Twitter’s thin blue line: a velvet rope to connect the riff-raff to the elite

The latest update to the social network is simply a helpful little line to make it easier to follow a conversational thread. In reality, it will mean that the clubby little chats of the great and good will be even more difficult to avoid.

How Barack Obama got elected I’ll never know. With rhetoric centred around the repeated use of the word ‘change’ he somehow appealed to the Social Media generation. And if we know one thing about them it’s this; they don’t like change.

You only have to wander into Facebook after one of its thrice-monthly makeovers to know that’s true. The kind of wailing and rending of garments you’ll see after a minor alteration of the network’s news feed hasn’t been witnessed since Moses nearly missed his print deadline for The Book Of Job.

Now — setting aside for a moment the possibility that Syrian hackers have compromised the network in a peculiarly constructive way — Twitter has a social upheaval of its own.

The principal difference between the two leading social networks is that while Facebook is unapologetically a platform for closed friendship groups, Twitter aspires to be The National Conversation.

The latest update to the Twitter web client introduces a helpful little line to make it easier to follow a conversational thread. Hardly groundbreaking stuff.

The thinking behind the (by default) blue line is to promote conversation. To encourage people to butt in to the conversations they see going on around them. To promote tweets that are engendering conversations over random shouts in the darkness. .  In essence, Twitter wants some of Facebook’s action.

But of course the blue line is also a velvet rope. There’s an élite on Twitter as there is everywhere else. And, as they do everywhere else, they all know each other.

Unless you regularly consult Wikipedia you can often forget that an awful lot of politicians, actors and broadsheet columnists — no matter how egalitarian their standpoint, are either descended from someone famous, married to someone famous, or used to fag for someone famous at Eton.

On Twitter, it’s all too obvious that the cool kids all know each other. The national conversation is shot through with a skein of the great and the good chatting about meeting up later at one anothers’ book launches, or commiserating with one another about the hangovers they’re suffering after last night’s première.

Those conversations could be taking place via email, or in direct messages, rather than constituting a virtual Mean Girls lunch table to which the rest of us aren’t invited. But let’s be charitable. Maybe all those cool kids are just too hungover to send emails. There are an awful lot of book launches every week.

Twitter happily tells us that  “great conversations happen on Twitter every day” and that “they’re now easier to find and enjoy.” What they have become, in fact, is harder to avoid. The great school cafeteria of Twitter has been arranged to that we’re all in earshot of the cool kids table, all the time.

There is scope, and I’m sure I’m not the first person to notice this, to exploit Twitter’s new conversation lines. For commercial interests to link tweets to give them more conversational ‘weight’ and float them to the top of more timelines.

So, in summation. Ordinary people don’t like the blue lines because they don’t like change of any kind. The cool kids won’t notice the blue lines because they’ve always used Twitter as a conversational medium anyway. And unless Twitter are getting a kickback from the commercial operators that will swoop in to exploit the new opportunity, they won’t derive much benefit from it.

If we were rational about social networking, the blue line would soon become so ubiquitous as to become effectively invisible.

As we’re not, I doubt if it’ll last until the end of the Obama administration.

A still from Twitter's video introducing the update to its web client.

Michael Moran is the television columnist for the Lady magazine and the creator of the literary spoof “100 Books I'll Never Write".

Photo: Getty
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Move objects with your mind – telekinesis is coming to a human brain near you

If a user puts on the Neurable headset, they can move virtual objects with their thoughts. 

On 30 July, a blog post on Medium by Michael Thompson, the vice-president of Boston-based start-up Neurable, said his company had perfected a kind of technology which would be “redrawing the boundaries of human experience”. 

Neurable had just fulfilled the pipe dreams of science fiction enthusiasts and video game fanboys, according to Thompson – it had created a telekinetic EEG strap. In plain English, if a user puts on the Neurable headset, and plays a specially-designed virtual reality video game, they can move virtual objects with their thoughts. 

Madrid-based gaming company eStudioFuture collaborated with Neurable to create the game, Awakening. In it, the user breaks out of a government lab, battles robots and interacts with objects around them, all hands-free with Neurable's headset. Awakening debuted at SIGGRAPH, a computer graphics conference in Boston, where it was well received by consumers and investors alike.

The strap (or peripheral, as it’s referred to) works by modifying the industry standard headset of oversized goggles. Neurable's addition has a comb-like structure that reaches past your hair to make contact with the scalp, then detects brain activity via electroencephalogram (EEG) sensors. These detect specific kinds of neural signals. Thanks to a combination of machine-learning software and eye-tracking technology, all the user of the headset has to do is think the word “grab”, and that object will move – for example, throwing a box at the robot trying to stop you from breaking out of a government lab. 

The current conversation around virtual reality, and technologies like it, lurches between optimism and cynicism. Critics have highlighted the narrow range of uses that the current technology is aimed at (think fun facial filters on Snapchat). But after the debut of virtual reality headsets Oculus Rift and HTC Vive at 2016’s Game Developers conference, entrepreneurs are increasingly taking notice of virtual reality's potential to make everyday life more convenient.

Tech giants such as Microsoft, Facebook and Google have all been in on the game since as far back as 2014, when Facebook bought Oculus (of Oculus Rift). Then, in 2016, Nintendo and Niantic (an off-shoot from Google) launched Pokémon Go. One of Microsoft’s leading technical fellows, Alex Kipman, told Polygon that distinctions between virtual reality, augmented reality and mixed reality were arbitrary: "At the end of the day, it’s all on a continuum." 

Oculus’s Jason Rubin has emphasised the potential that VR has to make human life that much more interesting or efficient. Say that you're undergoing a home renovation – potentially, with VR technology, you could pop on your headset and see a hologram of your living room. You could move your virtual furniture around with minimal effort, and then do exactly the same in reality – in half the time and effort. IKEA already offers a similar service in store – imagine being able to do it yourself.

Any kind of experience that is in part virtual reality – from video games to online tours of holiday destinations to interactive displays at museums – will become much more immersive.

Microsoft’s Hololens is already being trialled at University College London Hospital, where students can study detailed holograms of organs, and patients can get an in-depth look at their insides projected in front of them (Hololens won’t be commercially available for a while.) Neurable's ambitions go beyond video games – its headset was designed by neuroscientists who had spent years working in neurotechnology. It offers the potential for important scientific and technological breakthroughs in areas such as prosthetic limbs. 

Whether it was a childhood obsession with Star Wars or out of sheer laziness, as a society, we remain fascinated by the thought of being able to move objects with our minds. But in actual realityVR and similar technologies bring with them a set of prickly questions.

Will students at well-funded schools be able to get a more in-depth look at topography in a geography lesson through VR headsets than their counterparts elsewhere? Would companies be able to maintain a grip on what people do in virtual reality, or would people eventually start to make their own (there are already plenty of DIY tutorials on the internet)? Will governments be able to regulate and monitor the use of insidious technology like augmented reality or mixed reality, and make sure that it doesn't become potentially harmful to minors or infringe on privacy rights? 

Worldwide spending on items such as virtual reality headsets and games is forecast to double every year until 2021, according to recent figures. Industry experts and innovators tend to agree that it remains extremely unlikely you’ll walk into someone examining a hologram on the street. All the same, VR technology like Neurable’s is slowly creeping into the fabric of our lived environment.