2022
DOI: 10.33767/osf.io/pev43
|View full text |Cite
Preprint
|
Sign up to set email alerts
|

Representations of Machine Vision Technologies in Artworks, Games and Narratives: A Dataset

Abstract: This dataset captures cultural attitudes towards machine vision technologies as they are expressed in art, games and narratives. The dataset includes records of 500 creative works (including 77 digital games, 190 digital artworks and 233 movies, novels and other narratives) that use or represent machine vision technologies like facial recognition, deepfakes, and augmented reality. The dataset is divided into three main tables, relating to the works, to specific situations in each work involving machine vision … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
2

Relationship

1
1

Authors

Journals

citations
Cited by 2 publications
(1 citation statement)
references
References 0 publications
0
1
0
Order By: Relevance
“…Taking the machine vision situation as the core unit of analysis allowed us to create structured data about the distribution of agency in machine vision interactions in a form that could be analysed quantitatively. We have begun to publish findings from our analyses of this dataset, identifying what the most common technologies are doing in the works in which they are used or represented, and what is most commonly being done to them ( Rettberg, 2022b ). For instance, drones are most commonly represented as recording, killing, transmitting and targeting and are represented as being controlled by human beings ( Rettberg, forthcoming ).…”
Section: Tracing Agencymentioning
confidence: 99%
“…Taking the machine vision situation as the core unit of analysis allowed us to create structured data about the distribution of agency in machine vision interactions in a form that could be analysed quantitatively. We have begun to publish findings from our analyses of this dataset, identifying what the most common technologies are doing in the works in which they are used or represented, and what is most commonly being done to them ( Rettberg, 2022b ). For instance, drones are most commonly represented as recording, killing, transmitting and targeting and are represented as being controlled by human beings ( Rettberg, forthcoming ).…”
Section: Tracing Agencymentioning
confidence: 99%