Cognitive Expansion Technologies
William Sims Bainbridge http://mysite.verizon.net/wsbainbridge/ Journal of Evolution and Technology -
Vol. 19 Issue 1 – September 2008 - pgs 8-16 Abstract In ancient times, at great effort over the
span of many years, people learned to do arithmetic, to read, to write, and to
measure reality with rulers and eventually clocks. A person who cannot handle
any of these cognitive tools is a very different creature from somebody who
can. The changes happening now will be at least as significant, and will occur
much faster, probably within a single human lifetime. This article will
consider cutting-edge research being done today, and extrapolate its
implications some distance into the future. One theme of this survey is that
very humble information technology applications could have a cumulative effect
that is extremely dramatic, all the more stunning because we ourselves will be
involved every step of the way. A major
transformation of the human mind has begun, a revolution as profound as any
that has occurred in human history, yet it is occurring peacefully in our own
personal lives. It involves nothing less than the integration of human thought
with electronic systems for perceiving, processing, and presenting information.
Search engines on the World Wide Web are the most obvious part of the first
wave of this revolution, but researchers are preparing additional waves that
will wash over us from all directions, changing what it means to be human.
Perhaps the most visible next stage is the proliferation of semi-autonomous
artificial intelligence agents, which are beginning to take over cognitive
tasks from the humans who own them, and in so doing to transfer aspects of
human personalities into machines and across the wider net. Personal Artificial Intelligence Agents The fact that
computers are learning to adapt to their users’ unique characteristics was
impressed upon me when I finished editing the Encyclopedia of Human-Computer Interaction in 2004 (Bainbridge
2004). Peter Brusilovsky of the University of Pittsburgh contributed an essay
on adaptive help systems, and Alfred Kobsa of the University of California at
Irvine contributed one on adaptive interfaces, distinct but related ways in
which recent software personalizes itself to the style of perception and
decision-making of the user. Attentive user interfaces, as described in another
essay by Ted Selker of MIT, actually watch the user and infer what he or she is
paying attention to. Humans and computers are learning to talk with each other,
as explained in essays on dialog systems by Susan McRoy of the University of
Wisconsin at Milwaukee, speech recognition by Mary Harper of the University of
Maryland and V. Paul Harper of the US Patent Office, speech synthesis by Jan
van Santen of the Oregon Health and Science University, and natural language
processing by James Martin of the University of Colorado. Erika Rogers of
California Polytechnic State University describes the increasing subtlety of human-robot
interaction. The ways that smart homes can serve the intimate needs of their
inhabitants are described by Diane Cook and Michael Youngblood of the
University of Texas at Arlington. How
computers, robots and software agents can acquire their own minds is described
in essays on artificial intelligence (AI) by Robert St. Amant and multiagent
systems by Gal Kaminka of Bar Ilan University. An essay on affective computing
by Ira Cohen (Hewlett-Packard Research Labs), Thomas Huang (University of Illinois,
Urbana-Champaign), and Lawrence Chen (Eastman Kodak Research Labs) outlines
current efforts to give robots and computers emotions, or at least to let them
deal appropriately with human feelings. My own encyclopedia essay on
personality capture explores the future possibility of transferring significant
aspects of individual human personalities to dynamic information systems. Cognitive
assistive information technologies will often be applied first, and in frankly
somewhat primitive form, to the needs of disabled people whose problems are
especially acute. For example, research is rapidly developing the technologies
to orient each person in space and time, through location-aware mobile
computing. Project ACCESS (Assisted Cognition in Community, Employment and
Support Settings) at the University of Washington has developed an AI advisor
that learns the personal routines of cognitively impaired people and guides
them whenever they seem to get lost while traveling around the city of Seattle
(Liao et al 2004, Patterson et al 2004). With funding from the National Science
Foundation, Edmund Durfee and Martha Pollack at the University of Michigan have
launched a project ...to solve
technical problems that need to be overcome to build socio-cognitive orthotic
systems, which will augment human cognitive capabilities to promote social
interactions. Information technology can help a person with cognitive
impairment in managing his or her everyday life, by modeling the activities the
person wants or needs to do, monitoring the person’s activities as they unfold,
and guiding the person to ensure that the most important activities occur.
Thus, information technology can provide a cognitive orthotic that augments
reduced cognitive abilities and helps the person live independently. (National
Science Foundation Awards.) In order to help
their users, these artificial intelligence systems learn some of the goals,
habits, and limitations of their human owners, thus coming to resemble their
users in some ways. In the near future, we may expect systems that learn
alongside their owners, over the years of a rich life, serving nor only as
advisors but also as personal archivists. At Carnegie-Mellon University, Howard
Wactlar’s Experience-on-Demand Project developed “tools, techniques and systems
allowing people to capture a record of their experiences unobtrusively, and
share them in collaborative settings spanning both time and space.” His more
recent CareMedia Project monitors elderly people in a skilled nursing facility
to capture “a continuous, voluminous audio and video record... that enables
more complete and accurate assessment, diagnosis, treatment, and evaluation of
behavioral problems for the elderly” (Informedia site) Steve Mann’s EyeTap
group at the University of Toronto is developing a system that not only
archives everything a person sees, but also provides information via augmented
reality to the user in realtime (Mann 2004). One really
intriguing idea is the Virtual Lifetime Tutor imagined by Jean Scholtz of the
Visualization and Usability Group of the US National Institute of Standards and
Technology. This was one of sixteen “Grand Challenges” for computing identified
by a task force of the US government, so it is technically realistic and there
is a very real chance that it will be developed in the coming years (Strawn et
al. 2003). The tutor would consist of an information system communicating
through an artificial intelligence agent, assigned to an individual person. A
person would acquire his or her personal AI tutor in childhood, and it would
mature as the person did. Importantly, it would adapt to its owner’s personal
learning style, strengths, weaknesses, and changing knowledge levels across
many fields. It would know what the person needed to learn next, manage the
best educational plan, and offer one-on-one tutoring for “just-in-time” skill
acquisition. Whether the tutoring involves a Spanish language refresher course,
quick training with new software on the job, or college science classes, the
tutor would be a real partner in the learning experience. As I envision the
tutor, it would come to know its user very well, even to reflect that
individual’s unique personality in great detail. It would have access to
everything the person learns, be able to prompt the user with specific
information when needed, but also share the same knowledge as the person. What
would some of the consequences be? Perhaps all-purpose AI agents could be the
death of the advertising business. Advertising pushes products upon us, whereas
an AI agent that knows its owner’s tastes could travel the Web looking for
things the owner would want, such as novels and music, ignoring advertising but
evaluating through the machine equivalent of reading and listening. Field work in
sciences like anthropology and sociology would be transformed, because the
agent could transcribe interviews and collect observations into an easily
analyzed database. The family album would be replaced by the ability to replay
any experience the person enjoyed. Internet-based class reunions could be grand
affairs as classmates’ agents offered up a phantasmagoria of images that blend
both past and present, from multiple interlocking perspectives, and deceased
classmates could be represented by their agents, if living classmates wanted,
acting as if they were the deceased human through a realistic avatar and
artificial intelligence personality emulation. Games and Drama The fact that the
economic value of video games seems to have surpassed that of movies raises
profound questions about the long-term viability of some traditional art forms,
notably literature and drama. Why should the proscenium arch separate the
spectator from the actor? Why should a
play have only one possible conclusion? Why should so many great works focus
primarily on one character – Hamlet instead of Ophelia, Oedipus instead of
Jocasta – rather than focusing at will on any of the characters? Why should
drama and literature primarily be written in the third person in the past tense
– he or she did this or that - rather than on the second person in the present
tense – you are doing what you want in the context devised by the playwright?
The increasing complexity of AI characters in video games suggests that we may
want new answers to such questions. The helicopter
disappears into the blinding Antarctica blizzard, leaving you and your three AI
assistants to discover what terrible thing happened at this remote outpost,
that caused radio contact to be broken a month ago. You cannot do this job
alone, because you need the skills of your medic, engineer, and commando, but
you are not sure you trust any of them. Nor do they have very good reason to
trust you. Indeed, as you find the horribly mutilated bodies of the outpost
crew, you must work very hard to build trust among your increasing distraught
assistants, while at the same time testing their reliability. This is the
situation in the PlayStation 2 videogame The
Thing. The AI agents in this game are really not very smart, but they
provide a good foretaste of what the future will bring. Already researchers
like Kathryn Merrick and Mary Loy Maher at the University of Sydney, are
beginning to design AI game agents that have their own interests, responding to
novelty and learning new skills, rather than merely carrying out pre-programmed
behaviours (Merrick and Maher 2006). Pervasive gaming
is a potentially important new computer application that is being developed,
especially in Europe. A pervasive game is played both online and in real world
environments. Traditionally, most games were played on table tops or athletic
fields, but a few were played in the natural environment, notably scavenger
hunts, Easter eggs hunts, or Capture the Flag. Today, location aware wearable
computers – or cell phones in communication with a computer system – make it
possible to overlay the real world with virtual objects and processes. The
simplest example is an online scavenger hunt in which players must go to
particular real locations to pick up items that exist only in cyberspace. More
complex are Live Action Role Playing games (“larps”) in which the players
interact partly online. Feeding Yoshi involves getting seeds from
online creatures called Yoshis who can be accessed only at certain locations in
town, planting the seeds and growing fruit at other real locations, then
feeding the fruit to the Yoshis to earn points (Bell et al. 2006). The goal of Uncle Roy All Around You was finding
the office where Uncle Roy was waiting, through a long series of steps, such as
going to a designated public telephone for the next instruction, interacting
with actors who play game-related roles or with passersby who are not aware a
game is being played, and even violating norms such as “stealing” postcards or
getting into a stranger’s car (Benford et al. 2006). In June 2005, twelve
people played the pervasive larp Prosopopeia,
each taking the identity of a real deceased person to track down a ghost in an
abandoned Stockholm mental hospital Jonsson et al. 2006). At present, these
games require a huge amount of human labor, done following the “Wizard of Oz
scenario” by a “man behind a curtain,” but in the future AI agents can be
designed to manage all the special effects and serve as facilitating
characters. We can easily
imagine a time when pervasive gaming is a vast industry, connected to tourism,
education, and politics. Every city will offer distinctive games, operating
continuously, which relate somehow to the actual local environment. Consider a
game I will call Unterwelt, played in
contemporary Washington but pretending that the date is 1944. A team of twenty
Nazi spies competes with a team of twenty American counterspies. The goal of
the Nazis is to locate and photograph a complete list of targets that will be
destroyed by a barrage of submarine-launched rockets. The counter-spies try to
mislead the Nazis and lure them into ambushes. In the virtual world, only
buildings that existed in 1944 can be found. A hundred versions of Unterwelt
may be running at any given time, involving perhaps 4,000 players. Other Washington-based games may reenact the
Civil Rights and anti-war demonstrations of the 1960s, or a science fiction
plot set in the year 2100 when hacker heroes attempt to collect secrets that
could defeat the dictatorial government. How the real government reacts to such
augmented reality activities could become part of the game, for a few of the
more adventurous players. Clearly,
pervasive gaming can help the players learn history, geography, and other
subjects as part of the fun, if they are designed correctly. But they can also
be designed to change the player’s personalities. Timid people may act brave,
when playing a dramatic role, and their simulated courage may gradually
transfer to the real world as increased confidence. I imagine a future therapy,
the Displacement Service, unlike a job placement service in that its aim is to
displace you from your current unsuccessful social location. The Displacement
Service analyzes a person’s weaknesses then gives him or her pervasive game
experiences that go just beyond what the person would find acceptable in
ordinary life. Gradually, the person’s abilities to handle feelings and
situations would improve, and this learning may transfer to real-world
experiences because the game takes place in both the real and virtual worlds. Personality Transfer One theme of this
paper has been the ways in which AI agents and information systems can come to
learn about the user through serving his or her needs and sharing his or her
experiences. This implicitly captures aspects of the individual’s personality,
in the service of a variety of smaller practical tasks. Now I shall consider
more direct methods to capture a personality so that it can be transferred to
an information system where the person can be preserved, emulated, and perhaps
eventually transferred to another, more durable form. A secondary benefit of
personality capture can be analysis and thus potential improvement of the
individual person. While impressed
by the progress going on in novel fields like artificial intelligence, in my
own personality capture research I have tried to build upon what has already
been accomplished in the traditional social and behavioral sciences. For
example, a classic experiment done by Saul Sternberg in 1966 (Sternberg 1966)
measures the short-term memory of an individual research subject, and my 1986
textbook/software Experiments in
Psychology includes a derived program anyone may use to determine the
capacity of his or her own short-term memory (Bainbridge 1986). At the same time,
I developed software systems to administer and analyze questionnaires of any
length, beginning with Experiments in
Psychology and my 1989 textbook/software Survey Research: A
Computer-Assisted Introduction (Bainbridge
1989). In 1997, I launched a website called the Question Factory to
generate the material for thousands of new questionnaire items that could chart
an individual’s beliefs, preferences, attitudes, and character. Often, the most
creative act involves taking something that exists and simply reversing one or
two of its assumptions. Consider this: Traditional questionnaire research has
one person write a hundred questions to be answered by a thousand people. Why
not have thousands of people write thousands of questions to be answered by one
person? This places the individual in his or her unique, precise position with
respect to the surrounding culture represented by the thousands. My software
module, The Year 2100, is a good
example. Based on progress with the Question Factory, I was invited to
contribute items to online questionnaires sponsored by the National Geographic
Society. One open-ended item asked, “Imagine the future and try to predict how
the world will change over the next century. Think about everyday life as well
as major changes in society, culture, and technology.” About 20,000 people
wrote their thoughts about the year 2100, and I culled fully 2,000 distinct
predictions from the ocean of text they wrote.
Each prediction became a pair of fixed-choice questionnaire items, first
asking the respondent to rate each one in terms of how good it would be if it
came about, and second asking how likely that would be to happen. Several
publications have already been based on this project (Bainbridge 2003 and
2004), and Figure 1 shows highly simplified results of one person who responded
to all 4,000 questions. For sake of
clarity, Figure 1 groups the 2,000 predictions in 20 groups of 100, roughly
described by names, including predictions about labor, human knowledge, and
domestic life. Because they are so
closely bunched together, eight categories are not named in Figure 1: family,
business, population, conflict, government, nature, justice, and the quality of
life. Each dot reflects 200
measurements, how good and how likely on average the respondent judges the 100
predictions in the category to be. Strikingly, for this respondent the 100
predictions about the human future in outer space are both much better and much
less likely than the other 19 categories. Thus, this respondent is very
pessimistic with respect to space development. Figure 1: One
Respondent’s Rating of how Good and Likely 2,000 Predictions Are A person’s views
of the future of the world are a major part of his or her worldview. Byproducts
of this software include measures of how optimistic or pessimistic the person
is in twenty areas of life, a list of the person’s utopian ideas that are both
very good and very unlikely, and clues about good and likely areas where the
person might want to invest his or her own effort. Ten other software modules,
in addition to The Year 2100, have
developed means of measuring other aspects of personality with a total of
44,000 questions. The Self module offers a second example,
which we can use to see how personality capture might become the basis for
personality emulation. It consists of 1,600 adjectives, consisting of 800 pairs
of opposites, that could describe a person. Respondents rate each adjective in
terms of how good or bad it is for a person to have that quality, and in terms
of how much they themselves feel the adjective describes them personally. This
software offers a general analysis of the individual’s self image, which is a
big part of personality, including measures of self-esteem in twenty areas of
life. The software also generates lists of good qualities the person feels he
or she lacks, and bad qualities he or she possesses, that could be used as
guides for self-improvement. Data from The Year 2100 or Self could be incorporated in an AI agent, to make the agent behave
more like the person. For a very primitive demonstration, a respondent whose Self data had already been reported in
the scientific literature (Bainbridge 2003) was asked to name some books he had
enjoyed reading in childhood. The respondent said that around age twelve he had
been an avid fan of the novels of Edgar Rice Burroughs, especially his
path-breaking fiction about the planet Mars, but also his better-known Tarzan
novels. As it happens, the respondent has also written an unpublished book about
his family’s history. I created a fresh
computer program that scanned six Burroughs novels plus the family history for
the 1,600 adjectives. It turned out that 1,079 of the words appeared in at
least one of the books, and the average book included 3,200 instances of the
adjectives. Figure 2 shows a slightly more subtle analysis. Figure 2: A
Computer “Reading” Seven Books with a Person’s Values To make Figure 2,
for each time an adjective appeared in a book, the respondent’s two ratings of
that adjective were tallied. For example, adjectives from the list of 1,600
appear 4,548 times in the respondent’s family history manuscript. On average,
across the 4,548 cases, they rate 5.07 on the “good” scale and 4.78 on the
“much” scale that measures how much the respondent believes the adjective
describes himself. The averages are much lower for the six novels, which appear
to be arranged away from the family history in three pairs. The distribution
partly reflects the fact that the novels contain villains, described by very
negative adjectives. Tarzan the Terrible and At the Earth’s Core are weak in
villains, chiefly describing marvelous lands containing dinosaurs. Gods
of Mars and Return of Tarzan are
the second books in their respective series, and in both some very wicked
villains prevent the hero and heroine from uniting. Once computerized natural
language processing has progressed to the point that it can recognize which
character each adjective applies to, the software could provide an analysis of
how the respondent relates to each of the major characters in a novel, even a
novel he has not yet read. An AI surrogate reader could advise its owner about
what things to read, and could do an improved job finding desired information,
even as it emulates the behavior of the person. Conclusion Ray Kurzweil has
argued that computers will soon not only surpass human intelligence, but also
adopt human personality (Kurzweil 1999 and 2005). I think he is right, except
for that four-letter word “soon.” However, the process of transferring human
personality into information systems has begun, with software agents, assistive
technologies, immersive and pervasive games, and natural language processing.
My own work is based on the premise that some of the technologies that will
expand our minds will be based on traditional social and behavioral science.
Combined, these methodologies will create AI agents that extend our own
personalities (Bainbridge 2006). Just as Spirit
and Opportunity took human consciousness to Mars, the descendants of these
robot explorers could transport aspects of specific human personalities across
the galaxy. Whether we consider these interstellar AI agents to be ourselves
will be a matter of perspective (Bainbridge 2002). References Bainbridge, W. S. 2003. Massive Questionnaires for
Personality Capture, Social Science
Computer Review, 2003, 21(3), pp. 267-280. Bainbridge, W. S. 2004. The Future of the Internet:
Cultural and Individual Conceptions, pp. 307-324 in Society Online: The Internet in Context, edited by Philip N. Howard
and Steve Jones. Thousand Oaks, California: Sage. Bainbridge, W.S. 2006. Cognitive Technologies. Managing Nano-Bio-Info-Cogno Innovations:
Converging Technologies in Society, pp. 203-226. Berlin: Springer. Bainbridge, W.S. 2002. The Spaceflight Revolution
Revisited. S. J. Garber (Ed.) Looking
Backward, Looking Forward pp. 39-64. (Washington, D.C.: National
Aeronautics and Space Administration. Bainbridge, W.S. (Ed.). 2004. Encyclopedia of Human-Computer Interaction Great Barrington,
Massachusetts: Berkshire. Bainbridge, W.S. 1986. Experiments in Psychology.
Belmont, California: Wadsworth. Bainbridge, W.S. 1989. Survey
Research: A Computer-Assisted Introduction. Belmont, California: Wadsworth. Benford, S., Crabtree, A., Reeves, S., Flintham, M.,
Drozd, A., Sheridan, J. and Dix, A. 2006. The Frame of the Game: Blurring the
Boundary between Fiction and Reality in Mobile Experiences. Proceedings of CHI, pp. 429-436. Montréal, Québec, Canada. Jonsson, S., Montola, M., Waern, A., and Ericsson, M.
2006. Prosopopeia: Experiences from a Pervasive Larp. Proceedings of ACE 06, June 14-16, Hollywood, California. Kurzweil, R. 2005. The
Age of Spiritual Machines: When Computers Exceed Human Intelligence. New
York: Viking. Kurzweil, R. 2005. The
Singularity Is Near: When Humans Transcend Biology. New York: Viking. Liao, L. Fox, D. and Kautz, H. 2004. Learning and
Inferring Transportation Routines. Proceedings of the Nineteenth National
Conference on Artificial Intelligence, San Jose, California. Mann, M. 2004. Continuous Lifelong Capture of Personal
Experience with EyeTap. Proceedings of CARPE’04, October 15, New
York. Available: www.eyetap.org/papers/docs/p1-mann.pdf Marek Bell, M., Chalmers, M., Barkhuus, L., Hall, M.,
Sherwood, S., Tennent, P., Brown, B., Rowland, D., Benford, S., Capra, M. and
Hampshire, A. 2006. Interweaving Mobile Games With Everyday Life. Proceedings of CHI, pp. 417-426. Montréal, Québec, Canada. Merrick, K. and Maher, M. L. 2006. Motivated Reinforcement
Learning for Non-Player Characters in Persistent Computer Game Worlds. Proceedings of ACE ‘06, June 14-16,
Hollywood, California. National Science Foundation Awards www.nsf.gov/awardsearch/showAward.do?AwardNumber=0534280 Patterson, D. J., Liao, L. Gajos, K., Collier, M., Livic, N., Olson, K.,Wang, S. Fox, D.and Kautz, H, 2004. Opportunity Knocks: A System to Provide
Cognitive Assistance with Transportation Services. Proceedings of the Sixth International Conference on Ubiquitous
Computing, Nottingham, England,. www.informedia.cs.cmu.edu/eod/index.html,
www.informedia.cs.cmu.edu/caremedia/index.html Saul S. High-Speed Scanning in Human Memory. 1966. Science, 153, pp. 652-654. Strawn, G., Howe, S. E. and King, F. D. (Eds.) 2003, Grand Challenges: Science Engineering and
Societal Advances Requiring Networking and Information Technology Research and
Development. Arlington, Virginia: National Coordination Office for
Information Technology Research and Development. |