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Human-Computer Interaction Series Editors-in-Chief John Karat Jean Vanderdonckt, Université catholique de Louvain, Belgium Editorial Board Ravin Balakrishnan, University of Toronto, Canada Simone Barbosa, PUC-Rio, Brazil Regina Bernhaupt, Ruwido, Austria John Carroll, The Pennsylvania State University, USA Adrian Cheok, City University London, UK Gilbert Cockton, Northumbria University, UK Henry Been-Lirn Duh, University of Tasmania, Australia Peter Forbrig, Universität Rostock, Germany Carla Freitas, Federal University of Rio Grande do Sul, Brazil Hans Gellersen, Lancaster University, UK Robert Jacob, Tufts University, USA Panos Markopoulos, Eindhoven University of Technology, The Netherlands Gerrit Meixner, Heilbronn University, Germany Dianne Murray, Putting People Before Computers, UK Brad A. Myers, Carnegie Mellon University, USA Philippe Palanque, Université Paul Sabatier, France Oscar Pastor, University of Valencia, Spain Beryl Plimmer, University of Auckland, New Zealand Desney Tan, Microsoft Research, USA Manfred Tscheligi, Center for Usability Research and Engineering, Austria Gerrit van der Veer, Vrije Universiteit Amsterdam, The Netherlands Shumin Zhai, IBM Almaden Research Center, USA HCI is a multidisciplinary field focused on human aspects of the development of compu- ter technology. As computer-based technology becomes increasingly pervasive—not just in developed countries, but worldwide—the need to take a human-centered approach in the design and development of this technology becomes ever more important. For roughly 30 years now, researchers and practitioners in computational and behavioral sciences have wor- ked to identify theory and practice that influences the direction of these technologies, and this diverse work makes up the field of human-computer interaction. Broadly speaking it includes the study of what technology might be able to do for people and how people might interact with the technology. The HCI series publishes books that advance the science and technology of developing systems which are both effective and satisfying for people in a wide variety of contexts. Titles focus on theoretical perspectives (such as formal approaches drawn from a variety of behavioral sciences), practical approaches (such as the techniques for effectively integrating user needs in system development), and social issues (such as the determinants of utility, usability and acceptability). Titles published within the Human-Computer Interaction Series are included in Thomson Reuters‛ Book Citation Index, The DBLP Computer Science Bibliography and The HCI Bibliography. For further volumes: http://www.springer.com/series/6033 William Sims Bainbridge Personality Capture and Emulation 1 3 William Sims Bainbridge Arlington, VA USA ISSN 1571-5035 ISBN 978-1-4471-5603-1 ISBN 978-1-4471-5604-8 (eBook) DOI 10.1007/978-1-4471-5604-8 Springer London Heidelberg New York Dordrecht Library of Congress Control Number: 2013951525 © Springer-Verlag London 2014 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifi cally the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfi lms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifi cally for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher’s location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specifi c statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein. Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com) Contents 1 Background ................................................................................................ 1 1.1 A Question of Immortality .................................................................. 2 1.2 D epth Psychology ............................................................................... 5 1.3 A Wider Depth Psychology ................................................................. 7 1.4 Q uestionnaire Research ....................................................................... 11 1.5 S ubcultures of Survival ....................................................................... 14 1.6 F ive Scenarios ..................................................................................... 18 1.7 C hapters. .............................................................................................. 22 References .................................................................................................... 23 2 Massive Questionnaires ............................................................................. 25 2.1 M achiavellianism ................................................................................ 26 2.2 E thnographic Questionnaires .............................................................. 33 2.3 T he Year 2100 ..................................................................................... 38 2.4 T he Semantic Differential ................................................................... 42 2.5 S ociability ........................................................................................... 47 2.6 C onclusion........................................................................................... 48 References .................................................................................................... 49 3 Mobile and Ubiquitous Capture ............................................................... 51 3.1 Psychology’s “Big Five” ..................................................................... 52 3.2 B ig Five Pilot Studies.......................................................................... 56 3.3 O nline Android Application ................................................................ 58 3.4 M obile Pilot Studies ............................................................................ 62 3.5 A Mobile Game Machine .................................................................... 66 3.6 Ubiquity of Meaning ........................................................................... 70 3.7 C onclusion........................................................................................... 73 References .................................................................................................... 73 4 Recommender Systems .............................................................................. 75 4.1 T he Universal Human Condition ........................................................ 76 4.2 C ultures and Subcultures ..................................................................... 81 4.3 I ntegrating Preference with Another Variable ..................................... 84 v vi Contents 4.4 I ndividuals and Categories .................................................................. 87 4.5 A Culinary Pilot Study ........................................................................ 91 4.6 S ubcultures and Networks ................................................................... 94 4.7 E mulating Preferences ........................................................................ 96 4.8 C onclusion........................................................................................... 98 References .................................................................................................... 98 5 Cognitive Abilities .................................................................................... 101 5.1 C onsciousness ................................................................................... 102 5.2 N eural Nets ........................................................................................ 107 5.3 A Personalized Expert System .......................................................... 112 5.4 C hronic Intestinal Stasis .................................................................... 118 5.5 C onclusion......................................................................................... 123 References .................................................................................................. 123 6 Autobiographical Memories .................................................................... 127 6.1 V iews and Interviews ........................................................................ 129 6.2 C yrus the AΙ Boswell ........................................................................ 133 6.3 E pisodic Memories ............................................................................ 136 6.4 M igration Memories in Survey2000 ................................................. 139 6.5 S ophisticated Issues .......................................................................... 144 6.6 C itizen Social Science ....................................................................... 145 6.7 C onclusion......................................................................................... 148 References .................................................................................................. 148 7 Text Analysis ............................................................................................. 151 7.1 H istorical Linguistics ........................................................................ 153 7.2 G eneral Inquirer ................................................................................ 156 7.3 O ther Lexicon Approaches ................................................................ 160 7.4 A uthor Emulation .............................................................................. 164 7.5 T hus Spoke Nietzsche ....................................................................... 167 7.6 P roblematic Transcendence ............................................................... 170 7.7 C onclusion......................................................................................... 173 References .................................................................................................. 174 8 Virtual Worlds .......................................................................................... 177 8.1 An Electronic Obituary ..................................................................... 179 8.2 A vatar Statistics ................................................................................. 183 8.3 Virtual World Wikis ........................................................................... 189 8.4 S econd Life Gesture .......................................................................... 195 8.5 C onclusion......................................................................................... 202 References .................................................................................................. 202 Appendix ......................................................................................................... 205 Glossary .......................................................................................................... 207 Chapter 1 Background As people make greater and greater use of computers at work and in their daily lives, fragments of each person’s identity infiltrate the global information system with potentially revolutionary consequences. Visionaries like Ray Kurzweil, Frank Kempelmann, and Robin Hanson have suggested that some time during this cen- tury people may become immortal by being computerized [1–4]. This may happen through uploading to the net, emulated as avatars in a world that has become largely virtual. Of course science fiction writers like Arthur C. Clarke, William Gibson, and John Brunner have long suggested this possibility, and it may be a false hope, given how limited our ability to simulate human cognition is after more than half a cen- tury of progress in artificial intelligence [5]. However, even very limited personality capture and emulation could have profound implications. Personality capture is the process of entering substantial information about a person’s mental and emotional functioning into a computer or information system, in principle sufficiently detailed to permit a somewhat realistic simulation. This term draws an analogy with the widely used technique called motion capture, in which the movements of a human being are entered into a computer, usually by some kind of machine vision system, so they can be used to program realistic im- ages of people in movies and videogames. If motion capture records the motions of a person, personality capture records the emotions, attitudes, opinions, beliefs, values, habits, perceptions and preferences of a person. The Leiden Institute of Advanced Computer Science once used personality cap- ture in exactly the sense intended here, but the term has not yet become firmly root- ed in the lexicons of either computer science or social science, and it’s not currently used on the institute’s website [6]. Altiris, a software company, used the term to re- fer to the process of migrating a person’s files and software preference settings from one computer to another, and after Symantec acquired Altiris, this usage appeared on many pages of the Symantec website [7]. The abstract of a computer science journal article about modeling a person’s interpretations of images begins: “Person- alizing web search engines, a crucial issue nowadays, would obviously benefit from the system’s ability to capture such an important aspect of a user’s personality as W. S. Bainbridge, Personality Capture and Emulation, Human-Computer Interaction Series, 1 DOI 10.1007/978-1-4471-5604-8_1, © Springer-Verlag London 2014 2 1 Background visual impressions and their communication.” [8] Clearly, computer science is on the verge of adopting the term personality capture, and I suggest that social science consider doing so as well. Some research connects personality capture to motion capture. For example, re- searchers have developed computer vision systems that can scan a person’s facial expressions into a software system that performs emotion extraction to duplicate these expressions graphically in an electronic “clone.” [9, 10] Several kinds of conventional software already perform limited forms of personality capture. For example, a person who wants his or her word processor to handle speech to text dictation must train the speech recognition software by reading long samples of text aloud, thereby capturing the parameters of his or her own unique voice. Whenever we set the preferences on complex software, we personalize it to some extent. Some recommender systems construct computer models of the individual’s preferences, in order to target advertising more effectively, but incidentally preserving and emu- lating an aspect of the person. Recognizing that human personality can express itself in many different modali- ties, and people are a collection of fragments as much as they are a unity, this book will explore many distinct technologies. It will show conclusively that some of them really do achieve personality capture and emulation, in a limited but signifi- cant manner. The full meaning of these technologies becomes apparent only when we imagine integrating them, to capture and emulate an entire personality. That not only presents huge scientific and engineering challenges, but also takes us some distance into the realms of fantasy. 1.1 A Question of Immortality In the year 2001, which astronomers consider the first year of the twenty-first centu- ry and when the influential 1968 movie, 2001: A Space Odyssey wrongly imagined that computers would be able to duplicate human intelligence, Communications of the ACM published a special issue on the next thousand years of computing. The first article, “Digital Immortality,” was written not by a science fiction author, nor by a crazy pseudoscientist, but by two of the acknowledged leaders of the computer science profession, Gordon Bell and Jim Gray. They begin by noting that immortal- ity is a spectrum of kinds and degrees of preservation, emulation, and activation of a human personality: Digital immortality, like ordinary immortality, is a continuum from enduring fame at one end to endless experience and learning at the other, stopping just short of endless life. Pre- serving your ideas is one-way immortality—allowing communication with the future. End- less experience and learning is two-way immortality—allowing you, or at least part of you, to communicate with the future in the sense that the artifact continues to learn and evolve. Current technology can extend corporal life for a few decades. Both one-way and two-way immortality require part of a person to be converted to information (cyberized) and stored 1.1 A Question of Immortality 3 in a more durable media. We believe that two-way immortality, where one’s experiences are digitally preserved and which then take on a life of their own, will be possible within this century. [11] Gordon Bell’s Wikipedia page summarizes his stunning but apparently conventional career: “An early employee of Digital Equipment Corporation (DEC) 1960–1966, Bell designed several of their PDP machines and later became Vice President of En- gineering 1972–1983, overseeing the development of the VAX. Bell’s later career includes entrepreneur, investor, founding Assistant Director of NSF’s Computing and Information Science and Engineering Directorate 1986–1987, and researcher at Microsoft Research, 1995-present.” [12] Since co-authoring the article on cyberimmortality, Bell has worked on a project at Microsoft called MyLifeBits: “Gordon Bell has captured a lifetime’s worth of articles, books, cards, CDs, letters, memos, papers, photos, pictures, presentations, home movies, videotaped lectures, and voice recordings and stored them digitally. He is now paperless, and is beginning to capture phone calls, IM transcripts, televi- sion, and radio.” [13] At lunch one day I asked him if the goal of the project was to develop tools that would help ordinary people capture their life’s experiences, and he replied that Microsoft did not intend to produce software of this kind. On a dif- ferent occasion, a colleague with extensive expertise in the area of digital preserva- tion called MyLifeBits an example of “write-only memory”—a joke implying that nobody would ever access all the data Bell was saving about his life. However, as inspiration and a demonstration project, MyLifeBits is a significant contribution to the development of cyberimmortality. According to his own Wikipedia page, Jim Gray was “an American comput- er scientist who received the Turing Award in 1998 ‘for seminal contributions to database and transaction processing research and technical leadership in system implementation.’” [14] The barriers to a technological response to human mortality are reflected in the mystery of Gray’s disappearance in the Pacific Ocean early in 2007. He had sailed in his yacht to scatter his mother’s ashes, then vanished, and extreme computer-assisted attempts to find his boat failed utterly. A fundamental question in talking about immortality is what you actually con- sider your own personal identity to be. Are you your body? Or are you your unique attitudes, opinions and beliefs? Your memories? Your deeds, reputation, and legal status as a citizen, or the social roles you play? Are you a unique locus of transcen- dental consciousness, or an already immortal soul? Technological preservation can be more successful with some of these than with others, and you will have to decide which are most important to you personally. From one perspective, even a perfect duplicate of you, capable of self-awareness and of impersonating you in public, is not really you. William F. Temple’s 1951 novel, Four-Sided Triangle, concerns the duplication of a woman so that the two men who love her will each have a copy, leading of course to tragic results [15]. If the woman had put her copy into cryonic suspension, we would still be reluctant to say she had found a way to preserve herself—her very own unique self.

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