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Approaching 2050 - Attention, Internet and Artificial Intelligence

Approaching 2050 - Attention, Internet and Artificial Intelligence is a popular science book by members of the Swarm Agents Club in a crowdsourcing manner,written in 2016 and published in 2016.The topic explored in this book is the relationship between man and computer. In one sentence: man-made machines provide attention to drive the evolution of machine systems, and machines provide a variety of games for humans to experience.

Contents
With the artificial intelligence program AlphaGo defeating the human world champion Li Shishi with a 4:1 big score, the fear that the machine will conquer humanity is on the rise. However,"Approaching 2050" paints a new scene of harmonious and symbiotic and coordinated evolution of human and machine. In a visible future, human beings will increasingly be immersed in a variety of virtual worlds to gain a variety of experiences, while at the same time, we will be willing to keep inputing our attention to the machine world to motivate them to evolve.

This book explains the technical fields including Internet, artificial intelligence, attention economy, crowdsourcing, human computing, computer games, virtual reality and its impact on social life from the perspective of attention, and also creatively proposes a series of new concepts: the theory of occupation, the "game +" era, the Italian home, automatic game design, automated entrepreneurship, accounting for currency, wishing trees, and so on. All of this will provide us with a deep insight into the relationship between technology and humanity and the future development and direction of human society. This book is intended for Internet and artificial intelligence practitioners, corporate executives, and readers interested in issues such as the future of mankind and technology, and how technology affects society.

Author
Swarm Agents Club, founded in 2008, it is a group of explorers engaged in academic research and enjoying the fun of science. Advocate interdisciplinary research and exchanges with an open and open attitude and a scientific and empirical spirit, and strive to build a "innovation without walls" in China. The author's mission and goal: to create a small habitat for free exchange of academic ideas, to foster groundbreaking scientific discoveries.

Structure
As an introductory chapter, Chapter 1 "There are many different opinions" that gives a bird's eye view of the development of the Internet in the past half century and the resulting changes in human society. Long tail, flip, open source, sharing, community, man-machine war, all these classic concepts and theories are describing the Internet phenomenon we face from different perspectives. However, they lack a unified perspective – this is attention, it is the first push of technology, and it is also a new perspective for the future of the book. The idea of ​​attention as a basic driving force has long been known, from the Nobel Prize, the ACM A.M. Turing Award winner, the great scientist Haobert Simon, to the "Einstein of Attention Economy" Goldberg, from the willing economy The father of Dawke Sears, to the father of experience economy, Pines II, gave his insights into his attention. Chapter 2, “First Push,” will lead readers to review the thoughts of the masters and appreciate their insights. "Zhanyi" is a new concept proposed in this book. It can cover attention, willingness and experience, and can express the trend of occupying consciousness space. Chapter 3 "The Theory of Appreciation" will be a new concept of "occupation". Conduct a comprehensive discussion. At the same time, by comparing the dominant flow with the energy flow, we find the similarities between conservation, dissipative, and hierarchical, which provide an empirical basis for the attentional energy flow comparison.

Chapter 4, "Interpreting the Internet," reinterprets the various Internet phenomena from the perspective of the theory of doctrine. From free logic to growth hackers, from AB testing to lean entrepreneurship, from fan economy to community economy, from experience to sharing, a complex phenomenon is uniformly interpreted within the framework of the theory of occupation. However, this chapter does not stop here, but further proposes new concepts such as “Italian” and “automated entrepreneurship”. The explosion of the Industrial Revolution should be attributed to the invention and creation of various energy devices such as coal, oil, wind and water. If attention can be compared to energy flow, then we can also develop a variety of applications to use attention flow to do work output, which is crowdsourcing and human computing. From open source software, Wikipedia, to protein folding games and crowdsourcing math project PolyMath, attentional work output has created a lot of value for engineering, science, society and other fields. Through clever design, engineers can let you voluntarily export your attention resources while playing games, helping computer systems solve difficult problems. Combining human intuition and computer high-intensity and high-precision computing power will be the future trend, which is the topic discussed in Chapter 5, “From Crowd to Human Computing".

Whether it is the 70 after the old, or the 90 after the fantasy, it is because of the existence of the classic games such as "Super Mario Bros.", "Tetris", "Counter Strike" and "World of Warcraft", our growth is not so lonely. Although the game has been criticized by families, schools and the community, it is undeniable that the game is precisely the most effective tool for acquiring human attention resources, and the engine of power to create a steady stream of attention for the machine world. Chapter 6, "The World of Games," accompanied us to review the history of the game, as well as a number of serious topics such as the nature of the game, immersion and emergence, and the theory of flow. In addition, "Game +" will be another social movement to transform the traditional industry after the "Internet Plus". With the maturity of virtual reality, especially augmented reality technology, people will turn more and more heavy work in the real world into fun and fun games. Entertainment to death will no longer be an illusion. AlphaGo defeated human champion Li Shishi with a 4:1 score. Go, the last holy grail of human wisdom, was ruthlessly challenged by the machine. The launch of this heavy news made artificial intelligence once again the focus of attention. After reviewing the brief history of the development of artificial intelligence, Chapter 7, “Occupation and Artificial Intelligence,” focuses on how to develop artificial intelligence around the precious resources of people's attention. We have circumvented the technical details of deep learning, neural networks and difficult mathematical theories, and have developed a variety of future applications of artificial intelligence: accounting for currency, wishing trees, automatic game design, team building Tetris games, accounting for The theory of meaning guides us to put forward a whimsy.

As the content expands, a future world full of fantasy will be presented to readers. However, as early as 100 years ago, physicists have already scientifically revealed another quantum world that is even more incredible—quantum physics. So is there a connection between the quantum world and the future world depicted in this book.Chapter 8, “The Universe of the Participants,” gives a positive answer. We will see that the essence of the Internet, artificial intelligence, and future technological development lies in the philosophical view of the “participant's universe”. Observing and paying attention means participation and change. An objective universe that is completely independent of us does not exist. Therefore, technology can make our dreams and imaginary illusions no longer be a fantasy. Not only that, the Turing Machine-Observer model as the only mathematical model in this book will likely be the basis for depicting human-machine coupled systems.

As a summary and sublimation, Chapter 9 "Going Close to 2050" will end the book with a science fiction story full of suspense and fantasy. Under the leadership of the story's hero raindrop, a 20-year-old girl living in 2039, we will be in the future world of 2050. There, all the tangible objects: houses, streets, cities, robots will be transformed into a film that can be arbitrarily deformed - the wish film, artificial intelligence will be everywhere. However, at the end of the story, our protagonist, Miss Raindrop, will encounter a big trouble: she can't even figure out whether she is real or illusory.

Catalogue
Chapter One Different opinions

Chapter Two First driving force

Chapter Three Occupation theory

Chapter Four Interpreting the internet

Chapter Five Crowdsourcing and human computing

Chapter Six Game world

Chapter Seven Appreciation and artificial intelligence

Chapter Eight Participant's universe

Chapter Nine 2050 Approaching 2050

Appendix Quantitative law of the network

Book Reviews
"Over the years, with the popularity of the Internet and the rise of the mobile Internet, a variety of new things have emerged: Smartphones, WeChat, Alipay, smart home, virtual reality, artificial intelligence. There is no doubt that these new things are already very deeply changed our world. What are the laws and relationships behind various technological products? What revolutionary things will happen in the future era? And listen to the wisdom of the scientists!"——George

"In-depth understanding of the nature of human-machine relations, a comprehensive perspective of the future social trends, want to understand the past 30 years, you should read "out of control"; and to understand the next 30 years, you should read "near 2050." When the singularity is approaching, Everything will be redefined. Let us focus on the future of mankind and the ultimate destiny. The future has arrived, but it is not yet popular."——William Gibson