Conference Paper

Designing an Escape Room in the City for Public Engagement with AI-enhanced Surveillance

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Abstract

Escape the Smart City is a critical pervasive game that uses an escape room format to help players develop an understanding of the implications of urban surveillance technologies. Set in downtown Amsterdam, players work together as a team of hackers to stop the mass deployment of an all-seeing AI-enhanced surveillance system. In order to defeat the system players need to understand its attributes and exploit its weaknesses. Novel gameplay elements include locating hidden surveillance cameras in the city, discovering and exploiting algorithmic biases in computer vision, and exploring new techniques to avoid facial recognition systems. This work makes two distinct contributions to the CHI community: first, it introduces critical pervasive games as an approach to engage the public in complex sociotechnical issues, and second, it experiments with the escape room format as a platform for critical play.

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... System helper, information assistant (Ahuja & Khosla, 2019;Amaro & Oliveira, 2019;Casals et al., 2017;Cherner et al., 2019;Fahlquist et al., 2011;Fischöder et al., 2018;Fraternali et al., 2017;Innocent, 2016;Kihara et al., 2019;Laine & Sedano, 2015;Miglino et al., 2014;Monge & Postolache, 2018;Mylonas et al., 2019;Oliveri et al., 2019;Õunapuu, 2015;Palakvangsa-Na-Ayudhya et al., 2017;Papaioannou et al., 2018;Pokric et al., 2015;Rock Zou et al., 2015;Rowland, 2015;Spyrou et al., 2018;Spyrou et al., 2018;Tziortzioti et al., 2018;Wang & Hu, 2017;Williams et al., 2019) 25 ...
... Tactile, olfactory, gustatory stimulus; physical movement based control (Agyeman & Al-Mahmood, 2019;Alexandre et al., 2019;Amaro & Oliveira, 2019;Ardito et al., 2018;Ben-Moussa et al., 2017;Butgereit & Martinus, 2016;Chen et al., 2017;Fischöder et al., 2018;Gabrielli et al., 2014;Gawley et al., 2016;Hong & Cho, 2018;Hwang et al., 2012;Karime et al., 2012;Kihara et al., 2019;Kobeissi et al., 2017;Konstantinidis et al., 2014;Krommyda et al., 2018;Laine & Sedano, 2015;Madar et al., 2014;Miglino et al., 2014;Monge & Postolache, 2018;Oliver et al., 2018;Palakvangsa-Na-Ayudhya et al., 2017;Pargman et al., 2017;Postolache et al., 2019;Pozzi & Sgardelis, 2016;Radeta et al., 2019;Song et al., 2016;Spyrou et al., 2018;Van Der Helm, 2008;Wang & Hu, 2017;Wilkowska et al., 2015) 32 (Continued ) individual engagement predictably involved less social incentive compared with multi-user engagement. Surprisingly, public engagement appeared to involve the least social incentive. ...
... As technology matures, IeG that can support public engagement may become a new hot area. In this literature review, we identified three papers that have researched (Alexandre et al., 2019;Ben-Moussa et al., 2017;Casals et al., 2017;Chen et al., 2017;Cherner et al., 2019;Fahlquist et al., 2011;Fischöder et al., 2018;Garcia-Garcia et al., 2017;Henry et al., 2018;Kihara et al., 2019;Konstantinidis et al., 2014;Krommyda et al., 2018;Lu, 2018;Madar et al., 2014;Oliveri et al., 2019;Õunapuu, 2015;Pargman et al., 2017;Postolache et al., 2019;Rock Zou et al., 2015;Rowland, 2015;Song et al., 2016;Wang & Hu, 2017;Williams et al., 2019) 23 ...
Article
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Engagement is a common goal pursued by most social and technical systems, because of its widely acknowledged effects on enhancing user acceptance and performance. Previous research has shown that a system’s ability to engage users involves two known aspects: the technology foundation that determines the interactive paths for engaging users and the design methodology that determines the atop user experience to be conveyed through those paths. In recent years, an emerging and promising engagement approach that integrates both an advanced technology stack and novel design methodology, i.e. IoT-enabled Gamification (IeG), has attracted wide interest from both public and private sectors. This article aims to conduct a systematic review to answer some fundamental questions. 75 papers were reviewed under a 3-axis analysis framework of user engagement, the majority of which indicated that IeG is linked to increased engagement in a variety of application domains, stages, and population scales.
... Similarly, artist David Rokeby's media installation "Sorting Daemon" [37] in Toronto adopt a surveillance system composed of a computer, a LCD screen and a camera, to extract image patches of pedestrian walking in a public street, then the person patches are separated into coloured regions which are sorted and reassembled into composite pictures for the display. Kihara et al. [21] design a critical pervasive game based on surveillance cameras with an escape room theme, using surveillance cameras to raise public awareness about the socio-technical implications of AI-enhanced urban surveillance. In contrast, Albrechtslund and Dubbeld [3] propose an positive view of surveillance, suggesting it can be protective as well as playful and enjoyable. ...
... However, the public nature of body language performance in public areas, along with the video clips recorded by the surveillance system, will effectively deter such attempts. (3) Previous studies have raised various criticism and questions regarding the widespread use of surveillance technologies [39] [21]. However, surveillance technology is inherently two-faced, embodying both "care-and-control" aspects [28]. ...
Preprint
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In this paper, we create "Love in Action" (LIA), a body language-based social game utilizing video cameras installed in public spaces to enhance social relationships in real-world. In the game, participants assume dual roles, i.e., requesters, who issue social requests, and performers, who respond social requests through performing specified body languages. To mediate the communication between participants, we build an AI-enhanced video analysis system incorporating multiple visual analysis modules like person detection, attribute recognition, and action recognition, to assess the performer's body language quality. A two-week field study involving 27 participants shows significant improvements in their social friendships, as indicated by self-reported questionnaires. Moreover, user experiences are investigated to highlight the potential of public video cameras as a novel communication medium for socializing in public spaces.
... A few studies have taken this challenge up by simulating smart city surveillance technologies, processes, and practices to participants. Examples include visual and verbal vignettes based on different kinds of surveillance technologies (Mariën and Poels 2020) or scenarios of smart city futures (Butot et al. 2020;Jameson, Richter, and Taylor 2019), gamified surveys challenging players to identify surveillant objects in a virtual smart city (Rijshouwer, Leclercq, and van Zoonen 2022), and escape rooms with surveillance storylines (Kihara, Lomas, and Bendor 2019). Although these studies have slightly different epistemological approaches to the phenomenon of "subjective experience," all highlight feelings of exposure to smart city surveillance, which is experienced as opaque in its functioning (Butot et al. 2020;Jameson, Richter, and Taylor 2019;Rijshouwer, Leclercq, and van Zoonen 2022;Mariën and Poels 2020). ...
Article
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Smart cities are commonly seen as places that are defined by surveillance because of their reliance on vast amounts of digital data to improve urban management challenges. Although the infrastructures and technologies that enable smart city surveillance pervade multitudinous urban spaces and everyday practices, they are often “hiding in plain sight,” going unnoticed in the bustle of everyday life. Hence, fostering research settings where citizens can productively reflect on their everyday surveillance constitutes a major challenge for the interrelated projects of doing empirical research about subjective experiences of smart city surveillance and the inclusion of citizens in smart city discussions. Drawing on walking as a method, this study attempts to meet this challenge by developing and empirically testing a methodology of purposive “data walking.” Situating the research in Rotterdam, the Netherlands, participants are instructed to identify data points for public safety purposes on a short walk through the city and reflect on their experiences. Observations and experiences of smart city surveillance are documented with photos, text descriptions, and audio notes, which are shared in real-time with researchers and provide the basis for group reflections. These walks and reflections generate rich visual and textual data that yield insights into embodied and situated constructions of smart city surveillance as an object of subjective inquiry, experiences of visibility, considerations of agency and evaluations of public safety implications. The study considers these empirical results in conjunction with reflections on the methodology, contributing to further methodological explorations for including citizens in smart city discussions and surveillance subjectivity research.
... (Some examples of artificial intelligence models in a similar domain are given in: Ai & Kwon (2020), Kihara et al. (2019)) The applications of graceful degradation can be split into two sections, one where the system deals with out-of-distribution data in a self-contained manner, and one where the system can take additional inputs to improve its performance in the observed distribution. These two approaches can be split into passive and active approaches. ...
Article
When machine learning models encounter data which is out of the distribution on which they were trained they have a tendency to behave poorly, most prominently over-confidence in erroneous predictions. Such behaviours will have disastrous effects on real-world machine learning systems. In this field graceful degradation refers to the optimisation of model performance as it encounters this out-of-distribution data. This work presents a definition and discussion of graceful degradation and where it can be applied in deployed visual systems. Following this a survey of relevant areas is undertaken, novelly splitting the graceful degradation problem into active and passive approaches. In passive approaches, graceful degradation is handled and achieved by the model in a self-contained manner, in active approaches the model is updated upon encountering epistemic uncertainties. This work communicates the importance of the problem and aims to prompt the development of machine learning strategies that are aware of graceful degradation.
... [7] In addition, Death on the Nile was designed as a pervasive game because it is a role-playing game where the experience is extended out in the real world, or where the fictive world in which the game takes place blends with the physical world. [14] The story plot took place in Egypt, in the Kings' Valley, where visitors were called to solve the mystery around a murder in the tomb of a Pharaoh. More in detail, participants were invited to exploit interactive technologies to help the researchers to identify the assassin. ...
Conference Paper
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In a world where public engagement is increasingly important, where there is the urge of leaving the research laboratories to tell people what is being done, and where the effort from Academy is still limited, we propose Death on the Nile, a novel experience to get people in touch with innovative interactive technologies. In our exhibition, visitors are invited to solve a crime while they get in touch with the new frontiers of Human-Computer Interaction. Also, participants can experience the different stages of the research process through the metaphor of the investigation. An empirical study (N=969) shows that Death on the Nile is engaging and effective as a method through which to present HCI research. Finally, we conceptualize the experience into a framework that can be used with potentially any interactive technology.
... They also give opportunities to researchers to study group dynamics under the locked conditions of a room and study the behavior of participants. The escape rooms have been used to raise awareness about complex sociotechnical issues, like the use of surveillance technology in cities [11] and they have been also used as testbeds for different learning settings [12]. ...
Chapter
A peripheral museum with a nevertheless important collection of ancient items, wished to increase its visibility and digital presence in order to become more known and attract new visitors. Among the different solutions designed and implemented, we also designed a series of games of different kinds (i.e. mini vs complex games) for different purposes, like profiling of potential visitors and advertising the venue in social media. Based on lessons learnt from physical games played at museums of the same type in the same region, we designed and implemented a museum escape game. The game is presented here, to provide implementation details regarding the concept, the game mechanics, the interface design, the technical details, as well as the game art. We conclude with primary user testing and future steps that include plans for creating museum escape games with different technologies, like augmented reality and virtual reality.
Preprint
When machine learning models encounter data which is out of the distribution on which they were trained they have a tendency to behave poorly, most prominently over-confidence in erroneous predictions. Such behaviours will have disastrous effects on real-world machine learning systems. In this field graceful degradation refers to the optimisation of model performance as it encounters this out-of-distribution data. This work presents a definition and discussion of graceful degradation and where it can be applied in deployed visual systems. Following this a survey of relevant areas is undertaken, novelly splitting the graceful degradation problem into active and passive approaches. In passive approaches, graceful degradation is handled and achieved by the model in a self-contained manner, in active approaches the model is updated upon encountering epistemic uncertainties. This work communicates the importance of the problem and aims to prompt the development of machine learning strategies that are aware of graceful degradation.
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