Over the last 15 years, the idea of “killer robots” has morphed from science fiction to reality, with unmanned systems now a common feature in post–9/11 conflict zones. Just about everyone fighting the multi-sided war in Iraq and Syria, for instance, has used drones, from the US and Russia to the Syrian government and Hezbollah to the Islamic State.
As robots have become more commonplace on the battlefield, fear has grown that they may be on their way to becoming too independent, too intelligent, and too autonomous, able to do more and more on their own without being steered from afar by human control or restriction.
Read more of my essay with P.W. Singer at VICE News.
If Secretary of Defense Ash Carter did a Google search for who would make the biggest splash as the head of the Pentagon’s new innovation panel from Silicon Valley, he couldn’t have gotten a better answer than the executive chairman of the eponymous search engine’s parent company, Eric Schmidt. The move announced at the RSA cyber security confab in San Francisco makes clear to the Beltway the military is serious about closing its innovation gap with the commercial sector by reestablishing ties to the Bay Area’s tech heartland.
Yet if the Defense Department’s innovation scouts get too focused on the corridor between San Francisco and San Jose, they risk missing out on existing or nascent technologies from America’s other innovation hubs.
Read more at National Defense magazine.
Gaming website Gamasutra shed some light on Tom Clancy’s The Division development and how Ubisoft used a strategy-game oriented studio it acquired, Massive, along with its existing studio capabilities to strike the right balance in developing the game’s look and feel.
One of the most telling, and important, quotes from the article is from a Massive executive describing how the Ubisoft team built and organized the development process. It has applications for any creative project where disparate skillsets need to be aligned toward a common objective: “What are you really passionate about? And, be blunt, where do you think you’re better than us? Because that’s what we want you to do on this project. What would you like to own?”
Read more at the Art of Future Warfare website.
“The authors in this anthology invite us to shed the shackles that bind us to our current constructs and instead imagine things as they might be, for better or for worse.”
– Martin Dempsey, foreword to War Stories from the Future
So writes Martin Dempsey, the former Chairman of the Joint Chiefs of Staff, about the first science-fiction anthology published by the Atlantic Council’s Art of Future Warfare project. The endorsement of the stories by the recently retired top military officer in the nation underscores the importance of fiction in understanding a very complex and frequently heartbreaking world.
Along with contest-winning art and fiction from the project’s first year of contests, the free collection features new stories from Ken Liu, Madeline Ashby, Jamie Metzl, Mat Burrows and me.
That’s where ANTFARM comes in. It’s my first new fiction since Ghost Fleet. The short story grew out of my curiosity about what would happen when swarming weapons combine with crowd-sourced intelligence analysis and man-machine symbiosis.
Check out ANTFARM and the rest of the collection here.
Comic books. Think tanks. A match made in …
Check out the latest contest from the Art of Future Warfare project at the Atlantic Council that will explore the future of urban combat.
The Atlantic Council Art of Future Warfare project’s latest crowd-sourced contest seeks original graphic novel scenes and panels, illustrations and images depicting urban conflict and combat in one of the world’s growing number of megacities during the 2040s and 2050s.
Max Brooks, the best-selling author of World War Z: An Oral History of the Zombie War and the Harlem Hellfighters graphic novel, will help select the contest winner.
Current Challenge | The Art of Future Warfare.
Some notebook highlights from my first SXSW Interactive…
Seeing curiosity as a superpower: You all have a superpower — your curiosity, said Hollywood mega producer Brian Grazier.
Making virtual reality an active, not passive, technology with eye-tracking in Fove’s VR goggles.
Exploring the duality of unmanned aerial vehicle technology: Meeting digital humanitarians like Patrick Meier.
Think of design like parkour: Paola Antonelli, director of the Museum of Modern Art in New York, who riffed on design theory and revealed she once had her heart set on becoming an astronaut.
Thinking the unthinkable: My panel with Peter W. Singer and Dave Anthony, Zero Day: What Will Be The Weapons Of World War Three?, brought a different perspective to the event and broached a subject a lot of people don’t regularly consider — but should in the tech and creative community. “While I sincerely hope that we never need to serious contemplate these questions, but it was a refreshing break from the standard SX content,” wrote an executive from The Royals, an ad agency. Indeed, that was one of our aims. ExtremeTech also covered the talk, noting the tradeoffs advanced nations face with their military and strategic reliance on technology.