Closed GlenWeyl closed 6 months ago
If you compare the priority score, cost of priority and projected bounty for this issue #299 and the Nodes of Light issue #47 it seems like there is an error here. Nodes of Light has a score = sqrt(cost) and a bounty = 2*score whereas here score = cost = bounty.
The two issues are managed by different mechanisms: gov4git:managed vs gov4git:pmp-v1. The former is an earlier implementation. The book will be using the latter going forward.
They used to be but are not anymore...the system seems not to have changed it over when I relabeled
Once labeled, the management mechanism for an issue does not change. Even if you relabel. Your have to cancel the issue (which refunds everyone) and open a new one with the new label.
On Sat, Mar 2, 2024 at 10:35 AM Glen Weyl @.***> wrote:
They used to be but are not anymore...the system seems not to have changed it over when I relabeled
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@GlenWeyl "Becoming Homeless" example by Stanford: https://news.stanford.edu/2018/10/17/virtual-reality-can-help-make-people-empathetic/
This is a great one! Are you up for trying to write this yourself or do you prefer I draft based on this?
Research Lead, Plural Technology Collaboratoryhttps://aka.ms/plural, Research Special Projects
Collaboratehttps://github.com/pluralitybook/plurality with Digital Minister Audrey Tang, myself and dozens around the world to tell the story of Pluralityhttps://www.plurality.net/
From: GregCTWang @.> Sent: Monday, March 4, 2024 12:30 PM To: pluralitybook/plurality @.> Cc: Glen Weyl @.>; Mention @.> Subject: Re: [pluralitybook/plurality] Add story about 1000 Cuts Journey or other empathetic immersive shared reality experience to start of that chapter. (Issue #299)
@GlenWeylhttps://github.com/GlenWeyl "Becoming Homeless" example by Stanford: https://news.stanford.edu/2018/10/17/virtual-reality-can-help-make-people-empathetic/
— Reply to this email directly, view it on GitHubhttps://github.com/pluralitybook/plurality/issues/299#issuecomment-1977109251, or unsubscribehttps://github.com/notifications/unsubscribe-auth/ABIRKSGG4JTLUDIW4YIVHDLYWSVULAVCNFSM6AAAAABC4MBZOOVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTSNZXGEYDSMRVGE. You are receiving this because you were mentioned.Message ID: @.***>
@GlenWeyl just to clarify, what is the bounty on this issue? 422,500.0 seems high, or have I misunderstood the discussion on the change of G4G protocol (and 422,500.0 is the intended bountry)? Important to clarify before we submit PRs for voting.
@GlenWeyl I can provide a draft. Would you like to include the examples of "1000 Cuts Journey" and "Becoming Homeless" before the current introduction section? If so, how extensive should these additions be?
@lauerj, I know this is a bit high, but
@GregCTWang the example should be of roughly the length of the illustrations at the beginning of other chapters in that Part of the book and in a similar style, about 1 page and in a style that is evocative, narrative and descriptive.
@lauerj I'm open to discussing ways to collaborate and drafting this :)
@GregCTWang @GlenWeyl Thanks for the offer, I've been thinking about this Issue for a few days and in the 1-pager (~500 words) I would like to find a way to move beyond (just) 'evoking empathy' to (actively) 'building bridges with difference'. So if the gaming concept would reward and incentivize bridging actions, that would be great! :) For example, the game could start at as first-person player, but then move move to multi-player when appropriate level is reached. This would not take many words to convey. I think the Homelessness example as a narrative frame is great, and the 1000 Cut Journey would also work very well. In my own thinking (and I am prepared to abandon this), I really wanted to give regard to Indigeneous points of view and knowledge systems. My wife and I have spent a lot of time in Outback Australia, and what I can assure you is that 'we' do not have the same concept of 'objective reality' as Indigeneous Australiana, and what can be seen and felt and heard is an over-lapping but still v different set of (inter-subjective) 'facts', especially when it comes to ceremonial and ritual experience. So if we could insert ceremony and ritual (e.g. totems) in the game narrative in a concise and evocative way, that would be super! Let me know if you want to take first crack or should I?
of course the whole 'game' idea can be tacit - what we need is a narrative that expresses the concepts. So maybe we can do a quick storyboard: 1- introduce the hero 2- introduce the problem/challenge/threat 3- narrate the reaction/solution 4- narrate the outcome and lessons learned. All this has to come in a strong narrative driven dramatic form, not with explaining of concepts and so forth... :) :)
If you look at the start of other chapters in the section, it can give you a sense, but yes this sounds good and I am sure you can do better than the other chapters.
Research Lead, Plural Technology Collaboratoryhttps://aka.ms/plural, Research Special Projects
Collaboratehttps://github.com/pluralitybook/plurality with Digital Minister Audrey Tang, myself and dozens around the world to tell the story of Pluralityhttps://www.plurality.net/
From: Jeremy A Lauer @.> Sent: Tuesday, March 5, 2024 5:27 AM To: pluralitybook/plurality @.> Cc: Glen Weyl @.>; Mention @.> Subject: Re: [pluralitybook/plurality] Add story about 1000 Cuts Journey or other empathetic immersive shared reality experience to start of that chapter. (Issue #299)
of course the whole 'game' idea can be tacit - what we need is a narrative that expresses the concepts. So maybe we can do a quick storyboard: 1- introduce the hero 2- introduce the problem/challenge/threat 3- narrate the reaction/solution 4- narrate the outcome and lessons learned. All this has to come in a strong narrative driven dramatic form, not with explaining of concepts and so forth... :) :)
— Reply to this email directly, view it on GitHubhttps://github.com/pluralitybook/plurality/issues/299#issuecomment-1978434962, or unsubscribehttps://github.com/notifications/unsubscribe-auth/ABIRKSEV3PRBNQTL5XJ5SALYWWMYVAVCNFSM6AAAAABC4MBZOOVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTSNZYGQZTIOJWGI. You are receiving this because you were mentioned.Message ID: @.***>
yes the other dramatic, evocative chapter intros are v good and are what inspired me.
Just to note that in this Part of the book (unlike Part 4) the intention is these are real stories of deployed technologies, rather than science fiction.
Research Lead, Plural Technology Collaboratoryhttps://aka.ms/plural, Research Special Projects
Collaboratehttps://github.com/pluralitybook/plurality with Digital Minister Audrey Tang, myself and dozens around the world to tell the story of Pluralityhttps://www.plurality.net/
From: Jeremy A Lauer @.> Sent: Tuesday, March 5, 2024 5:38 AM To: pluralitybook/plurality @.> Cc: Glen Weyl @.>; Mention @.> Subject: Re: [pluralitybook/plurality] Add story about 1000 Cuts Journey or other empathetic immersive shared reality experience to start of that chapter. (Issue #299)
yes the other dramatic, evocative chapter intros are v good and are what inspired me.
— Reply to this email directly, view it on GitHubhttps://github.com/pluralitybook/plurality/issues/299#issuecomment-1978457215, or unsubscribehttps://github.com/notifications/unsubscribe-auth/ABIRKSAAXMGPT5S5NM74SMTYWWOBRAVCNFSM6AAAAABC4MBZOOVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTSNZYGQ2TOMRRGU. You are receiving this because you were mentioned.Message ID: @.***>
@petar love your approach on this! Turning empathy into action through the 'game' idea and mechanisms, and especially your thoughts on incorporating Indigenous knowledge and ceremonies. You seem to have a solid structure for where this should go. I believe starting the draft would be best in your hands. I am happy to jump in and help flesh it out or refine it as we go along. Excited to see where you take this!
@GlenWeyl ok thanks, that is an important clarification.
@GregCTWang it sounds like we are circling back to your earlier suggestion:
@GregCTWang here is a short treatment for you to react to:
If that concept^^ is something you're happy with, we can iterate it quickly to develop a PR.
@GregCTWang here is a slightly more polished version at 261 words:
"Stand up and face the mirror" is the at-first innocent sounding, but gradually more-threatening, refrain that echoes through Courtney Cogburn's 1000 Cut Journey. Simple words that invite the visitor to this immersive-reality environment to experience life through the eyes, ears, and body of Michael Sterling, a black man. Small moments of casual racism build to a crescendo of hopelessness and induce a sense of helplessness. Perception, or reality? It can depend on whose shoes you're standing in. Some of us take off those shoes when we remove the VR headset, but for others there's no shoes you can buy that allow you to walk your way out of this trap.
In Becoming Homeless, you look around your already bare apartment to decide which of your possessions to sell next. You're losing your home, so it doesn't matter anymore, and you just choose something. Then, from the moment of homelessness, the downward spiral rapidly accelerates: you lose your dignity, your physical security, and your health in quick succession. No more hopes and dreams, thoughts and prayers can't help you now: you're in a daily grind that rips 20 to 30 years off your life expectancy faster than Jordan Belfort used to uncork a bottle of champagne. "Good luck!" "Work hard!" and - sadly - "I love you!" are now just words, spoken long ago, to a person you can hardly remember.
Immersive shared reality technologies unlocks a new chapter in human interaction, leveraging cutting-edge virtual reality (VR), augmented reality (AR) and mixed reality (MR) systems. Unlike the deeply personal and sensorially rich exchanges of post-symbolic communication, shared immersive reality presents a broader canvas for human interaction, enabling people to engage in shared, multisensory experiences. Not surprisingly, participants in activities where they can inhabit the perspectives of others multisensorially not only develop longer lasting empathy but are also more likely to engage in bridge-building actions [1].
This chapter delves into the landscape of immersive technologies,...
^^existing text
[1] Herrera F, Bailenson J, Weisz E, Ogle E, Zaki J. Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective-taking. PLOS ONE 13(10): e0204494, 2018.
I particularly enjoyed the storytelling aspect of the two examples, and how smoothly it transitions into the introduction of the technology. From my perspective, I believe adding more detail to the second part could further strengthen the discussion on 'immersive' technology. Additionally, I will incorporate citations. (sync from discord)
Greg that sounds great. Dropping the md file here for you to work directly on that if you want! Let me know here how I can help. Stand up and face the mirror.md
I absolutely love this kind of team work. Thank you two. For collaborative md work, I recommend HackMD over trading .md files this way.
Great, I've registered for HackMD and created a link in case that is useful - @GregCTWang feel free to forge ahead on whatever platform you are using if that is easier for you! https://hackmd.io/join/HkX0IaBa6
@lauerj Thanks for the md file, and I've made revisions to the second section and would greatly appreciate any feedback you may have. Once we finalize the content, I'll ensure to properly use markdown for citing sources.
"Stand up and face the mirror" is the at-first innocent sounding, but gradually more-threatening, refrain that echoes through Courtney Cogburn's 1000 Cut Journey. Simple words that invite the visitor to this immersive-reality environment to experience life through the eyes, ears, and body of Michael Sterling, a black man. Small moments of casual racism build to a crescendo of hopelessness and induce a sense of helplessness. Perception, or reality? It can depend on whose shoes you're standing in. Some of us take off those shoes when we remove the VR headset, but for others there's no shoes you can buy that allow you to walk your way out of this trap.
In Becoming Homeless, you look around your already bare apartment to decide which of your possessions to sell next. You're losing your home, so it doesn't matter anymore, and you just choose something. Then, from the moment of homelessness, the downward spiral rapidly accelerates: you lose your dignity, your physical security, and your health in quick succession. No more hopes and dreams, thoughts and prayers can't help you now: you're in a daily grind that rips 20 to 30 years off your life expectancy faster than Jordan Belfort used to uncork a bottle of champagne. "Good luck!" "Work hard!" and - sadly - "I love you!" are now just words, spoken long ago, to a person you can hardly remember.
Immersive shared reality technologies, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), herald a new chapter in human interaction. These technologies, exemplified by Google's Project Glass publicly demonstrated in 2012, Microsoft's announcement of the enterprise-focused HoloLens in 2015, the consumer-directed Meta Quest headset unveiled in 2019, and the introduction of Apple Vision Pro in 2023, demonstrate the seamless integration of digital and physical realities. These technologies, alongside platforms like VIVERSE and Microsoft Mesh, enrich our interaction with virtual environments through gestures like tap, press, pinch, drag & drop, and grab, mirroring natural human actions. By enabling diverse activities, from gaming in Minecraft to remote assistance, real-time collaboration, and immersive training across sectors such as manufacturing and healthcare, these technologies foster a more profound empathy and a stronger inclination towards societal contribution.
The intuitiveness of these interactions relies on holographic interfaces that align with human cognition, thus guiding users' intentions and gestures through the interfaces' affordances within virtual spaces. This creates new dimensions of cognition for users, fostering deeper empathy and societal engagement. Intuitive interactions encourage designers and developers to create applications that mirror our interactions with the physical world. As these technologies facilitate everything from gaming to remote collaboration and training across industries, they herald a future where the digital and physical realms enrich each other, nurturing a more connected and empathetically engaged society.
-- Herrera F, Bailenson J, Weisz E, Ogle E, Zaki J. Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective-taking. PLOS ONE 13(10): e0204494, 2018.
“1,000 Cut Journey | Cogburn Research Group,” n.d. https://cogburnresearchgroup.socialwork.columbia.edu/research-projects/1000-cut-journey.
Stanford News. “Virtual Reality Can Help Make People More Empathetic | Stanford News,” October 15, 2018. https://news.stanford.edu/2018/10/17/virtual-reality-can-help-make-people-empathetic/.
@GregCTWang Your additions are great, and they really spell out the details more concretely! <3 I've got nothing to add or change in the last two paragraphs. Thanks also for adding the references for 1000 Cut Journey and Becoming Homeless. I've made a few more tweaks to the first two paragraphs, pasting them in here, to cut unecessary words, implicate the reader more personally and play with the concept of 'fluid self' which is at the heart of XR:
"Stand up and face the mirror", the at-first innocent but gradually more-threatening refrain, echoes through Courtney Cogburn's 1000 Cut Journey. Simple words that invite the visitor to this immersive-reality environment to experience life through the eyes, ears, and body of Michael Sterling, a black man. Small moments of casual racism build to a crescendo of hopelessness and induce a pervasive sense of helplessness. Perception, or reality? It depends on whose shoes you're standing in. Some may kick off their shoes the moment they remove the VR headset, but for Michael Sterling, there's nothing he (or now you) can do to erase the footprints of direct experience.
In Becoming Homeless, you look around your already bare apartment to decide which possessions to sell next. You're losing your home, so it doesn't matter anymore, and you just choose something. Then, from the moment of actual homelessness, the downward spiral accelerates: you lose your dignity, your physical security, and your health in quick succession. No more hopes and dreams, thoughts and prayers can't help you now: your new daily grind rips 25 years off your life expectancy faster than Jordan Belfort could uncork a bottle of champagne. "Good luck!" "Work hard!" and - sadly - "I love you!" are now just words you might have heard long ago, spoken to a person you can hardly remember.
@lauerj Wonderful! I will submit a PR based on our collaborative outcome. Thank you for laying the groundwork and flow for this introduction!
@GregCTWang Amazing! Really happy to collaborate with you on this and have learned a lot in doing so!
@GlenWeyl PR #454 submitted
On Wednesday, 06-Mar-24 17:13:52 UTC
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