It’s no exaggeration to say that Occupy Wall Street first started on Twitter. As the New York Times reported Monday, the #occupywallstreet hashtag was conceived in July, a full two months before the first tent was pitched at Zuccotti Park.
As it grew from a single camp into a movement, Twitter was essential for getting real-time updates out as events unfolded, for both supporters and local government.
Particularly in the last month, some city officials have used Twitter as a tool to keep people informed. Even as they were dismantling camps, the mayors of New York City and Portland, Oregon were posting real-time updates and responding to citizens directly.
While city officials have actively communicated their positions, the response from the federal government has been muted, at best. The Occupy movement’s concerns are much larger than city politics, with most proposed demands requiring cooperation from Washington.
So far, official statements are isolated and infrequent — an early endorsement from the president, a couple of statements from the White House press secretary, and a range of opinions from individual members of Congress.
But maybe the situation’s different online? Twitter is much more casual and conversational, and social media-savvy federal agencies often respond directly to queries and complaints from their followers. It’s possible that federal employees are addressing questions and concerns about Occupy on Twitter instead.
I decided to find out.
Data Wrangling
I originally gathered this data to build the Federal Social Media Index, a weekly report that compares federal agencies using Twitter, which I’m happy to release today as part of my work at Expert Labs.
Starting with an index of over 450 U.S. government departments and agencies, I asked the anonymous workforce at Amazon Mechanical Turk to find official Twitter accounts for each one.
Three workers researched each agency, and I approved the ones they agreed on and hand-checked the rest.
When I was done, I had a list of 126 official Twitter accounts representing a wide swath of U.S. government, from the Secret Service to the Postal Service. (Browse them all on the Federal Social Media Index or in the spreadsheet below.)
To collect all the tweets, I used ThinkUp, a free, open-source tool for archiving and analyzing social-media activity on Twitter, Facebook, and Google+ that I work on at Expert Labs.
With this dataset, I could easily tell which federal agency is the most popular (NASA), the most prolific (the NEA), and the most likely to reply to you personally (the US Census Bureau).
It also makes it very easy to see who’s talking about Occupy, and who isn’t.
Occupy Silence
Since the Occupy protests started in mid-September, nearly 15,000 messages were posted by the 126 federal Twitter accounts.
For those unfamiliar with it, VOA is a radio and television news network broadcasting in 100 countries in 59 languages, but banned from airing in the United States because of propaganda laws. As part of their daily news coverage, they’ve tweeted about Occupy nine times since the protests began. (Here’s the most recent.)
Second, the Smithsonian responded to a tweet by Complex Magazine, refuting rumors of an OWS-themed museum exhibit.
The only other mention of the Occupy protests: one tweet from the White House nearly two months ago.
Opening Up
The obvious reason for the silence is that the federal government doesn’t yet have a position on Occupy. If they haven’t issued a formal statement, blog post, or press conference, then why Tweet?
For starters, it’s a humane and natural way to open a dialogue with a generally forgiving audience. Some of these agencies have tens or hundreds of thousands of people who care about what they have to say, or they wouldn’t be following them.
Proactively talking about potentially challenging issues like Occupy is an opportunity to bring some humanity to government, and maybe even help shape policy.
(Note: This was originally published in my column in WIRED.)
I was stunned and appalled by the UC Davis Police spraying protestors, but struck by how many brave, curious people recorded the events. I took the four clearest videos and synchronized them. Citizen journalism FTW. Sources below.
Last month, an anonymous blogger popped up on WordPress and Twitter, aiming a giant flamethrower at Mac-friendly writers like John Gruber, Marco Arment and MG Siegler. As he unleashed wave after wave of spittle-flecked rage at “Apple puppets” and “Cupertino douchebags,” I was reminded again of John Gabriel’s theory about the effects of online anonymity.
Out of curiosity, I tried to see who the mystery blogger was.
He was using all the ordinary precautions for hiding his identity — hiding personal info in the domain record, using a different IP address from his other sites, and scrubbing any shared resources from his WordPress install.
Nonetheless, I found his other blog in under a minute — a thoughtful site about technology and local politics, detailing his full name, employer, photo, and family information. He worked for the local government, and if exposed, his anonymous blog could have cost him his job.
I didn’t identify him publicly, but let him quietly know that he wasn’t as anonymous as he thought he was. He stopped blogging that evening, and deleted the blog a week later.
So, how did I do it? The unlucky blogger slipped up and was ratted out by an unlikely source: Google Analytics.
Reverse Lookups
Typically, Google will only reveal a user’s identity with a federal court order, as they did with a Blogger user who harassed a Vogue model in 2009.
But anonymous bloggers are at serious risk of outing themselves, simply by sharing their Google’s Analytics ID across the sites they own.
If you’re watching your pageviews, odds are you’re using Google to do it. Launched in 2005, Analytics is the most popular web statistics service online, in use by half of Alexa’s top million domains.
For the last few years, online SEO tools have published Analytics and AdSense IDs for the domains they crawl publicly, typically for competitive intelligence, such as ferreting out your competitor’s other websites.
But in the last year, several free services such as eWhois and Statsie have started offering reverse lookup of Analytics IDs. (Most also allow searching on the Google AdSense ID, though I wasn’t able to find an anonymous blogger sharing an AdSense ID across two sites.)
Finding anonymous bloggers from Analytics is less likely than other methods. It’s still more likely that someone would slip up and leave their personal info in their domain or share a server IP than to share a Google Analytics account. But it’s also more accurate. Hundreds or thousands of people can share an IP address on a single server and domain information can be faked, but a shared Google Analytics is solid evidence that both sites are run by the same person.
And unlike any other method, it can unmask people using hosted blogging services. Tumblr, Typepad and Blogger all have built-in support for Google Analytics, though reverse lookup services haven’t comprehensively indexed them. (Note that WordPress.com doesn’t support Analytics or custom Javascript, so their users aren’t affected.)
Just to be clear, this technique isn’t new. The first Google Analytics reverse lookup services started in 2009, so the technique’s been possible for at least two years. My concern is that it isn’t nearly well-known enough. It’s not mentioned in any guide to anonymous blogging I could find and several established bloggers, engineers, and entrepreneurs I spoke to were unaware of it.
Unmasking an anti-Mac blogger may not be life-changing, but if you’re an anonymous blogger writing about Chinese censorship or Mexican drug cartels, the consequences could be dire.
I decided to see how pervasive this problem is. Using a sample of 50 anonymous blogs pulled from discussion forums and Google news, only 14 were using Google Analytics, much less than the average. Half of those, about 15% of the total, were sharing an analytics ID with one or more other domains.
In about 30 minutes of searching, using only Google and eWhois, I was able to discover the identities of seven of the anonymous or pseudonymous bloggers, and in two cases, their employers. One blog about Anonymous’ hacking operations could easily be tracked to the founder’s consulting firm, while another tracking Mexican cartels was tied to a second domain with the name and address of a San Diego man.
I’ve contacted each to let them know their potential exposure.
Protecting Yourself
Some of the most important and vital voices online are anonymous, and it’s important to understand how you’re exposed. Forgetting any of these can lead to lawsuits, firings, or even death.
If you’re aware of the problem, it’s very easy to avoid getting discovered this way. Here are my recommendations for making sure you stay anonymous.
Don’t use Google Analytics or any other third-party embed system. If you have to, create a new account with an anonymous email. At the very least, create a separate Analytics account to track the new domain. (From the “My Analytics Accounts” dropdown, select “Create New Account.”)
Turn on domain privacy with your registrar. Better, use a hosted service to avoid domain payments entirely.
If you’re hosting your own blog, don’t share IP addresses with any of your existing websites. Ideally, use a completely different host; it’s easy to discover sites on neighboring IPs.
Watch your history. Sites like Whois Source track your history of domain and nameserver changes permanently, and Archive.org may archive old versions of your site. Being the first person to follow your anonymous Twitter account or promote the link could also be a giveaway.
Is your anonymity a life-or-death situation? Be aware that any service you use, including your own ISP, could be forced to reveal your IP address and account details under a court order. Use shared computers and an anonymous proxy or Tor when blogging to mask your IP address. Here’s a good guide.
At the PAX East conference last year, a young man approached the microphone during the Q&A with Mike Krahulik and Jerry Holkins, creators of the popular Penny Arcade webcomic.
Instead of asking a question, he bellowed, “Welcome to ACTION CASTLE! You are in a small cottage. There is a fishing pole here. Exits are out.”
An awkward pause, followed by some giggling from the audience. “Is it our turn to say something?” said Mike.
“I don’t understand ‘is it our turn to say something,'” said the young man.
Instantly, Mike and Jerry understood, along with everyone in the audience born before 1978.
“Go out!” said Jerry.
“You go out. You’re on the garden path. There is a rosebush here. There is a cottage here. Exits are north, south, and in.”
The game was afoot.
They were playing Action Castle, the first of a series of live-action games based on classic text adventures from the late ’70s and early ’80s. Game designer Jared Sorensen calls the series Parsely, named after the text parsers that convert player input into something a computer can understand.
In Parsely games, the computer is replaced entirely by a human armed with a simple map and loose outline of the adventure. No hardware and no code; just people talking to people.
It’s a clever solution to complex problems that have plagued game designers for decades. How do we understand the player’s intent? Can we make AI characters act human, instead of like idiot robots? Is it possible to handle every edge case the player thinks of without working on this game for the next 10 years?
Making computers think and react like us is hard. So instead of making software more human, some game developers are trying to make humans more like software.
It’s a similar approach used by Amazon for Mechanical Turk — their motto is “artificial artificial intelligence.” By layering an API over an anonymous human workforce, developers can solve problems that are best tackled by humans, but without the messiness of actual human communication.
Projects like Soylent add another layer of abstraction, invisibly embedding Mechanical Turk in Microsoft Word to crowdsource tedious tasks like proofreading and summarizing paragraphs of text. The effect feels weirdly magical, like technology that beamed in from the future.
In the gaming world, this substitution usually feels less like magic and more like robotic performance art. These performers are software-inspired actors — people pretending they’re videogames.
Nobody knows more about acting like a videogame than webcomic artist Andrew Hussie. Since 2006, he’s been running MS Paint Adventures, a series of increasingly insane reader-driven comics in the style of text-based graphical adventure games.
His first adventure, Jailbreak, started with a series of simple drawings posted on a discussion forum. With every new post, commenters would suggest new commands to further the gameplay, which he’d rapidly draw.
Hussie didn’t invent the genre — that honor likely goes to Ruby Quest and other denizens of 4chan’s gaming forums — but he certainly popularized it.
In the process, he became the world’s most prolific web cartoonist, sometimes updating up to 10 times a day.
To get a sense of the scale, Problem Sleuth, his second adventure, spanned over 1,600 pages in one year. Homestuck, his latest adventure, contains a staggering 4,100 pages so far, making it the longest webcomic of all time in a mere 2.5 years. And he still has a ways to go, with act five (out of seven) wrapping up just last week. (By comparison, the Guinness Book of World Records cites Mr. Boffo creator Joe Martin as the world’s most prolific cartoonist, with a mere 1,300 comics yearly.)
Over time, Hussie’s experimented with the amount of reader input. With Jailbreak, he drew the first command posted after every image, but as the adventures grew in popularity — it currently averages 600,000 unique visitors daily — this grew wildly impractical.
“When a story begins to get thousands of suggestions, paradoxically, it becomes much harder to call it truly ‘reader-driven,'” wrote Hussie on his website. “This is simply because there is so much available, the author can cherry-pick from what’s there to suit whatever he might have in mind, whether he’s deliberately planning ahead or not.”
With his newest adventure, Hussie leans on reader input less frequently and less directly, but involves the community in other ways. (For example, they just published their eighth soundtrack album of songs entirely created by fans. Don’t get me started on the cosplay.)
MS Paint Adventures goes where no videogame can possibly go, with insane storylines, shifting rules, and a ridiculous number of objects to interact with.
In any game, every object or action added to the game multiplies the number of possible interactions. Add a gun, and the programmer needs to deal with players shooting every single other object in the game. Add a lighter, and you’d better prepare for players burning everything in sight. Math geeks call this combinatorial explosion.
Homestuck’s bizarre alchemy system supports 280 trillion combinations. But Hussie doesn’t need to draw them all, only the ones readers actually try.
Reader-driven games give the illusion of limitless options, at the cost of scale. Even at 1,600 pages per year, player demand far outstrips the efforts of a single cartoonist.
Frustrated with emotional expression in computer games, game design veteran Chris Crawford set out to build Storytron, a storytelling engine intended to model the drama and emotional complexity with computer-generated actors. Eighteen years later, Crawford is still working on it and emotional AI seems just as far out of reach.
Jason Rohrer, creator of the critically acclaimed art-game Passage, tackled the problem of emotional depth in a different way — he replaced the computer AI with a human.
Last year, he released Sleep Is Death, a quirky storytelling environment that connects a single player to a single “controller” over the network. The player has 30 seconds to make any move they can think of, and the controller scrambles to manipulate the scene to respond using a set of drawing tools.
The world is completely open-ended. The only limitation is the imagination of the player and controller.
As you’d expect, the results vary wildly, often depending on the relationship between the participants, but it’s always surprising in a way that many traditional videogames aren’t. Try browsing through SIDTube, the community-contributed gallery of Sleep Is Death playthroughs, and you’ll find everything from a child’s eye view of Hiroshima to meditations on growing old with friends.
Every playthrough is completely unique, a singular experience improvised by two people. Is that a game or performance art?
Earlier this year, a German theater group named Machina eX began staging live performances based on “point-and-click” adventure games like Secret of Monkey Island and Machinarium.
On the surface, Machina eX resembles other immersive performances like Tamara or Punchdrunk’s Sleep No More, with audience members following oblivious actors around elaborately-designed rooms.
In Machina eX’s performances, actors periodically get stuck in a loop, like a game paused. The audience must step in to solve the puzzle by manipulating objects in the room before the story can continue.
Each of these projects pull together elements of improvisational theater, performance art, and role-playing games.
But it’s the lens of videogames that separates them from Dungeons & Dragons, TheatreSports, and countless other collaborative games.
Each game borrows the conventions of a familiar game genre, preparing anyone who plays it with a set of expectations — the fundamental rules, terminology, constraints, and affordances are all well-known. Even better, storytellers can subvert any of those expectations at any time.
And unlike a game engine, human storytellers can go off-script. In the case of MS Paint Adventures, they can even switch game genres entirely, as Andrew Hussie’s done with Homestuck’s evolution from adventure game to Sims-style simulation to traditional RPG to whatever the hell this is.
Using live, real-time human ingenuity as the engine for videogames creates completely new, unexpected experiences unlike anything you can code.
In The Diamond Age, Neal Stephenson imagines a world where AI is extremely powerful, but still not convincing enough to convincingly simulate human behavior. Instead, AI characters are replaced by “ractors” — paid human actors who perform in virtual worlds for entertainment and education.
Even the all-powerful Wizard 0.2, the most powerful Turing machine in the land, is actually only used for data collection and processing — the real decisions are made by the man behind the curtain.
Chris Crawford and Peter Molyneux spent years trying to find Milo, but I think we’ll be waiting for a while yet.
In the meantime, I’m going to go pretend a game or two.
I spent last weekend revisiting the “supercut” meme, with a talk at WFMU’s Radiovision conference in New York and my new Wired column, which you can read below.
To cap it off, I spent a night revamping Supercut.org into a comprehensive, browsable database of supercut videos, with the help of Twitter’s Bootstrap CSS toolkit.
I’m very happy with how the site came out, so let me know if you have any suggestions and please submit any videos I missed. I also just added RSS and you can now follow @supercutorg for updates. Thanks!
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For the last few years, I’ve tracked a particular flavor of remix culture that I called “supercuts” — fast-paced video montages that assemble dozens or hundreds of short clips on a common theme.
Many supercuts isolate a word or phrase from a film or TV series — think every “dude” in The Big Lebowski or every profanity from The Sopranos — while others point out tired cliches, like those ridiculous zoom-and-enhance scenes from crime shows.
Since 2008, I’ve added every supercut I could find to a sprawling blog post. With nearly 150 of these videos, and more being added weekly, it’s turned from a blog post into a minor obsession.
Earlier this year, I collaborated with NYC-based artist Michael Bell-Smith on Supercut.org, a 24-hour hack to make a supercut composed entirely out of other supercuts, along with a randomized supercut browser.
Today, I’m happy to announce that I’ve relaunched the site to let you browse the entire collection in different ways, subscribe to updates, or submit your own to the growing list. I’m also releasing the entire dataset publicly, which you can download at the end of this post.
To understand the rise of this new genre, let’s take a look back at how it began and how it’s evolved in the last three years.
The Proto-Cuts
While the web popularized the genre, the art world was experimenting with similar film cut-ups for years before YouTube was a gleam in Chad & Steve’s eyes.
Brooklyn-based critic Tom McCormack wrote the definitive history of the supercut, tracing its origins back to found-footage cinema, like Bruce Conner’s A MOVIE from 1958.
But it wasn’t until the 1990s that clear descendants of the genre emerged. Matthias Müller’s Home Stories (1990) reused scenes from 1950s- and 1960s-era Hollywood melodramas, filmed directly from the TV set, to show actresses in near-identical states of distress.
Christian Marclay’s Telephones (1995) showed famous actors answering ringing telephones in a string of surreal, disjointed conversations throughout Hollywood history. Edited together, the cadence and rhythm of nonstop clips feels very reminiscent of modern supercuts.
Apple tried to license Marclay’s film for the launch of the iPhone in 2007, but he refused. Instead, they made their own, borrowing the idea wholesale. (Marclay decided not to sue.)
As far as I can tell, the earliest supercut native to the web was Chuck Jones’ Buffies from 2002, which isolated every mention of “Buffy” from the first season of Buffy the Vampire Slayer.
While there were rare exceptions, supercuts really didn’t start proliferating online until around 2006. Why then? The likely cause: YouTube.
Before YouTube, it was incredibly difficult to both find and share video. After YouTube’s launch in 2005, searching through big chunks of film and TV’s recorded history became simple. Perhaps more importantly, sharing the video with others didn’t require server space, a huge amount of bandwidth, and a deep knowledge of video codecs. It just worked.
The result was that clips were easy to find and even easier to distribute. Combined with the rise of BitTorrent and the availability of affordable, easy-to-use video editing software like iMovie, it was the perfect environment for video remixing. The only missing ingredient is the time and passion to make it happen.
Supercut as Criticism
When I first started tracking the trend in 2008, almost every example was created by a superfan. Creating videos with hundreds of edits takes a staggering amount of time, and the only people willing to do it were those who were in love with the source material.
In the last three years, the form seems to have evolved from fan culture to criticism.
But recently, it’s being used for more serious criticism: calling out politicians and the news media. The Daily Show pioneered the reuse of archival news footage and quick edits to point out the absurdity of the news media and political figures, but online video remixers are taking it much further.
Video remixing group Wreck & Salvage took Sarah Palin’s speech about the Arizona shootings and removed everything but the sound of her breathing. The result, Sarah’s Breath, was a creepy example of supercut as political speech.
In March, artist Diran Lyons released one of the most epic supercuts ever — chronicling every time President Obama says “spending” in the complete video archive posted to the White House website. The result is six minutes long with over 600 edits.
The results are effective. Just as it was used to point out film cliches, a supercut sends a message about a public figure’s speech in a very short period of time. For that reason, I wouldn’t be surprised to see supercuts make their way into 2012 campaign ads.
Breaking It Down
I wanted to learn more about the structure of these videos, so I enlisted the help of the anonymous workforce at Amazon’s Mechanical Turk to analyze the videos for me.
Using the database of 146 videos, I asked them to count the number of clips in each video, along with some qualitative questions about their contents. Their results were interesting.
When looking at the source of the videos, nearly half come from film with a little over one-third sourced from TV shows. The rest are a mix of real-life events, videogames, or a combination of multiple types, as you can see below.
According to the turker estimates, the average supercut is composed of about 82 cuts, with more than 100 clips in about 25% of the videos. Some supercuts, about 5%, contain over 300 edits!
I asked the turkers whether each supercut was comprehensive, collecting every possible example, or if they were just a representative sample. For example, collecting every one of Kramer’s entrances from Seinfeld vs. a selection of explosions from action films. The results were split, with about 60% comprehensive. This could be attributed to film cliche supercuts, which don’t attempt to be thorough.
Finally, I was wondering whether each video’s creator was a fan or critic of the source material. The workers surveyed said that most supercuts were created by fans, about 73% of the time. This style of video remixing may be useful for criticism, but for now, it seems to mostly be a labor of love.
The Data Dump
Want to do your own analysis, or do some video remixing of your own?