Collective intelligence is a shared or group intelligence that emerges from the collaboration and competition of many individuals and appears in consensus decision making in bacteria, animals, humans and computer networks.
The notion of how we collaborate has been one that whilst often discussed has never really been nailed down. Game theory offers up the basic tit-for-tat principle whereby we collaborate until the other party proves themselves untrustworthy, at which point collaboration breaks down.
Described as a “knowledge collider,” and now with a pledge of one billion euros from the European Union, the Living Earth Simulator is a new big data and supercomputing project that will attempt to uncover the underlying sociological and psychological laws that underpin human civilization. In the same way that CERN’s Large Hadron Collider smashes together protons to see what happens, the Living Earth Simulator (LES) will gather knowledge from a Planetary Nervous System (PNS — yes, really) to try to predict societal fluctuations such as political unrest, economic bubbles, disease epidemics, and so on.
Ancient Lives is a collaboration between a diverse collection of Oxford Papyrologists and Researchers, The Imaging Papyri Project, The Oxyrhynchus Papyri Project, the Egypt Exploration Society and the following institutions.
The papyri belong to the Egypt Exploration Society and their texts will eventually be published and numbered in Society's Greco-Roman Memoirs series in the volumes entitled The Oxyrhynchus Papyri.
While there are clearly many benefits to crowdsourcing as a means of pooling resources, knowledge, money and/or time as a way of achieving results, there are, of course, certain serious issues to be considered.
Scientific research network studying global consciousness: Description, Specifications, Data Access, Results (RT @neshealth: Shift in human consciousness in response to world events – Kim Jong-Il Dies:
Co-creating and collective intelligence/wisdom are forming a hybrid forces, a calling to reclaim the participation of people in groups as positive, useful, healing, life affirming. We alter the way that we see the world in order to solve problems together.
Enterprise Gamification is the use of game mechanics within organizations to support a collaborative culture that aligns with business objectives to create an agile social business model that can increase chances of success in current competitive markets and future markets. Applying the principals of game theory and implementing game mechanics in enterprise 2.0 platforms plays a very important role in it’s event-driven architecture for capturing the REAL value of enterprise 2.o solutions. This REAL value is realized by lowering barriers of participation and showing the relationships of people, ideas, and things. Implementing enterprise gamification strategy should be a part of the complete social business strategy.
If we are going to take wholeness, interconnectedness and co-creativity seriously, we are going to have to face some very challenging implications regarding intelligence:
First: Intelligence must involve more than logical reason, since rationality constitutes only a tiny piece of our full capacity to learn from and relate to life. Second: Intelligence must involve more than learning how to control and predict things, since that does not engage the powerful co-creativity of life. Third: Intelligence must be far more than personal, since even ants can together generate an intelligence that's greater than they have individually. Fourth: Intelligence needs to reach far beyond the obvious, since whatever is obvious is connected to things that aren't so obvious, and intelligence should engage with the wholeness and relatedness of things, as much as possible. Fifth: Intelligence should be able to arise among us and through us, as a result of our kinship in the interconnected family of life. Sixth: It would seem likely that some form of intelligence would exist beyond us--in and beyond the living world--built into the very wholeness of life.
An EU-funded project has developed a platform that converts vast user-generated content from a problem of information overload into a new, collective intelligence with a range of applications, from handling emergencies to enhanced city tourism. The project has filed for several patents and a handful of products and results are destined for public or commercial release. Is this the beginning of data mining 3.0?
IMAGINE that you are French. You are walking along a busy pavement in Paris and another pedestrian is approaching from the opposite direction. A collision will occur unless you each move out of the other’s way. Which way do you step?
AI for combat has come a long way in the past 15 years, or so. How we can make other parts of the experience -- the social interaction, and storytelling -- as dynamic as the combat? While numerous games deliver sandbox-style combat that adapts to player choices, social interaction and storytelling is generally either entirely linear, or scripted with limited opportunities for interaction or influence. Game developers have mastered pathfinding, animation, scripting, and reactive behavior, but have made less progress producing characters that can dynamically communicate, cooperate, and maintain coherent interactions over long periods of time.
What about The Sims and Facade? These are exceptions that inspire my work, but lie at opposite ends of a spectrum, where I am targeting something in between. The Sims is entirely emergent; a doll house that does not attempt to tell any particular narrative. Facade tells a specific, coherent narrative, but has been criticized for limiting player agency.
The term “crowdsourcing” often conjures up the image of a guy or gal in terrycloth bathrobe at computer doing simple, perhaps somewhat creative tasks over and over again. There’s power in the crowd, by virtue of it being a big crowd, but this isn’t high science. Until now.
Anthony Goldbloom, who we featured on our recently launched 30 Under 30 list, is harnessing what might just be the best and the brightest minds in a grand crowdsourcing experiment. He is aiming to get people to answer some of the more complex riddles in academia and big companies.
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