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No Copyright Intended

Posted December 9, 2011 by Andy Baio

On October 26, a YouTube user named crimewriter95 posted a full-length version of Pulp Fiction, rearranged in chronological order.

A couple things struck me about this video.

First, I’m surprised that a full-length, 2.5-hour very slight remix of a popular film can survive on YouTube for over six weeks without getting removed. Now that it’s on Kottke and Buzzfeed, I’m guessing it won’t be around for much longer.

But I was just as amused by the video description:

“The legendary movie itself placed into chronological order. If you’d like me to put the full movie itself up, let me know and I’ll be glad to oblige. Please no copyright infringement. I only put this up as a project.”

These “no copyright infringement intended” messages are everywhere on YouTube, and about as effective as a drug dealer asking if you’re a cop. It’s like a little voodoo charm that people post on their videos to ward off evil spirits.

How pervasive is it? There are about 489,000 YouTube videos that say “no copyright intended” or some variation, and about 664,000 videos have a “copyright disclaimer” citing the fair use provision in Section 107 of the Copyright Act.

Judging by his username, I’m guessing crimewriter95 is 16 years old. I wouldn’t be surprised if most of those million videos were uploaded by people under 21.

He’s hardly alone. On YouTube’s support forums, there’s rampant confusion over what copyright is. People genuinely confused that their videos were blocked even with a disclosure, confused that audio was removed even though there was no “intentional copyright infringement.” Some ask for the best wording of a disclaimer, not knowing that virtually all video is blocked without human intervention using ContentID.

YouTube’s tried to combat these misconceptions with its Copyright School, but it seems futile. For most people, sharing and remixing with attribution and no commercial intent is instinctually a-okay.

Under current copyright law, nearly every cover song on YouTube is technically illegal. Every fan-made music video, every mashup album, every supercut, every fanfic story? Quite probably illegal, though largely untested in court.

No amount of lawsuits or legal threats will change the fact that this behavior is considered normal — I’d wager the vast majority of people under 25 see nothing wrong with non-commercial sharing and remixing, or think it’s legal already.

Here’s a thought experiment: Everyone over age 12 when YouTube launched in 2005 is now able to vote.

What happens when — and this is inevitable — a generation completely comfortable with remix culture becomes a majority of the electorate, instead of the fringe youth? What happens when they start getting elected to office? (Maybe “I downloaded but didn’t share” will be the new “I smoked, but didn’t inhale.”)

Remix culture is the new Prohibition, with massive media companies as the lone voices calling for temperance. You can criminalize commonplace activities from law-abiding people, but eventually, something has to give.

Update, February 11: Everybody’s singing the YouTube Disclaimer Blues.

146 Comments

Tracking the U.S. Government’s Response to #Occupy on Twitter

Posted November 29, 2011April 13, 2022 by Andy Baio

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.

Of those accounts, only three have mentioned the Occupy protests in any way — Voice of America, the Smithsonian, and the White House.

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.)

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Viewing the UC Davis Pepper Spraying from Multiple Angles

Posted November 21, 2011 by Andy Baio

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.

Best viewed in HD fullscreen.

Top

briocloud, http://www.youtube.com/watch?v=K8Uj1cV97XQ

jamiehall1615, http://www.youtube.com/watch?v=wuWEx6Cfn-I

Bottom

OperationLeakS, http://www.youtube.com/watch?v=BjnR7xET7Uo

asucd, http://www.youtube.com/watch?v=6AdDLhPwpp4

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Google Analytics A Potential Threat to Anonymous Bloggers

Posted November 16, 2011 by Andy Baio

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.

  1. 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.”)
  2. Turn on domain privacy with your registrar. Better, use a hosted service to avoid domain payments entirely.
  3. 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.
  4. 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.
  5. 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.

Stay safe.

29 Comments

Arcade Improv: Humans Pretending to Be Videogames

Posted November 10, 2011 by Andy Baio

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.

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