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Tinder, Hinge 'deliberately' turn users into swiping addicts, lawsuit says

Washington Post - Technology News

In the book "Ethics in Design and Communication: Critical Perspectives," designer and researcher Sarah Edmands Martin wrote that Tinder's design, which presents users with profile cards of potential matches stacked on top of one another, means users "are urged onward" to the next profile "peeking from below the current card, subtly pressuring a user to move on."


Predicting Opioid Relapse Using Social Media Data

Yang, Zhou, Nguyen, Long, Jin, Fang

arXiv.org Machine Learning

Abstract--Opioid addiction is a severe public health threat in the U.S, causing massive deaths and many social problems. Accurate relapse prediction is of practical importance for recovering patientssince relapse prediction promotes timely relapse preventions that help patients stay clean. In this paper, we introduce a Generative Adversarial Networks (GAN) model to predict the addiction relapses based on sentiment images and social influences. Experimental results on real social media data from Reddit.com demonstrate that the GAN model delivers a better performance than comparable alternative techniques. The sentiment images generated by the model show that relapse is closely connected with two emotions'joy' and'negative'. This work is one of the first attempts to predict relapses using massive social media data and generative adversarial nets. The proposed method, combined with knowledge of social media mining, has the potential to revolutionize the practice of opioid addiction prevention and treatment. I. INTRODUCTION Opioid addiction is a severe public health threat in the U.S, causing massive deaths and many social problems [1]. According to the latest statistics of National Institute on Drug Abuse (NIDA, 2017), more than 115 Americans die after overdosing on opioids on a daily basis, and nearly 64,000 people died of drug overdoses in the US in 2016, the most lethal year of the drug overdose epidemic (NIDA, 2017).


Martin Amis on Space Invaders: how games criticism was born

The Guardian

For decades, Martin Amis's Invasion of the Space Invaders: An Addict's Guide to Battle Tactics, Big Scores and the Best Machines – part anthropological survey of New York's arcade scene in the early 80s, part video game tips book – has remained one of the great literary curios of the 20th century. First published in 1982, it has long been out of print; even frayed and spent copies command stratospheric prices on the second-hand market. Despite accusations to the contrary, Amis maintains that he has never disowned the book, which stands awkwardly apart from his novels, screenplays, memoirs and other non-fiction. Still, while preparing this week's unexpected reissue, the publishers Jonathan Cape discovered that the original files of Invasion of the Space Invaders had been unlovingly lost; the book had to be scanned in and rebuilt, pixel-by-pixel. In doing so, a picture of a lost era emerges, along with a valuable snapshot of early critical thinking about video games. Like Updike on golf, or Foster Wallace on tennis, Amis approaches video games with an enthusiast's glee, deploying pleading prose that seeks to illuminate the subject's hold on the writer.


China uses VR eye tracking to gauge success of drug rehab

Engadget

China's rehab centers are no strangers to using technology to treat addiction. The latest approach, however, is rather unusual. Shanghai drug rehab facilities (not pictured here) are trialing a combination of VR, eye tracking and skin sensors to both aid in recovery and gauge its effectiveness. Recovering addicts have to look at images and video illustrating the effects of drugs, and the eye monitoring can help determine their reactions, including whether or not they're paying attention in the first place. Think of it like a (relatively) gentler version of A Clockwork Orange's Ludovico treatment -- patients can't look away from the unpleasant imagery without their overseers knowing.


Sorry, Pokemon Go addicts, playing the video game doesn't count as a real workout

Los Angeles Times

Harvard University researchers have some bad news for Pokemon Go enthusiasts: The time you spend hunting digital monsters doesn't qualify as a workout. After analyzing the movements of actual players, the researchers calculated that Pokemon Go encouraged people to take an average of 955 extra steps per day in the first week after downloading the game. Assuming that each step covered 31.5 inches and that players walked at a pace of 2.5 miles per hour, the game prompted people to walk for 11 extra minutes each day. The World Health Organization recommends that adults get at least 150 minutes of aerobic physical activity each week. If you spread that equally throughout the week, you'll need to get 21.4 minutes of exercise each day -- twice as much as Pokemon Go provides.


The Philippines' drug addicts, shunned by society and hunted by assassins, find they have nowhere to turn

Los Angeles Times

For two decades, Jerry Gonzaga was addicted to drugs. Like many of his neighbors and friends in Parañaque, a city south of Manila, Gonzaga would take shabu, an inexpensive amphetamine, to keep him focused on fixing cars, selling umbrellas, and doing other odd jobs to feed his wife and eight children. Then, on June 30, Rodrigo Duterte assumed the Philippine presidency on promises to kill scores of drug users -- and Gonzaga, a wiry 43-year-old, tried to turn himself in to police. At the station, officers made him sign a form pledging to stay off drugs. "It said, 'If you're caught the first, second and third time, there are warnings and conditions,'" he said.


Will Artificial Intelligence Improve Democracy or Destroy It? Futurist Thomas Frey

#artificialintelligence

There's a big difference between what a person wants and what they need. On one hand we need healthy food, a good night's rest, and decent medical care. But a little voice inside our heads has us craving dinner at Gordon Ramsay's, an overnight stay at the Ritz Carlton, and a spa weekend at the St. Regis in Aspen to fix whatever is wrong. The same is true with countries. There's a big difference between what a country wants and what it needs.