From Stand Alone Complexes to Memetic Warfare: Cultural Cybernetics and the Engineering of Posthuman Popular Culture

50 Shades of Popular Culture International Conference • Facta Ficta Research Centre, Kraków • February 19, 2016

ABSTRACT: Here we argue that five emerging social and technological trends are creating new possibilities for the instrumentalization (or even “weaponization”) of popular culture for commercial, ideological, political, or military ends and for the development of a posthuman popular culture that is no longer solely produced by or for “humanity” as presently understood. These five trends are the: 1) decentralization of the sources of popular culture, as reflected in the ability of ordinary users to create and upload content that “goes viral” within popular culture, as well as the use of “astroturfing” and paid “troll armies” by corporate or state actors to create the appearance of broad-based grassroots support for particular products, services, actions, or ideologies; 2) centralization of the mechanisms for accessing popular culture, as seen in the role of instruments like Google’s search engine, YouTube, Facebook, Instagram, and Wikipedia in concentrating the distribution channels for cultural products, as well as efforts by state actors to censor social media content perceived as threatening or disruptive; 3) personalization of popular culture, as manifested in the growth of cultural products like computer games that dynamically reconfigure themselves in response to a player’s behavior, thereby creating a different product for each individual that is adapted to a user’s unique experiences, desires, and psychological characteristics; 4) automatization of the creation of products of popular culture, as seen in the automated high-speed generation of webpages, artwork, music, memes, and computer game content by AI systems that could potentially allow venues of popular culture (such as the Internet) to be flooded with content designed to influence a social group in particular ways; and 5) virtualization of the technological systems and mechanisms for creating, transmitting, and experiencing the products of popular culture, as witnessed in the development of all-purpose nodes (such as smartphones) that are capable of handling a full range of cultural products in the form of still images, video, audio, text, and interactive experiences, and the growing digitalization of cultural products that allows them to be more easily manipulated and injected into the popular culture of other states or social groups, bypassing physical and political barriers.

While these trends are expected to yield a broad range of positive and negative impacts, we focus on a particular subset of these impacts. Namely, we argue that the convergence of these five trends opens the door for the creation of popular culture that: 1) does not exist in any permanent, tangible physical artifacts but only as a collection of continuously transforming digital data that that is stored on the servers of a few powerful corporate or state actors and is subject to manipulation or degradation as a result of computer viruses, hacking, power outages, or other factors; 2) can be purposefully and effectively engineered using techniques commonly employed within IT management, electronics engineering, marketing, and other disciplines; 3) can become a new kind of weapon and battleground in struggles for military, political, ideological, and commercial superiority on the part of corporate, state, and other actors.

In order to stimulate thinking about ways in which these trends might develop, we conclude by considering two fictional near-future worlds – those depicted in Ghost in the Shell: Stand Alone Complex and Transhuman Space: Toxic Memes – in which the further evolution of these five trends is shown as leading to the neurocybernetically facilitated manipulation of popular culture, “memetic warfare,” and related phenomena. We suggest that these fictional works represent examples of self-reflexive futurology: i.e., elements of contemporary popular culture that attempt to anticipate and explore the ways in which future popular culture could be purposefully engineered, instrumentalized, and even weaponized in the service of a diverse array of ends.

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Leveraging the Cross-Cultural Capacities of Artificial Agents as Leaders of Human Virtual Teams

In Proceedings of the 10th European Conference on Management Leadership and Governance, edited by Visnja Grozdanić, pp. 428-35 • Reading: Academic Conferences and Publishing International Limited, 2014

ABSTRACT: The human beings who manage global virtual teams regularly face challenges caused by factors such as the lack of a shared language and culture among team members and coordination delay resulting from spatial and temporal divisions between members of the team. As part of the ongoing advances in artificial agent (AA) technology, artificial agents have been developed whose purpose is to assist the human managers of virtual teams. In this paper, we move a step further by suggesting that new capabilities being developed for artificial agents will eventually give them the ability to successfully manage virtual teams whose other members are human beings. In particular, artificial agents will be uniquely positioned to take on roles as managers of cross-cultural, multilingual, global virtual teams, by overcoming some of the fundamental cognitive limitations that create obstacles for human beings serving in these managerial roles.

In order to effectively interact with human team members, AAs must be able to decode and encode the full spectrum of verbal and nonverbal communication used by human beings. Because culture is so deeply embedded in all human forms of communication, AAs cannot communicate in a way that is “non-cultural”; an AA that is capable of communicating effectively with human team members will necessarily display a particular culture (or mix of cultures), just as human beings do. Already researchers have designed AAs that can display diverse cultural behaviors through their use of language, intonation, gaze, posture, emotion, and personality. The need for AA team leaders to display cultural behavior raises the key question of which culture or cultures the AA leader of a particular human virtual team should display. We argue that the answer to this question depends on both the cultural makeup of a team’s human members and the methods used to share information among team members.

To facilitate the analysis of how an AA team leader’s cultural behaviors can best be structured to fit the circumstances of a particular virtual team, we propose a two-dimensional model for designing suites of cultural behaviors for AAs that will manage human virtual teams. The first dimension describes whether an AA deploys the same cultural behaviors for its dealings with all team members (“objectivity”) or customizes its cultural display for each team member (“ personalization”). The second dimension describes whether the AA always displays the same culture to a given team member (“invariance”), or possesses a repertoire of cultural guises for a particular team member, from which it chooses one to fit the current situation (“situationality”). The two dimensions of objective-personalized and invariant-situational cultural behaviors yield four archetypes for AAs leading virtual human teams. We consider examples of each type of AA, identify potential strengths and weaknesses of each type, suggest particular kinds of virtual teams that are likely to benefit from being managed by AAs of the different types, and discuss empirical study that can test the validity and usefulness of this framework.

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Managerial Robotics: A Model of Sociality and Autonomy for Robots Managing Human Beings and Machines

International Journal of Contemporary Management 13, no. 3 (2014), pp. 67-76; MNiSW 2014 List B: 9 points

ABSTRACT: The development of robots with increasingly sophisticated decision-making and social capacities is opening the door to the possibility of robots carrying out the management functions of planning, organizing, leading, and controlling the work of human beings and other machines. In this paper we study the relationship between two traits that impact a robot’s ability to effectively perform management functions: those of autonomy and sociality. Using an assessment instrument we evaluate the levels of autonomy and sociality of 35 robots that have been created for use in a wide range of industrial, domestic, and governmental contexts, along with several kinds of living organisms with which such robots can share a social space and which may provide templates for some aspects of future robotic design. We then develop a two-dimensional model that classifies the robots into 16 different types, each of which offers unique strengths and weaknesses for the performance of management functions. Our data suggest correlations between autonomy and sociality that could potentially assist organizations in identifying new and more effective management applications for existing robots and aid roboticists in designing new kinds of robots that are capable of succeeding in particular management roles.

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A Fractal Measure for Comparing the Work Effort of Human and Artificial Agents Performing Management Functions

In Position Papers of the 2014 Federated Conference on Computer Science and Information Systems, edited by Maria Ganzha, Leszek Maciaszek, and Marcin Paprzycki, pp. 219-226 • Warsaw: Polskie Towarzystwo Informatyczne, 2014

ABSTRACT: Thanks to the growing sophistication of artificial agent technologies, businesses will increasingly face decisions of whether to have a human employee or artificial agent perform a particular function. This makes it desirable to have a common temporal measure for comparing the work effort that human beings and artificial agents can apply to a role. Existing temporal measures of work effort are formulated to apply either to human employees (e.g., FTE and billable hours) or computer-based systems (e.g., mean time to failure and availability) but not both. In this paper we propose a new temporal measure of work effort based on fractal dimension that applies equally to the work of human beings and artificial agents performing management functions. We then consider four potential cases to demonstrate the measure’s diagnostic value in assessing strengths (e.g., flexibility) and risks (e.g., switch costs) reflected by the temporal work dynamics of particular managers.

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A Tool for Designing and Evaluating the Temporal Work Patterns of Human and Artificial Agents

Informatyka Ekonomiczna / Business Informatics 3:33 (2014), pp. 61-76; MNiSW 2014 List B: 8 points

ABSTRACT: The measure of availability is frequently used to compare the dependability of computer-based systems. However, it is an imperfect measure insofar as two systems with the same availability can display radically different performance characteristics. Here we develop a new fractal temporal measure for work effort which – used alongside availability – offers richer insight into the performance of computer-based systems. We establish that this fractal measure can be applied to the temporal work patterns of both human and artificial agents, allowing direct comparisons between them. By analyzing six hypothetical cases, we demonstrate that this new measure reveals unique strengths and weaknesses in human and artificial agents’ work patterns that are not captured by the traditional availability measure. We also identify circumstances in which such new comparative assessment tools will become increasingly important for organizational designers and solution architects, as the development of more sophisticated artificial agents creates situations in which particular functions within an organization can be carried out either by human personnel or artificial agents.

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The Artificial Life-Form as Entrepreneur: Synthetic Organism-Enterprises and the Reconceptualization of Business

In Proceedings of the Fourteenth International Conference on the Synthesis and Simulation of Living Systems, edited by Hiroki Sayama, John Rieffel, Sebastian Risi, René Doursat and Hod Lipson, pp. 417-18 • Cambridge, MA: The MIT Press, 2014

ABSTRACT: In this work we demonstrate the theoretical possibility and explore the implications of developing artificial life that functions as an autonomous business within the real-world human economy. By drawing on the Viable Systems Approach (VSA), we introduce the new concept of an “organism-enterprise” that exists simultaneously as both a life-form and a business. We then reconceptualize the anthropocentric understanding of a “business” in a way that allows an artificial life-form to constitute a “synthetic” organism-enterprise (SOE) just as a human being functioning as a sole proprietor constitutes a “natural” organism-enterprise. Practical obstacles to the creation of SOEs are considered, along with possible means of surmounting them. SOEs would move a step beyond current examples of artificial life that produce goods or services within a simulated world or play a limited role within a human business: rather than competing against artificial organisms in a virtual world, SOEs could evolve through competition against human businesses in the real-world economy. We consider concrete examples of SOEs and conclude by highlighting legal, economic, and ethical issues that arise when a single economic ecosystem is shared by competing human and artificial life. The concept of an “organism-enterprise.” A business is defined as “the organized effort … to produce and sell, for a profit, the goods and services that satisfy society’s needs” (Pride, et al. 2014). Management theorists have drawn on biology to better understand the structure and function of such business organizations. Our research utilizes a systems theory grounded in neurophysiology, the Viable Systems Approach (VSA), that allows us to understand a business as an autopoietic organism or “system” that dwells within the ecosystem of a larger economy or “suprasystem” (Beer, 1981; Barile, et al. 2012). Within this ecosystem, a business must compete against other organisms for limited resources and adapt to environmental demands. In our human economy, individual businesses are born, grow, and die, and taken as a whole, this array of businesses forms an evolvable system.

We begin by considering one unique instance in which a business is not simply “analogous to” a living organism, but identical to it: namely, the case of a human being who functions as a sole proprietor. In this situation, a single system simultaneously satisfies all the requirements of being both a life-form and a business. Building on this case, we introduce the idea of a unitary “organism-enterprise,” a concept that is already instantiated in the form of at least 20 million “human organism-enterprises” within the United States alone. Reconceptualizing business to include synthetic organism-enterprises. Utilizing VSA and the concept of an organism-enterprise, we analyze the traditional anthropocentric understanding of business as an exclusively human activity to consider whether an artificial life-form could serve as a “synthetic organism-enterprise” (SOE) that is both a life-form and a business. We show that this is indeed possible, but requires us to transform our understanding of business. For example, human businesses are traditionally described as requiring four kinds of resources: 1) human; 2) material; 3) financial; and 4) information. To replace this anthropocentric understanding, we propose that a business be understood more generally as requiring: 1) agent resources; 2) material resources; 3) value-storing media; and 4) information. Similarly, a human business requires functional units filling roles in production, finance, marketing, human capital management, and information technology.

Drawing on VSA and the case of a human sole proprietor, we consider the ways in which these functions can be understood more generically, in such a way that they can also be performed by current and proposed forms of artificial life. We give particular attention to the role of “profit” in a human business and formulate an account of its correlate for an SOE: it is the difference between resources expended and received in exchanges in the suprasystem that provides an SOE with a potential for growth and insurance against environmental uncertainties. Figure 1 provides an overview of our reconceptualized “business process cycle,” which can be carried out equally well by either a human business or an artificial life-form that has been designed or evolved to fill a business role within a larger economic ecosystem.

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