Reddit matures, and apologises

The site's general manager has apologised for its conduct during the Boston crisis.

Reddit's general manager , Erik Martin, has apologised for the site's role in creating and spreading misinformation related to the Boston Marathon bombings:

Though started with noble intentions, some of the activity on reddit fueled online witch hunts and dangerous speculation which spiraled into very negative consequences for innocent parties. The reddit staff and the millions of people on reddit around the world deeply regret that this happened. We have apologized privately to the family of missing college student Sunil Tripathi, as have various users and moderators. We want to take this opportunity to apologize publicly for the pain they have had to endure. We hope that this painful event will be channeled into something positive and the increased awareness will lead to Sunil's quick and safe return home. We encourage everyone to join and show your support to the Tripathi family and their search.

The apology is interesting, because it reflects how the rest of the world views Reddit far more than how the community views itself. The decentralised nature of the site means that almost everything that Martin is apologising for is actually the fault of its users, rather than the company which runs Reddit and which Martin is in charge of. The subreddit, r/findbostonbombers, was set up by, and moderated by, normal users; it was Reddit's users who posted personal information, and Reddit's users who led the witch hunts. Viewed from that angle, blaming "Reddit" for this tragedy seems like blaming "Twitter" for naming rape victims; a useful shorthand, but not something we'd expect the head of the company to apologise for.

But the Reddit community is still centralised in a way that Twitter isn't, and that has repercussions. Go to the front page of Reddit without being logged-in, and you'll see the same list of content that everyone else will - and the same that many logged-in users see, as well. Hit up Twitter, on the other hand, and the site doesn't show you a thing until you've told it who you want to follow.

In other words, Twitter is a communications medium through and through, but Reddit – while not a publication in a traditional sense – has elements that we recognise from more conventional news sites. That means the site walks a fine line between trying to enable as much freedom for its users as possible, and having to deal with their mistakes as though someone on a salary made them.

Previously, the administration has been pretty unambiguous in declaring that it is not responsible for its users actions, beyond the site's "park rules":

A small number of cases that we, the admins, reserve for stepping in and taking immediate action against posts, subreddits, and users. We don’t like to have to do it, but we’re also responsible for overseeing the park. Internally, we’ve followed the same set of guidelines for a long time, and none of these should be any surprise to anyone…

  1. Don’t spam
  2. Don’t vote cheat (it doesn’t work, anyway)
  3. Don’t post personal information
  4. Don’t post sexually suggestive content featuring minors
  5. Don’t break the site or interfere with normal usage of the site for anyone else

Those rules are not particularly restrictive, and #4 was only strengthened from the incredibly laissez-faire "no child pornography" last February. Beyond that, the admins have tended to stay silent in the face of what would seem to be noteworthy controversies, like the outing of Violentacrez by Gawker's Adrien Chen and the subsequent widespread banning of Gawker media links from the site.

So it would have been easy for Reddit to respond to this latest problem in much the same way. Blame its users, point out that it has rules to prevent the worst of it and that it is deliberately laissez-faire about the rest, and wash its hands of the whole deal.

That it hasn't is a sign of maturity from the administrative team. But it also means that there's going to be a lot more controversies which they'll be expected to have a view on in future, unless the Reddit community matures at the same time. The chances of that happening soon remain slim.

Photograph: Getty Images

Alex Hern is a technology reporter for the Guardian. He was formerly staff writer at the New Statesman. You should follow Alex on Twitter.

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.