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  • For the past 15 years I've been trying to change your mind.

  • In my work I harness pop culture and emerging technology

  • to shift cultural norms.

  • I've made video games to promote human rights,

  • I've made animations to raise awareness about unfair immigration laws

  • and I've even made location-based augmented reality apps

  • to change perceptions around homelessness

  • well before Pokémon Go.

  • (Laughter)

  • But then I began to wonder whether a game or an app

  • can really change attitudes and behaviors,

  • and if so, can I measure that change?

  • What's the science behind that process?

  • So I shifted my focus from making media and technology

  • to measuring their neurobiological effects.

  • Here's what I discovered.

  • The web, mobile devices, virtual and augmented reality

  • were rescripting our nervous systems.

  • And they were literally changing the structure of our brain.

  • The very technologies I had been using to positively influence hearts and minds

  • were actually eroding functions in the brain necessary for empathy

  • and decision-making.

  • In fact, our dependence upon the web and mobile devices

  • might be taking over our cognitive and affective faculties,

  • rendering us socially and emotionally incompetent,

  • and I felt complicit in this dehumanization.

  • I realized that before I could continue making media about social issues,

  • I needed to reverse engineer the harmful effects of technology.

  • To tackle this I asked myself,

  • "How can I translate the mechanisms of empathy,

  • the cognitive, affective and motivational aspects,

  • into an engine that simulates the narrative ingredients

  • that move us to act?"

  • To answer this, I had to build a machine.

  • (Laughter)

  • I've been developing an open-source biometric lab,

  • an AI system which I call the Limbic Lab.

  • The lab not only captures

  • the brain and body's unconscious response to media and technology

  • but also uses machine learning to adapt content

  • based on these biological responses.

  • My goal is to find out what combination of narrative ingredients

  • are the most appealing and galvanizing

  • to specific target audiences

  • to enable social justice, cultural and educational organizations

  • to create more effective media.

  • The Limbic Lab consists of two components:

  • a narrative engine and a media machine.

  • While a subject is viewing or interacting with media content,

  • the narrative engine takes in and syncs real-time data from brain waves,

  • biophysical data like heart rate, blood flow, body temperature

  • and muscle contraction,

  • as well as eye-tracking and facial expressions.

  • Data is captured at key places where critical plot points,

  • character interaction or unusual camera angles occur.

  • Like the final scene in "Game of Thrones, Red Wedding,"

  • when shockingly,

  • everybody dies.

  • (Laughter)

  • Survey data on that person's political beliefs,

  • along with their psychographic and demographic data,

  • are integrated into the system

  • to gain a deeper understanding of the individual.

  • Let me give you an example.

  • Matching people's TV preferences with their views on social justice issues

  • reveals that Americans who rank immigration among their top three concerns

  • are more likely to be fans of "The Walking Dead,"

  • and they often watch for the adrenaline boost,

  • which is measurable.

  • A person's biological signature and their survey response

  • combines into a database to create their unique media imprint.

  • Then our predictive model finds patterns between media imprints

  • and tells me which narrative ingredients

  • are more likely to lead to engagement in altruistic behavior

  • rather than distress and apathy.

  • The more imprints added to the database

  • across mediums from episodic television to games,

  • the better the predictive models become.

  • In short, I am mapping the first media genome.

  • (Applause and cheers)

  • Whereas the human genome identifies all genes involved

  • in sequencing human DNA,

  • the growing database of media imprints will eventually allow me

  • to determine the media DNA for a specific person.

  • Already the Limbic Lab's narrative engine

  • helps content creators refine their storytelling,

  • so that it resonates with their target audiences on an individual level.

  • The Limbic Lab's other component,

  • the media machine,

  • will assess how media elicits an emotional and physiological response,

  • then pulls scenes from a content library

  • targeted to person-specific media DNA.

  • Applying artificial intelligence to biometric data

  • creates a truly personalized experience.

  • One that adapts content based on real-time unconscious responses.

  • Imagine if nonprofits and media makers were able to measure how audiences feel

  • as they experience it

  • and alter content on the fly.

  • I believe this is the future of media.

  • To date, most media and social-change strategies

  • have attempted to appeal to mass audiences,

  • but the future is media customized for each person.

  • As real-time measurement of media consumption

  • and automated media production becomes the norm,

  • we will soon be consuming media tailored directly to our cravings

  • using a blend of psychographics, biometrics and AI.

  • It's like personalized medicine based on our DNA.

  • I call it "biomedia."

  • I am currently testing the Limbic Lab in a pilot study

  • with the Norman Lear Center,

  • which looks at the top 50 episodic television shows.

  • But I am grappling with an ethical dilemma.

  • If I design a tool that can be turned into a weapon,

  • should I build it?

  • By open-sourcing the lab to encourage access and inclusivity,

  • I also run the risk of enabling powerful governments

  • and profit-driven companies to appropriate the platform

  • for fake news, marketing or other forms of mass persuasion.

  • For me, therefore, it is critical to make my research

  • as transparent to lay audiences as GMO labels.

  • However, this is not enough.

  • As creative technologists,

  • we have a responsibility

  • not only to reflect upon how present technology shapes our cultural values

  • and social behavior,

  • but also to actively challenge the trajectory of future technology.

  • It is my hope that we make an ethical commitment

  • to harvesting the body's intelligence

  • for the creation of authentic and just stories

  • that transform media and technology

  • from harmful weapons into narrative medicine.

  • Thank you.

  • (Applause and cheers)

For the past 15 years I've been trying to change your mind.

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TED】Heidi Boisvert.より良い物語を語るために生物学的データをどのように使っているのか--そして社会的変化に火をつける (より良い物語を語るために生物学的データをどのように使っているのか--そして社会的変化に火をつける|ハイディ・ボアヴェールト) (【TED】Heidi Boisvert: How I'm using biological data to tell better stories -- and spark social change (How I'm using biolog

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    林宜悉 に公開 2021 年 01 月 14 日
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