Searching for "china"

phony social media agitation

https://www.npr.org/2020/08/13/901419012/with-more-transparency-on-election-security-a-question-looms-what-dont-we-know

a historic report last week from the nation’s top boss of counterintelligence.

the need for the United States to order the closure of the Chinese government’s consulate in Houston.

metaphor for this aspect of the spy game: a layer cake.

There’s a layer of activity that is visible to all — the actions or comments of public figures, or statements made via official channels.

Then there’s a clandestine layer that is usually visible only to another clandestine service: the work of spies being watched by other spies.

Counterintelligence officials watching Chinese intelligence activities in Houston, for example, knew the consulate was a base for efforts to steal intellectual property or recruit potential agents

And there’s at least a third layer about which the official statements raised questions: the work of spies who are operating without being detected.

The challenges of election security include its incredible breadth — every county in the United States is a potential target — and vast depth, from the prospect of cyberattacks on voter systems, to the theft of information that can then be released to embarrass a target, to the ongoing and messy war on social media over disinformation and political agitation.

Witnesses have told Congress that when Facebook and Twitter made it more difficult to create and use fake accounts to spread disinformation and amplify controversy, Russia and China began to rely more on open channels.

In 2016, Russian influencemongers posed as fake Americans and engaged with them as though they were responding to the same election alongside one another. Russian operatives even used Facebook to organize real-world campaign events across the United States.

But RT’s account on Twitter or China’s foreign ministry representatives aren’t pretending to do anything but serve as voices for Moscow or Beijing.

the offer of a $10 million bounty for information about threats to the election.

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more on trolls in this IMS blog
https://blog.stcloudstate.edu/ims?s=troll

EU sanctions hackers

EU sanctions China, Russia, and North Korea for past hacks

The EU has imposed today its first-ever economical sanctions following cyber-attacks from foreign adversaries.

https://www.zdnet.com/article/eu-sanctions-china-russia-and-north-korea-for-past-hacks/

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EU sanctions Russian intelligence, North Korean, Chinese firms over alleged cyberattacks

https://www.reuters.com/article/us-eu-cybercrime-russia-sanctions-idUSKCN24V32Q

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Pompeo praises EU over sanctions targeting cyberattacks from China, Russia

https://www.msn.com/en-us/news/world/pompeo-praises-eu-over-sanctions-targeting-cyberattacks-from-china-russia/ar-BB17nVlN

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more on hackers in this IMS blog
https://blog.stcloudstate.edu/ims?s=hacker

Zoom succumbs to Chinese authorities

After March 2020 reports about Zoom privacy issues, now Zoom acknowledges working with the Chinese government:

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Is Zoom Safe for Chinese Students?

Elizabeth Redden June 12, 2020

https://www.insidehighered.com/news/2020/06/12/scholars-raise-concerns-about-using-zoom-teach-about-china

Unlike many other major tech platforms based in the U.S., Zoom, which is headquartered in California, has not been blocked by the Chinese government. Zoom said in a blog post that it is “developing technology over the next several days that will enable us to remove or block at the participant level based on geography” which will allow the company to “to comply with requests from local authorities when they determine activity on our platform is illegal within their borders; however, we will also be able to protect these conversations for participants outside of those borders where the activity is allowed.”

Zoom’s interference with the Tiananmen gatherings and its suspension of user accounts raised alarm among many in higher education, which increasingly depends on Zoom to operate courses remotely — including for students located within China’s borders.

Multiple scholars took to Twitter to express their worries

PEN America, a group that advocates for free expression, condemned Zoom for shuttering the activist’s account.

This is not the first time Zoom’s links to China have come under scrutiny. In April, the company admitted that some of its user data were “mistakenly” routed through China; in response, the company announced that users of paid Zoom accounts could opt out of having their data routed through data centers in China.

An April 3 report by scholars at the University of Toronto’s Munk School of Global Affairs & Public Policy said Zoom’s research and development operations in China could make the company susceptible “to pressure from Chinese authorities.”

Zoom, whose Chinese-born CEO is a U.S. citizen, said in its latest annual report to the U.S. Securities and Exchange Commission that it had more than 700 employees at its research and development centers in China as of Jan. 31. The SEC filing notes that Zoom has a “high concentration of research and development personnel in China, which could expose us to market scrutiny regarding the integrity of our solution or data security features.”

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Zoom Just Totally Caved In to China on Censorship from r/technology


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more about Zoom in this IMS blog
https://blog.stcloudstate.edu/ims?s=zoom

iLearn2020

YouTube Live stream: https://www.youtube.com/watch?v=DSXLJGhI2D8&feature=youtu.be
and the Discord directions: https://docs.google.com/document/d/1GgI4dfq-iD85yJiyoyPApB33tIkRJRns1cJ8OpHAYno/editiLearn2020

Modest3D Guided Virtual Adventure – iLRN Conference 2020 – Session 1: currently, live session: https://youtu.be/GjxTPOFSGEM

https://mediaspace.minnstate.edu/media/Modest+3D/1_28ejh60g

CALL FOR PROPOSALS: GUIDED VIRTUAL ADVENTURE TOURS
at iLRN 2020: 6th International Conference of the Immersive Learning Research Network
Organized in conjunction with Educators in VR
Technically co-sponsored by the IEEE Education Society
June 21-25, 2020, Online
Conference theme: “Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning”
Conference website: https://nam02.safelinks.protection.outlook.com/?url=http%3A%2F%2Fimmersivelrn.org%2Filrn2020&data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&sdata=Jt%2BFUtP3Vs%2FQi1z9HCk9x8m%2B%2BRjkZ63qrcoZnFiUdaQ%3D&reserved=0
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Wednesday, June 24 • 12:00pm – 1:00pm

 Instruction and Instructional Design

Presentation 1: Inspiring Faculty (+ Students) with Tales of Immersive Tech (Practitioner Presentation #106)

Authors: Nicholas Smerker

Immersive technologies – 360º video, virtual and augmented realities – are being discussed in many corners of higher education. For an instructor who is familiar with the terms, at least in passing, learning more about why they and their students should care can be challenging, at best. In order to create a font of inspiration, the IMEX Lab team within Teaching and Learning with Technology at Penn State devised its Get Inspired web resource. Building on a similar repository for making technology stories at the sister Maker Commons website, the IMEX Lab Get Inspired landing page invites faculty to discover real world examples of how cutting edge XR tools are being used every day. In addition to very approachable video content and a short summary calling out why our team chose the story, there are also instructional designer-developed Assignment Ideas that allow for quick deployment of exercises related to – though not always relying upon – the technologies highlighted in a given Get Inspired story.

Presentation 2: Lessons Learned from Over A Decade of Designing and Teaching Immersive VR in Higher Education Online Courses (Practitioner Presentation #101)

Authors: Eileen Oconnor

This presentation overviews the design and instruction in immersive virtual reality environments created by the author beginning with Second Life and progressing to open source venues. It will highlight the diversity of VR environment developed, the challenges that were overcome, and the accomplishment of students who created their own VR environments for K12, college and corporate settings. The instruction and design materials created to enable this 100% online master’s program accomplishment will be shared; an institute launched in 2018 for emerging technology study will be noted.

Presentation 3: Virtual Reality Student Teaching Experience: A Live, Remote Option for Learning Teaching Skills During Campus Closure and Social Distancing (Practitioner Presentation #110)

Authors: Becky Lane, Christine Havens-Hafer, Catherine Fiore, Brianna Mutsindashyaka and Lauren Suna

Summary: During the Coronavirus pandemic, Ithaca College teacher education majors needed a classroom of students in order to practice teaching and receive feedback, but the campus was closed, and gatherings forbidden. Students were unable to participate in live practice teaching required for their program. We developed a virtual reality pilot project to allow students to experiment in two third-party social VR programs, AltSpaceVR and Rumii. Social VR platforms allow a live, embodied experience that mimics in-person events to give students a more realistic, robust and synchronous teaching practice opportunity. We documented the process and lessons learned to inform, develop and scale next generation efforts.

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Tuesday, June 23 • 5:00pm – 6:00pm
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Sunday, June 21 • 8:00am – 9:00am
Escape the (Class)room games in OpenSim or Second Life FULLhttps://ilrn2020.sched.com/event/ceKP/escape-the-classroom-games-in-opensim-or-second-lifePre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.The Guided Virtual Adventure tour will take you to EduNation in Second Life to experience an Escape room game. For one hour, a group of participants engage in voice communication and try to solve puzzles, riddles or conundrums and follow clues to eventually escape the space. These scenarios are designed for problem solving and negotiating language and are ideal for language education. They are fun and exciting and the clock ticking adds to game play.Tour guide(s)/leader(s): Philp Heike, let’s talk online sprl, Belgium

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop – Windows, Desktop/laptop – Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer
Official website: http://www.secondlife.com

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Thursday, June 25 • 9:00am – 10:00am

Games and Gamification II

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Presentation 1: Evaluating the impact of multimodal Collaborative Virtual Environments on user’s spatial knowledge and experience of gamified educational tasks (Full Paper #91)

Authors: Ioannis Doumanis and Daphne Economou

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Several research projects in spatial cognition have suggested Virtual Environments (VEs) as an effective way of facilitating mental map development of a physical space. In the study reported in this paper, we evaluated the effectiveness of multimodal real-time interaction in distilling understanding of the VE after completing gamified educational tasks. We also measure the impact of these design elements on the user’s experience of educational tasks. The VE used reassembles an art gallery and it was built using REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) a framework designed to enable multimodal communication on the Web. We compared the impact of REVERIE VG with an educational platform called Edu-Simulation for the same gamified educational tasks. We found that the multimodal VE had no impact on the ability of students to retain a mental model of the virtual space. However, we also found that students thought that it was easier to build a mental map of the virtual space in REVERIE VG. This means that using a multimodal CVE in a gamified educational experience does not benefit spatial performance, but also it does not cause distraction. The paper ends with future work and conclusions and suggestions for improving mental map construction and user experience in multimodal CVEs.

Presentation 2: A case study on student’s perception of the virtual game supported collaborative learning (Full Paper #42)

Authors: Xiuli Huang, Juhou He and Hongyan Wang

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The English education course in China aims to help students establish the English skills to enhance their international competitiveness. However, in traditional English classes, students often lack the linguistic environment to apply the English skills they learned in their textbook. Virtual reality (VR) technology can set up an immersive English language environment and then promote the learners to use English by presenting different collaborative communication tasks. In this paper, spherical video-based virtual reality technology was applied to build a linguistic environment and a collaborative learning strategy was adopted to promote their communication. Additionally, a mixed-methods research approach was used to analyze students’ achievement between a traditional classroom and a virtual reality supported collaborative classroom and their perception towards the two approaches. The experimental results revealed that the virtual reality supported collaborative classroom was able to enhance the students’ achievement. Moreover, by analyzing the interview, students’ attitudes towards the virtual reality supported collaborative class were reported and the use of language learning strategies in virtual reality supported collaborative class was represented. These findings could be valuable references for those who intend to create opportunities for students to collaborate and communicate in the target language in their classroom and then improve their language skills

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Thursday, June 25 • 11:00am – 12:00pm

 Games and Gamification III

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Presentation 1: Reducing Cognitive Load through the Worked Example Effect within a Serious Game Environment (Full Paper #19)

Authors: Bernadette Spieler, Naomi Pfaff and Wolfgang Slany

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Novices often struggle to represent problems mentally; the unfamiliar process can exhaust their cognitive resources, creating frustration that deters them from learning. By improving novices’ mental representation of problems, worked examples improve both problem-solving skills and transfer performance. Programming requires both skills. In programming, it is not sufficient to simply understand how Stackoverflow examples work; programmers have to be able to adapt the principles and apply them to their own programs. This paper shows evidence in support of the theory that worked examples are the most efficient mode of instruction for novices. In the present study, 42 students were asked to solve the tutorial The Magic Word, a game especially for girls created with the Catrobat programming environment. While the experimental group was presented with a series of worked examples of code, the control groups were instructed through theoretical text examples. The final task was a transfer question. While the average score was not significantly better in the worked example condition, the fact that participants in this experimental group finished significantly faster than the control group suggests that their overall performance was better than that of their counterparts.

Presentation 2: A literature review of e-government services with gamification elements (Full Paper #56)

Authors: Ruth S. Contreras-Espinosa and Alejandro Blanco-M

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Nowadays several democracies are facing the growing problem of a breach in communication between its citizens and their political representatives, resulting in low citizen’s engagement in the participation of political decision making and on public consultations. Therefore, it is fundamental to generate a constructive relationship between both public administration and the citizens by solving its needs. This document contains a useful literature review of the gamification topic and e-government services. The documents contain a background of those concepts and conduct a selection and analysis of the different applications found. A set of three lines of research gaps are found with a potential impact on future studies.

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Thursday, June 25 • 12:00pm – 1:00pm

 Museums and Libraries

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Presentation 1: Connecting User Experience to Learning in an Evaluation of an Immersive, Interactive, Multimodal Augmented Reality Virtual Diorama in a Natural History Museum & the Importance of Story (Full Paper #51)

Authors: Maria Harrington

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Reported are the findings of user experience and learning outcomes from a July 2019 study of an immersive, interactive, multimodal augmented reality (AR) application, used in the context of a museum. The AR Perpetual Garden App is unique in creating an immersive multisensory experience of data. It allowed scientifically naïve visitors to walk into a virtual diorama constructed as a data visualization of a springtime woodland understory, and interact with multimodal information directly through their senses. The user interface comprised of two different AR data visualization scenarios reinforced with data based ambient bioacoustics, an audio story of the curator’s narrative, and interactive access to plant facts. While actual learning and dwell times were the same between the AR app and the control condition, the AR experience received higher ratings on perceived learning. The AR interface design features of “Story” and “Plant Info” showed significant correlations with actual learning outcomes, while “Ease of Use” and “3D Plants” showed significant correlations with perceived learning. As such, designers and developers of AR apps can generalize these findings to inform future designs.

Presentation 2: The Naturalist’s Workshop: Virtual Reality Interaction with a Natural Science Educational Collection (Short Paper #11)

Authors: Colin Patrick Keenan, Cynthia Lincoln, Adam Rogers, Victoria Gerson, Jack Wingo, Mikhael Vasquez-Kool and Richard L. Blanton

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For experiential educators who utilize or maintain physical collections, The Naturalist’s Workshop is an exemplar virtual reality platform to interact with digitized collections in an intuitive and playful way. The Naturalist’s Workshop is a purpose-developed application for the Oculus Quest standalone virtual reality headset for use by museum visitors on the floor of the North Carolina Museum of Natural Sciences under the supervision of a volunteer attendant. Within the application, museum visitors are seated at a virtual desk. Using their hand controllers and head-mounted display, they explore drawers containing botanical specimens and tools-of-the-trade of a naturalist. While exploring, the participant can receive new information about any specimen by dropping it into a virtual examination tray. 360-degree photography and three-dimensionally scanned specimens are used to allow user-motivated, immersive experience of botanical meta-data such as specimen collection coordinates.

Presentation 3: 360˚ Videos: Entry level Immersive Media for Libraries and Education (Practitioner Presentation #132)

Authors: Diane Michaud

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Within the continuum of XR Technologies, 360˚ videos are relatively easy to produce and need only an inexpensive mobile VR viewer to provide a sense of immersion. 360˚ videos present an opportunity to reveal “behind the scenes” spaces that are normally inaccessible to users of academic libraries. This can promote engagement with unique special collections and specific library services. In December 2019, with little previous experience, I led the production of a short 360˚video tour, a walk-through of our institution’s archives. This was a first attempt; there are plans to transform it into a more interactive, user-driven exploration. The beta version successfully generated interest, but the enhanced version will also help prepare uninitiated users for the process of examining unique archival documents and artefacts. This presentation will cover the lessons learned, and what we would do differently for our next immersive video production. Additionally, I will propose that the medium of 360˚ video is ideal for many institutions’ current or recent predicament with campuses shutdown due to the COVID-19 pandemic. Online or immersive 360˚ video can be used for virtual tours of libraries and/or other campus spaces. Virtual tours would retain their value beyond current campus shutdowns as there will always be prospective students and families who cannot easily make a trip to campus. These virtual tours would provide a welcome alternative as they eliminate the financial burden of travel and can be taken at any time.

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Revolution In Education?

The Coronavirus Pandemic Has Unleashed A Revolution In Education: From Now On, Blended Learning Will Be The Benchmark

Enrique Dans  ITORS’ PICK|28,492 views|

https://www.forbes.com/sites/enriquedans/2020/04/13/the-coronavirus-pandemic-has-unleashed-a-revolution-in-education-from-now-on-blended-learning-will-be-the-benchmark/#6e96f38a536f

Classes that will continue as best they can, voluntarism, online teaching seen simply as a side dish, students without access to computers or an internet connection, teachers who simply assign essays based on reading material, or measures such as a universal pass have become sadly common.

The change will be permanent: educational activity will no longer be face-to-face or online but a blendable to move from one to another immediately fluidly, continually, through a student’s life, way beyond the school, college or university years.

Firstly, we need to resolve the so-called digital divide

Secondly, this will mean that teachers must reconsider all their methodologies and prepare them for this new, blended learning environment.

Thirdly, institutions, both educational and normative, must understand that, in this new context, some ways of teaching no longer make sense.

Online teaching will not consist of turning a handle while students learn on their own. On the contrary: it will require teachers to engage more than ever, who will spend many hours in forums moderating conversations and opening new threads.

VR after conferences cancellations

VR Takes The Stage As Conferences Cancel

https://www.forbes.com/sites/charliefink/2020/03/11/vr-takes-the-stage-as-conferences-cancel/

Katie Kelly, Program Owner at AltspaceVR. “I did a rough estimate and factoring in the travel time and CO2e estimates that would have been spent. This summit took about 9 thousand cars off the road for the week of the summit and saved attendees around 5 million miles of travel. So whether we’re combating a global outbreak, climate change or remote work – there’s a lot that AltspaceVR and other VR platforms can do to help.”

HTC is moving its annual Vive Ecosystem Conference (VEC) in China to a virtual world built by Engage, a product of Immersive VR Education.

The crisis has put new wind in the sails of the first virtual world, Second Life, which continues to thrive. “We are seeing increased interest in Second Life as it is a safe place for people and organizations to socialize and work during this time of great anxiety and social distancing,” said Ebbe Altberg, CEO of Linden Lab, which created and operates Second Life.

VictoryXR is an AR & VR school curriculum provider that also uses the Engage platform. They are now in the process of becoming accredited in Iowa and California to become an online virtual reality school (as opposed to a virtual school on a platform like Second Life, which is PC based).

Exp Realty is a virtual, cloud-based real estate brokerage founded nearly a decade ago, similar to Second Life. It is also optimized for PCs and laptops. The virtual real estate company has more than 27,000 agents who they log on to “eXp World.” The technology is provided by VirBELA, which also builds virtual tools for universities and virtual classes like Coursera.

Glue, based in Helsinki, Finland, today introduced significant upgrades to its virtual world platform, Glue Team Space. Team Space is immersive 3D environments optimized for teams of up to twenty people.

Spatial.io, a new remote conferencing system that works with every device and creates convincing avatars who can collaborate in the virtual space where participants can share whiteboards, post-its, videos and 3D models.

 

 

Fukuyama Identity Politics

Francis Fukuyama: Identity politics

The demand for dignity and the nation state’s future

http://www.erstestiftung.org/en/francis-fukuyama-identity-politics/

7 March 2019 in Vienna. Francis Fukuyama

since 1989 or 1991, we had been living in a growing liberal international order.

The number of democracies in this period went from about 35 in 1970, and peaked at something like a 115 to a 120, depending on how you measure a democracy. By the early 2000s, the global output of the world economy quadrupled.

the rise of a couple of very self-confident and newly assertive authoritarian powers: Russia and China. But from my standpoint, the most disturbing thing was this emergence of populism within established democracies and in fact, within the two most established democracies: Britain and the US.

The first definition is an economic one: a populist is a leader, who promotes economic policies or social policies that are popular on the short run but disastrous on the long run.

The second definition is more of a political style than anything else: a populist leader tries to be charismatic and says: I have a direct connection with you, the people. And that is actually quite important because it makes a populist, I think, ipso facto anti-institutional.
A democracy is not just popular elections, it is also the protection of minority rights, it is also having a moderate government that really reflects the true will of the people. And populists tend to authoritarian politics because they do not like institutions getting in the way

The third definition is that a populist, when they say “I support the people”, often times do not mean the whole people. They mean a certain kind of person, usually defined by race or ethnicity. Often times in terms of traditional cultural values or as a traditional sense of national identity. And that does not correspond to the actual population that might live in that country.

Now we have a populist coalition in Italy, and Latin America elected its first Northern European style populist in Jair Bolsonaro. Most Latin American populists are like Southern European populists: they are left wing, they are not ethnically exclusive, they are more economic populists. But Latin America has decided to join the crowd, and so they elected a leader that is, you know, racially prejudiced, that has a fundamentalist Christian understanding of what Brasil should be about.

if you are a lower-skilled, less educated worker in a rich country, you are liable to lose out to a similarly skilled worker in a poor country.

Right from the beginning, the rap against democracy is that it produces weak government. Democracies cannot make decisions. there is a big desire on the part of a lot of ordinary people to have a strong man, a leader who can just cut through all this blather, make decisions and get things done.

The third reason is cultural, and that is the one that has to do with identity.
the word identity and Identity Politics was really not used commonly until the 1950s. A psychologist, Erik Erikson
the inner self is the one that is valuable, and the whole outside society has to change, and that is what is happening right now. Men are going through a cultural retraining, they are learning that actually their rules are not the right ones, and we need a different set of rules in relations between men and women that respect the dignity of the whole person in those kinds of relationships.

European Muslims, did not feel comfortable with their parents’ form of religiosity, they thought that it was too old fashioned and traditional, but they also did not feel well-integrated into the society, in which they were living.

“Strangers in Their Own Land” by sociologist Arlie Hochschild

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more on Fukuyama in this IMS blog
https://blog.stcloudstate.edu/ims?s=fukuyama

Facial recognition technology breaches GDPR says Vestager

Margrethe Vestager, EU’s tech chief Margrethe Vestager said on Thursday that facial recognition technologies breach the need to give consent, which is stipulated in Europe’s data protection rules (GDPR).

“China might have data and the US might have money, but Europe has purpose,” the Commission’s VP for a Europe Fit for the Digital Age said.

The use of facial recognition technology remains highly controversial due to fears of China-type surveillance regimes and human rights violations, with Ursula von der Leyen, EC President pledging to distance Europe from these practices and to announcing new AI ethical and human-centred rules in the first 100 days of her mandate.

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more on facial recognition in this IMS blog
https://blog.stcloudstate.edu/ims?s=facial+recognition

Vietnam cybercrime law

Vietnam’s battalions of ‘cyber-armies’ silencing online dissent from r/TechNewsToday

Vietnam‘s cyber-army, also known as Force 47, was deployed to counter the content on social media platforms deemed critical of the way the authorities handled the situation.

Vietnam’s Force 47 is run by the Ministry of Public Security (MPS) to hack anti-government websites and spread pro-government messages online, and is believed to be at least 10,000-strong.

Digital rights campaigners accuse Vietnam of attempting to replicate China’s “Great Firewall”  by regulating and censoring the internet  with the cybersecurity law.

Neither Google, which owns YouTube, nor Facebook has complied with the legislation, which requires the American tech giants to open local data storage facilities inside Vietnam by January 1.

Vietnam has a population of 96 million. With more than 60 million Facebook users, it is the platform’s one of the fastest-growing markets.

AI and privacy

The Secretive Company That Might End Privacy as We Know It: It’s taken 3 billion images from the internet to build a an AI driven database that allows US law enforcement agencies identify any stranger. from r/Futurology

Until now, technology that readily identifies everyone based on his or her face has been taboo because of its radical erosion of privacy. Tech companies capable of releasing such a tool have refrained from doing so; in 2011, Google’s chairman at the time said it was the one technology the company had held back because it could be used “in a very bad way.” Some large cities, including San Francisco, have barred police from using facial

But without public scrutiny, more than 600 law enforcement agencies have started using Clearview in the past year, according to the company, which declined to provide a list. recognition technology.

Facial recognition technology has always been controversial. It makes people nervous about Big Brother. It has a tendency to deliver false matches for certain groups, like people of color. And some facial recognition products used by the police — including Clearview’s — haven’t been vetted by independent experts.

Clearview deployed current and former Republican officials to approach police forces, offering free trials and annual licenses for as little as $2,000. Mr. Schwartz tapped his political connections to help make government officials aware of the tool, according to Mr. Ton-That.

“We have no data to suggest this tool is accurate,” said Clare Garvie, a researcher at Georgetown University’s Center on Privacy and Technology, who has studied the government’s use of facial recognition. “The larger the database, the larger the risk of misidentification because of the doppelgänger effect. They’re talking about a massive database of random people they’ve found on the internet.”

Law enforcement is using a facial recognition app with huge privacy issues Clearview AI’s software can find matches in billions of internet images. from r/technology

Part of the problem stems from a lack of oversight. There has been no real public input into adoption of Clearview’s software, and the company’s ability to safeguard data hasn’t been tested in practice. Clearview itself remained highly secretive until late 2019.

The software also appears to explicitly violate policies at Facebook and elsewhere against collecting users’ images en masse.

while there’s underlying code that could theoretically be used for augmented reality glasses that could identify people on the street, Ton-That said there were no plans for such a design.

Banning Facial Recognition Isn’t Enough from r/technology

In May of last year, San Francisco banned facial recognition; the neighboring city of Oakland soon followed, as did Somerville and Brookline in Massachusetts (a statewide ban may follow). In December, San Diego suspended a facial recognition program in advance of a new statewide law, which declared it illegal, coming into effect. Forty major music festivals pledged not to use the technology, and activists are calling for a nationwide ban. Many Democratic presidential candidates support at least a partial ban on the technology.

facial recognition bans are the wrong way to fight against modern surveillance. Focusing on one particular identification method misconstrues the nature of the surveillance society we’re in the process of building. Ubiquitous mass surveillance is increasingly the norm. In countries like China, a surveillance infrastructure is being built by the government for social control. In countries like the United States, it’s being built by corporations in order to influence our buying behavior, and is incidentally used by the government.

People can be identified at a distance by their heart beat or by their gait, using a laser-based system. Cameras are so good that they can read fingerprints and iris patterns from meters away. And even without any of these technologies, we can always be identified because our smartphones broadcast unique numbers called MAC addresses.

China, for example, uses multiple identification technologies to support its surveillance state.

There is a huge — and almost entirely unregulated — data broker industry in the United States that trades on our information.

This is why many companies buy license plate data from states. It’s also why companies like Google are buying health records, and part of the reason Google bought the company Fitbit, along with all of its data.

The data broker industry is almost entirely unregulated; there’s only one law — passed in Vermont in 2018 — that requires data brokers to register and explain in broad terms what kind of data they collect.

The Secretive Company That Might End Privacy as We Know It from r/technews

Until now, technology that readily identifies everyone based on his or her face has been taboo because of its radical erosion of privacy. Tech companies capable of releasing such a tool have refrained from doing so; in 2011, Google’s chairman at the time said it was the one technology the company had held back because it could be used “in a very bad way.” Some large cities, including San Francisco, have barred police from using facial recognition technology.

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on social credit system in this IMS blog
https://blog.stcloudstate.edu/ims?s=social+credit

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