for example, that the brain has trouble deciphering between virtual reality [VR] and actual reality, and children under the age of 8 have had problems differentiating between a VR experience and actual memory.)

At a recent TED Talk, Karen described the essence of her work as creating experiences where the participant becomes aware of how their emotions affect the narrative of the film while they are in it, and this helps them to see how their emotions affect the narrative of their life. Can this help to create new neural pathways in the brain, she asks. Can it help a person to see how their own emotions are impacting on them but also how others are reading their emotions and reacting to those emotions in real life?

Race and sexuality are at the forefront in the US – and the Trump elections further heightened the tensions. Karen believes it’s ever more important to explore different perspectives and fears in the current context where the potential for unrest is growing. Karen hopes that RIOT can be ‘your own personal riot training tool – a way to become aware of your own reactions and of moving through your fear.’

Core themes that we discussed on Friday include:

How can we harness the power of emotion? Despite our lives being emotionally hyper-charged, (especially right now in the US), we keep using facts and data to try to change hearts and minds. This approach is ineffective. In addition, people are less trusting of third-party sources because of the onslaught of misinformation, disinformation and false information. Can we use storytelling to help us get through this period? Can immersive storytelling and creative use of 3D sound help us to trust more, to engage and to witness? Can it help us to think about how we might react during certain events, like police violence? (See Tahera Aziz’ project [re]locate about the murder of Stephen Lawrence in South London in 1993). Can it help us to better understand various perspectives? The final version of RIOT aims to bring in footage from several angles, such as CCTV from a looted store, a police body cam, and someone’s mobile phone footage shot as they ran past, in an effort to show an array of perspectives that would help viewers see things in different lights.

How do we catch the questions that RIOT stirs up in people’s minds? As someone experiences RIOT, they will have all sorts of emotions and thoughts, and these will depend on a their identity and lived experiences. At one showing of RIOT, a young white boy said he learned that if he’s feeling scared he should try to stay calm. He also said that when the cop yelled at him in the film, he assumed that he must have done something wrong. A black teenager might have had an entirely different reaction to the police. RIOT is bringing in scent, haze, 3D sound, and other elements which have started to affect people more profoundly. Some have been moved to tears or said that the film triggered anger and other strong emotions for them.

Does the artist have a responsibility to accompany people through the full emotional experience? In traditional VR experiences, a person waits in line, puts on a VR headset, experiences something profound (and potentially something triggering), then takes off the headset and is rushed out so that the next person can try it. Creators of these new and immersive media experiences are just now becoming fully aware of how to manage the emotional side of the experiences and they don’t yet have a good handle on what their responsibilities are toward those who are going through them. How do we debrief people afterwards? How do we give them space to process what has been triggered? How do we bring people into the co-creation process so that we better understand what it means to tell or experience these stories? The Columbia Digital Storytelling Lab is working on gaining a better understanding of all this and the impact it can have on people.

How do we create the grammar and frameworks for talking about this? The technologies and tactics for this type of digital immersive storytelling are entirely new and untested. Creators are only now becoming more aware of the consequences of the experiences that they are creating ‘What am I making? Why? How will people go through it? How will they leave? What are the structures and how do I make it safe for them?’ The artist can open someone up to an intense experience, but then they are often just ushered out, reeling, and someone else is rushed in. It’s critical to build time for debriefing into the experience and to have some capacity for managing the emotions and reactions that could be triggered.

SAFE Lab, for example, works with students and the community in Chicago, Harlem, and Brooklyn on youth-driven solutions to de-escalation of violence. The project development starts with the human experience and the tech comes in later. Youth are part of the solution space, but along the way they learn hard and soft skills related to emerging tech. The Lab is testing a debriefing process also. The challenge is that this is a new space for everyone; and creation, testing and documentation are happening simultaneously. Rather than just thinking about a ‘user journey,’ creators need to think about the emotionality of the full experience. This means that as opposed to just doing an immersive film – neuroscience, sociology, behavioral psychology, and lots of other fields and research are included in the dialogue. It’s a convergence of industries and sectors.

What about algorithmic bias? It’s not possible to create an unbiased algorithm, because humans all have bias. Even if you could create an unbiased algorithm, as soon as you started inputting human information into it, it would become biased. Also, as algorithms become more complex, it becomes more and more difficult to understand how they arrive to decisions. This results in black boxes that are putting out decisions that even the humans that build them can’t understand. The RIOT team is working with Dr. Hongying Meng of Brunel University London, an expert in the creation of facial and emotion detection algorithms, to develop an open source algorithm for RIOT. Even if the algorithm itself isn’t neutral, the process by which it computes will be transparent.

Most algorithms are not open. Because the majority of private companies have financial goals rather than social goals in using or creating algorithms, they have little incentive for being transparent about how an algorithm works or what biases are inherent. Ad agencies want to track how a customer reacts to a product. Facebook wants to generate more ad revenue so it adjusts what news you see on your feed. The justice system wants to save money and time by using sentencing algorithms. Yet the biases in their algorithms can cause serious harm in multiple ways. (See this 2016 report from ProPublica). The problem with these commercial algorithms is that they are opaque and the biases in them are not shared. This lack of transparency is considered by some to be more problematic than the bias itself.

Should there be a greater push for regulation of algorithms? People who work in surveillance are often ignored because they are perceived as paranoid. Yet fears that AI will be totally controlled by the military, the private sector and tech companies in ways that are hidden and opaque are real and it’s imperative to find ways to bring the actual dangers home to people. This could be partly accomplished through narrative and stories. (See John Oliver’s interview with Edward Snowden) Could artists create projects that drive conversations around algorithmic bias, help the public see the risks, and push for greater regulation? (Also of note: the New York City government recently announced that it will start a task force to look more deeply into algorithmic bias).

How is the RIOT team developing its emotion recognition algorithm? The RIOT team is collecting data to feed into the algorithm by capturing facial emotions and labeling them. The challenge is that one person may think someone looks calm, scared, or angry and another person may read it a different way. They are also testing self-reported emotions to reduce bias. The purpose of the RIOT facial detection algorithm is to measure what the person is actually feeling and how others perceive that the person is feeling. For example, how would a police officer read your face? How would a fellow protester see you? The team is developing the algorithm with the specific bias that is needed for the narrative itself. The process will be documented in a peer-reviewed research paper that considers these issues from the angle of state control of citizens. Other angles to explore would be how algorithms and biometrics are used by societies of control and/or by non-state actors such as militia in the Middle East or by right wing and/or white supremacist groups in the US. (See this article on facial recognition tools being used to identify sexual orientation)

Stay tuned to hear more…. We’ll be meeting again in the new year to go more in-depth on topics such as responsibly guiding people through VR experiences; exploring potential unintended consequences of these technologies and experiences, especially for certain racial groups; commercial applications for sensory storytelling and elements of scale; global applications of these technologies; practical development and testing of algorithms; prototyping, ideation and foundational knowledge for algorithm development.

Garry Haywood of Kinicho from also wrote his thoughts up from the day.

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On November 14 Technology Salon NYC met to discuss issues related to the role of film and video in development and humanitarian work. Our lead discussants were Ambika Samarthya from Praekelt.org; Lina Srivastava of CIEL, and Rebekah Stutzman, from Digital Green’s DC office.

How does film support aid and development work?

Lina proposed that there are three main reasons for using video, film, and/or immersive media (such as virtual reality or augmented reality) in humanitarian and development work:

  • Raising awareness about an issue or a brand and serving as an entry point or a way to frame further actions.
  • Community-led discussion/participatory media, where people take agency and ownership and express themselves through media.
  • Catalyzing movements themselves, where film, video, and other visual arts are used to feed social movements.

Each of the above is aimed at a different audience. “Raising awareness” often only scratches the surface of an issue and can have limited impact if done on its own without additional actions. Community-led efforts tend to go deeper and focus on the learning and impact of the process (rather than the quality of the end product) but they usually reach fewer people (thus have a higher cost per person and less scale). When using video for catalyzing moments, the goal is normally bringing people into a longer-term advocacy effort.

In all three instances, there are issues with who controls access to tools/channels, platforms, and distribution channels. Though social media has changed this to an extent, there are still gatekeepers that impact who gets to be involved and whose voice/whose story is highlighted, funders who determine which work happens, and algorithms that dictate who will see the end products.

Participants suggested additional ways that video and film are used, including:

  • Social-emotional learning, where video is shown and then discussed to expand on new ideas and habits or to encourage behavior change.
  • Personal transformation through engaging with video.

Becky shared Digital Green’s approach, which is participatory and where community members to use video to help themselves and those around them. The organization supports community members to film videos about their agricultural practices, and these are then taken to nearby communities to share and discuss. (More on Digital Green here). Video doesn’t solve anyone’s development problem all by itself, Becky emphasized. If an agricultural extensionist is no good, having a video as part of their training materials won’t solve that. “If they have a top-down attitude, don’t engage, don’t answer questions, etc., or if people are not open to changing practices, video or no video, it won’t work.”

How can we improve impact measurement?

Questions arose from Salon participants around how to measure impact of film in a project or wider effort. Overall, impact measurement in the world of film for development is weak, noted one discussant, because change takes a long time and it is hard to track. We are often encouraged to focus on the wrong things like “vanity measurements” such as “likes” and “clicks,” but these don’t speak to longer-term and deeper impact of a film and they are often inappropriate in terms of who the audience is for the actual films (E.g., are we interested in impact on the local audience who is being impacted by the problem or the external audience who is being encouraged to care about it?)

Digital Green measures behavior change based on uptake of new agriculture practices. “After the agriculture extension worker shows a video to a group, they collect data on everyone that’s there. They record the questions that people ask, the feedback about why they can’t implement a particular practice, and in that way they know who is interested in trying a new practice.” The organization sets indicators for implementing the practice. “The extension worker returns to the community to see if the family has implemented a, b, c and if not, we try to find out why. So we have iterative improvement based on feedback from the video.” The organization does post their videos on YouTube but doesn’t know if the content there is having an impact. “We don’t even try to follow it up as we feel online video is much less relevant to our audience.” An organization that is working with social-emotional learning suggested that RCTs could be done to measure which videos are more effective. Others who work on a more individual or artistic level said that the immediate feedback and reactions from viewers were a way to gauge impact.

Donors often have different understandings of useful metrics. “What is a valuable metric? How can we gather it? How much do you want us to spend gathering it?” commented one person. Larger, longer-term partners who are not one-off donors will have a better sense of how to measure impact in reasonable ways. One person who formerly worked at a large public television station noted that it was common to have long conversation about measurement, goals, and aligning to the mission. “But we didn’t go by numbers, we focused on qualitative measurement.” She highlighted the importance of having these conversations with donors and asking them “why are you partnering with us?” Being able to say no to donors is important, she said. “If you are not sharing goals and objectives you shouldn’t be working together. Is gathering these stories a benefit to the community ? If you can’t communicate your actual intent, it’s very complicated.”

The goal of participatory video is less about engaging external (international) audiences or branding and advocacy. Rather it focuses on building skills and capacities through the process of video making. Here, the impact measurement is more related to individual, and often self-reported, skills such as confidence, finding your voice, public speaking, teamwork, leadership skills, critical thinking and media literacy. The quality of video production in these cases may be low, and videos unsuitable for widespread circulation, however the process and product can be catalysts for local-level change and locally-led advocacy on themes and topics that are important to the video-makers.

Participatory video suffers from low funding levels because it doesn’t reach the kind of scale that is desired by funders, though it can often contribute to deep, personal and community-level change. Some felt that even if community-created videos were of high production quality and translated to many languages, large-scale distribution is not always feasible because they are developed in and speak to/for hyper-local contexts, thus their relevance can be limited to smaller geographic areas. Expectation management with donors can go a long way towards shifting perspectives and understanding of what constitutes “impact.”

Should we re-think compensation?

Ambika noted that there are often challenges related to incentives and compensation when filming with communities for organizational purposes (such as branding or fundraising). Organizations are usually willing to pay people for their time in places such New York City and less inclined to do so when working with a rural community that is perceived to benefit from an organization’s services and projects. Perceptions by community members that a filmmaker is financially benefiting from video work can be hard to overcome, and this means that conflict may arise during non-profit filmmaking aimed at fundraising or building a brand. Even when individuals and communities are aware that they will not be compensated directly, there is still often some type of financial expectation, noted one Salon participant, such as the purchase of local goods and products.

Working closely with gatekeepers and community leaders can help to ease these tensions. When filmmaking takes several hours or days, however, participants may be visibly stressed or concerned about household or economic chores that are falling to the side during filming, and this can be challenging to navigate, noted one media professional. Filming in virtual reality can exacerbate this problem, since VR filming is normally over-programmed and repetitive in an effort to appear realistic.

One person suggested a change in how we approach incentives. “We spent about two years in a community filming a documentary about migration. This was part of a longer research project. We were not able to compensate the community, but we were able to invest directly in some of the local businesses and to raise funds for some community projects.” It’s difficult to understand why we would not compensate people for their time and their stories, she said. “This is basically their intellectual property, and we’re stealing it. We need a sector rethink.” Another person agreed, “in the US everyone gets paid and we have rules and standards for how that happens. We should be developing these for our work elsewhere.”

Participatory video tends to have less of a challenge with compensation. “People see the videos, the videos are for their neighbors. They are sharing good agricultural or nutrition approaches with people that they already know. They sometimes love being in the videos and that is partly its own reward. Helping people around them is also an incentive,” said one person.

There were several other rabbit holes to explore in relation to film and development, so look for more Salons in 2018!

To close out the year right, join us for ICT4Drinks on December 14th at Flatiron Hall from 7-9pm. If you’re signed up for Technology Salon emails, you’ll find the invitation in your inbox!

Salons run under Chatham House Rule so no attribution has been made in this post. If you’d like to attend a future Salon discussion, join the list at Technology Salon.

 

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