collective intelligence

Taking Crowdsourcing to a Cultural Crossroad

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antonella

Writing a novel where everyone types

Antonella Beccaria interviews members of the WuMing collective, translated by Bernardo Parrella.

WuMing is a collective that produces crowdsourced writing and other projects. It has been based in Bologna, Italy, since 2000. "Wu Ming" is Chinese, meaning "anonymous" or "five names," and it is meant both as a tribute to dissidents ("Wu Ming" is a common byline among Chinese citizens demanding democracy and freedom of speech) and as a refusal of the celebrity-making machine which turns an author into a star. Among its literary and cultural activities throughout Italy and Europe, the group published "54" in 2002, a novel with dozens of characters (including Cary Grant and Marshall Tito) set in 1954, also translated in English, Dutch, Spanish and Portuguese. The WuMing Collective just released a new novel, "Manituana," revolving around the American Revolution and the Six Iroquois Nations. On it's Web site, the collective is soliciting crowd contributions to "level 2" of "Manituana."

Q: "Manituana," your last collective novel, just hit the shelves in Italy, while its companion Web site serves as an on-going extension based on the crowdsourcing model. Do you employ a particular model?

A: We do not follow a specific recipe, there is no predefined method. We pay close (attention) to the community around us, the community that keeps us alive. Trying to embrace that rhythm, we dance to it. Each time we take a shot at creating or learning new steps, performing new acts and acrobatics, trying to avoid any routine. For many years we have launched and managed trans-media projects, collective writing and world-building activities. We pursued many different ventures: from the 'open reputation' of the Luther Blissett character to field investigations about oral history, from an open-source novel soon became musical and then comic book ("La ballata del Corazza") to the blossoming of new writing groups such as Kai Zen and Emerson Krott, from the establishment of DiQuindici (a reading committee aimed at discovering good unpublished material and providing assistance to doubtful and new writers) to a novel that inspired a music CD by Yo Yo Mundi to a movie script writing "Lavorare con lentezza"). Along with its Web site, "Manituana" is the first episode of our new project: the "Atlantic Trypthic," a synthesis of our entire journey so far. There are some fixed points, but we cannot say that we are following a specific method nor that we know how and where it will lead us. For instance, this "superior level" we opened up on Manituana.com -- it is a challenge, a bet.

5/21/07

Collecting Wisdom Through Video Games

While it’s surely no surprise to the tech-savvy, it bears repeating that video games are no longer just kids’ stuff.

So what do more intelligent video games look like? Anyone who grew up on the trusty Apple IIc or IIGS may remember the campy but lovable Oregon Trail series of games. The goal was to shepherd an enterprising band of settlers across the mighty American West, and the result was a first-hand connection to history, as players had to cope with a range of real-world problems, from food shortages and diseases to hazardous river crossings and buffalo stampedes. Similar edutainment spin-offs included The Yukon Trail, Africa Trail and The Amazon Trail.

In Activision’s venerable Civilization Call to Power (1999) and Call to Power II (2000), gamers were given the “god-like” task of creating an entire society, balancing such factors as infrastructure development and social well-being. Similarly, Maxis’ iconic “Sim” lineup presented virtual world builders with myriad challenges and possibilities, from SimCity (1989) to SimAnt (1991), SimLife (1992) and beyond. Maxis’ forthcoming Spore is widely anticipated, both for its ambitious content—in which players pilot a single species through multiple levels of evolution—and for its sophisticated backbone technology, including advanced procedural generation.

Today these games are seen as educational for the player, but in a recent post, gaming expert and blogger David Edery asks if video games can be used to “effectively aggregate individual players’ actions into a form of collective intelligence.”

Edery came up with the idea by realizing that 1) the wisdom of crowds often means that more heads are better than a few (and lots of brain power is directed towards video games) and 2) video games are good incentives for people to do stuff and think about problems.

Given the phenomenal growth of massive multi-player online programs, from World of Warcraft to Second Life, which boast millions of users, Edery may be on to something.


Stephen Buckley on Technology, Collective Intelligence, and Open Source Journalism

Stephen C. Buckley, is the Associate Director of the Center for Digital Business and Center for Collective Intelligence at MIT.

He has has more than 20 years experience in Information Technology, Marketing, Communications and Publishing in for-profit and not-for-profit organizations.

In addition, while taking a break from MIT, he has been one of the first 10 employees of three start-up organizations, including the Society for Organizational Learning and The Cambridge Innovation Center.

I contacted the Center for Collective Intelligence at MIT since our two projects are quite similar, and had a chance to speak to Stephen Buckley, the Associate Director.
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How can people and computers be connected so that—collectively—they act more intelligently than any individuals, groups, or computers have ever done before? Why and under what circumstances do we need collective intelligence?

People right now don't quite know what the secret sauce is for connecting people and computers in ways that at least seem to be intelligent.

Some people think that collective intelligence is some kind of magic pixie dust that you can sprinkle on top of any kind of a situation or problem, and it will automatically solve it. Then there are other people that criticize collective intelligence efforts, for example, like Wikipedia, because it's not perfect, and therefore they believe that the only way to do things, organizationally, is through a centralized command and control structure.

Both schools of thought are probably equally wrong.


A Timeline of Social Networking Sites

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Jumping off from my last post, about the link between journalism and social network sites, I wanted to highlight Danah Boyd, who has been studying the emergence of social websites at U.C. Berkeley.

Boyd realized there wasn't a good timeline of social network sites and since it would serve her work, has launched a public wiki dedicated to tracing the history of social network sites.

"There is a lot of collective knowledge, a lot of things other people know that I don't and I wanted to tap into that," said Boyd in a phone interview.

I'm interested in seeing how this history wiki turns out. The emergence of social network sites has been somewhat short -- but jam packed. Only with a comprehensive timeline can one really step back and get the complete picture.


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