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#(He became absorbed into and rELIED ON as 2020 explained his computer)
izzyizumi · 3 years
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Digimon Adventure [2020] featuring CHARACTER Koushiro[u] Izumi [Koushiro “Izzy” Izumi in US dub] (+relationship with) [+IZUMI FAMILY]; + Important Dialogues + Significant Moments + (Potential) Foreshadowing (for any later medias?)
“Seems like our area isn’t affected.” “And the internet’s still working.” “Oh yeah, I still have a connection...” - Taichi (Note: 2020 Koushiro’s initial profile states he lives in the same apartment building as 2020 Taichi this series.)
“But wouldn’t your family be surprised?” (Likely Implication: “by us?”) “They {SHOULD BE}, but...” - Koushiro, trailing off...
Edits by @izzyizumi / koushirouizumi {Do Not Repost} {Do Not Copy} {Do Not Remove Caption} (Please Ask to Use/Share!)
(Original/further commentary + {Spoiler} scenes under the ‘read more’!)
(After Koushiro initially seems to spend most of the morning/day in the park, before Sora arrives, talking about her Mom/getting home) “Koushiro-kun, were you ok?” (Likely Implication: “at home?”) - Sora “My house, is, um...” - Koushiro - he notably trails off before he can finish the sentence (they’re next distracted by the ongoing crisis)
- in the 4th ending theme, we see shots of the kids at their homes; Koushiro can notably be seen in a Japanese apartment-styled bathroom.
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“Some sort of pain that can only be understood by the ones LEFT BEHIND. In people and Digimon too.” “...Koushiro-han?...” - Kabuterimon, clearly concerned tone “Oh... No, it’s nothing.” - Koushiro immediately deflecting
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Original Poster’s [Mine] Commentary:
Koushiro + HIDING THINGS.
(He also did this IN Adventure...): {Japanese version}:
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“Do you have interest in WHO you are, Koushiro-han?” - Tentomon, in Adv Ep #5, curiously just before Koushiro next slips into flashback-mode, revealing to the viewers his ADOPTION backstory. (A similar sequence happens at the beginning of Adventure Episode #31, when he talks to Tentomon, then completely having ZONED OUT) [not having revealed ANYTHING about his flashbacks/family situation to Tentomon yet.]:
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- Koushiro in Adv Episode 31, realizing he worried his parents while keeping secrets:
“I wish that Koushiro would act more spoiled and unreasonable
instead of always keeping it INSIDE
like a GOOD BOY.”
- Mrs. Izumi, to Mr. Izumi, worriedly, in her concern
“Don’t you THINK SO?”
“...I’m sorry for worrying you.” - Koushiro, thinking to himself, looking ashamed
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Alun Baker, CEO of Clario, is on a mission to rehabilitate the image of consumer security products and take the fear out of selling antivirus. We find out how things are changing Until recently, if you told a security professional you were protecting your Mac with a piece of antivirus software called MacKeeper, they would probably have told you to delete it from your machine immediately – and with good reason.
Although built with the best of intentions, MacKeeper – which was developed and sold by a company called Zeobits and later sold on to a company called Kromtech – suffered from a host of problems.
Reviewers tended to question its effectiveness or necessity, and accused it of exploiting fear, uncertainty and doubt among Mac users, while users complained of aggressive and misleading advertising and affiliate marketing practices.
At one point, Kromtech even faced a class action lawsuit from disgruntled customers who alleged they had been conned into paying for unneeded fixes, while threat researchers branded the product a potentially unwanted application, or PUA – a small step from malware.
Kromtech’s and MacKeeper’s reputation was at rock bottom, but now a new owner is set on changing this, and he fancies a shot at changing the face of the consumer security industry as well.
About 18 months ago, Alun Baker, a specialist in restructuring B2C and B2B tech companies to prepare them for M&A, growth or exit, was approached to look at Kromtech and, in his words, to see what he could do in terms of taking the firm on a “transformation journey”. He was perhaps not entirely surprised by what he found.
“Let those without sin cast the first stone in the [cyber security] industry, because it was notorious,” he tells Computer Weekly. “And I think it did what everybody else did in the market – the product was downloaded onto people’s laptops and devices without them being aware of what they’d downloaded. That was just something that you saw, and frankly you still see a lot of sharp practices like this.”
However, with a practised eye for growth opportunities, it rapidly became clear to Baker not only that Kromtech and MacKeeper were worth saving, but that the fundamentals of the underlying business were ripe for transformation. He set up Clario to take on the task.
“I just saw this most incredible situation,” he says. “The security market is so open to being disrupted for one simple reason – everybody in this sector is at least 10 years old and they’re coming at this from antivirus as the core starting point for solving a problem.”
The antivirus problem
“The stats show that cyber crime is out of control, it’s going to go from three to six trillion dollars over the next two years and it’s growing at 34% a year. So whatever anyone is doing is fundamentally failing,” Baker adds.
Baker believes the security industry’s core problem stems from these overtly aggressive sales and marketing tactics that rely on sowing fear, uncertainty and doubt among end-users, and on the off-chance that the message gets through to consumers, all they hear is off-putting technical jargon and all they see is big red Xs and messages like “VIRUS ALERT”.
“That’s my favourite one,” he says. “How many of us have sat in front of a computer and it’s said ‘I’ve scanned your hard drive and found 10 viruses’? And mostly, we simply don’t engage in that, we switch off from it. We might not even trust the results. Consumers see something they are not that familiar with, and therefore not that engaged with, and so they really don’t understand the size of the problem.”
Then there is the troubling persistence of the term “virus”. The average consumer will certainly have heard of computer viruses, but would probably be hard-pressed to explain what they are. Many people are only really concerned about them because the only security lesson they have ever absorbed is that they should be concerned about them.
And that’s before we have even begun to consider cyber security threats that are not viruses.
“Antivirus is a device-centric approach to cyber security, and that’s a fraction of the percentage of the threat,” says Baker. “Most threats come from other things, like malware, from people phishing on websites, from MageCart. It’s got nothing to do with your device.”
So why has the antivirus message been so persistent? Baker reckons it’s because antivirus products have come to be seen as something that everybody should have as a basic piece of housekeeping, whether as a paid-for product or as a free version – and the free version is almost certainly selling your data, as users of Avast recently found to their cost.
Essentially, he says, treating antivirus as a tick-box exercise has made consumers dangerously complacent about cyber security.
“If you think about it, how many people feel affectionately about antivirus?” says Baker. “What we are doing with Clario is building a product that is engaging and makes you want to participate in your personal cyber security and protection and protect your privacy.
“We see so many headlines: I’m being tracked, my data is being sold, somebody has lost my data. What does that mean? I don’t see any solutions and I see consumers are pretty much ambivalent, simply because they’re confused.”
Digital lifestyle
The goal of Clario’s new, eponymously named, product is to take on this challenge, and change consumer from a staid, device-centric model to a digital lifestyle choice that empowers and, crucially, informs the end-user about what is going on.
“If you look at some of the really interesting disruptors in the digital market, like Airbnb, Monzo or Uber, they took traditional, old-fashioned principles and applied amazing user experiences and interfaces,” says Baker.
“So this is what I looked at. I asked, what if we could create a tone of voice that consumers truly understood, that was engaging, that educated them in security processes, and that made it simple for them to protect themselves.”
In practice, this means not talking about giving you protection against malware, phishing, data leaks, and so on, but rather talking about protecting your identity, your data, your device and your money.
These areas are all highlighted on Clario’s dashboard, from where users will be able to access simple, buzzword-free, high-level information about the things they should be concerned about, while at the back end, automated security protections guard against threats. Baker says it is an engaging and simple user interface that doesn’t overcomplicate security.
“When we notify you, you will get a message and it will say there have been two attempts on your router, but don’t worry, it’s all sorted,” he says. “That’s all you get from us – you won’t get a spinning wheel saying you need to run your antivirus.
“People don’t want any more than that. If you want to drill down into what happened, you can in the software, but that’s for people who are much more technical and really want to immerse themselves in it. We don’t want you to feel you have to do that, because you haven’t got time. This is your digital life, it’s fast-paced, and it should be absolutely as safe as it can be.
“What we’re also doing, which is very important, is scanning the dark web for your email and password combinations and any time we see it come up on the dark web, we’ll send you a notification to tell you we have just noticed this, you need to pay attention to the following things, and here’s our advice.”
The service is also constantly learning about its users’ day-to-day online behaviour to tailor itself better. If, for example, the user has a habit of frequently connecting to public Wi-Fi hotspots, Clario will simply activate its on-board VPN and tell the user it has taken this step, and how to change their settings if they wish.
If all else fails, or Clario comes up against a problem that it can’t fix on its own, users will be directed to make an appointment with one of its 600 technical experts, who can either fix the issue themselves, or walk the user through the process.
“I wanted to make this something users want to get engaged in, and they find it as intuitive and as desirable as possible,” says Baker.
Zero to hero?
But beyond developing Clario as a means to take on the task of changing the look, feel and focus of consumer security products, what of the legacy problem app, MacKeeper? The Clario team has been hard at work here too, rehabilitating the old product by going back to that idea of flashing pop-up warnings and big red Xs.
Then, Baker took a sledgehammer to the MacKeeper product, eliminating hundreds of mechanisms and features, and cleaned up its act, building an entirely new version of it.
“What I’m delighted to be able to say now is that MacKeeper, today, is the only AppEsteem certified full-suite cyber product on the market,” he says. “That is so onerous, it has massive impacts on your typical conversion rates and much more, but we sacrificed everything to clean this product so that AppEsteem would certify it.
“We are now also Apple notarised. Apple had blocked MacKeeper initially because of its history, but we’ve been through a journey, explained what we’ve done, and they’ve had a really close look at what we’re doing and how we’re doing it. It’s unbelievable in many people’s eyes, but we are now Apple notarised.”
A lot of the old installs of MacKeeper are no longer active, but nevertheless Clario has embarked on an extensive upgrade campaign to get its remaining users onto the upgraded, certified product, emphasising the changes made and proving they are validated.
“We hope the MacKeeper community will stay, because the product will evolve over time, and we do have plans for it over the next 12 months,” says Baker.
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adamgdooley · 7 years
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Rise of the Virtual Super-Teacher
How AI-powered personalization and immersive technologies are set to fundamentally transform the way we learn.
“It seems to me that it is through this machine that for the first time we will be able to have a one-to-one relationship between information source and information consumer.”
These are the eerily prophetic words of the late Science Fiction author and futurist visionary Isaac Asimov, long before Google became a verb.
“In the old days people would hire a tutor for their children and they’d adapt their teaching to the tastes and abilities of their students. But how many people could afford to hire a pedagogue? Most children went uneducated, and the only way to educate the masses was to have one teacher for a great many students, and to organize this they followed a curriculum. So we either had a one-to-one relationship for the few or a one-to-many relationship for the many, but now, there’s a possibility of a one-to-one relationship for the many. Everyone can have a teacher in the form of the gathered knowledge of the human species.”
Asimov’s tantalizing promise of scaling one-to-one instruction would, quite literally, give students the best of all worlds.
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Now let’s take this one step further, and imagine teaching a class with hundreds of students, yet being able to pay perfect attention to each one, detecting the slightest hint of confusion and projecting the appropriate reaction accordingly. This would give teachers super-powers they could not dream of leveraging in normal classroom environment.
That scenario might actually be much closer than we might think, with the advent of immersive technologies that integrate with Artificial Intelligence (AI). Since Virtual Reality (VR) relies on motion capture to work, it already has the inbuilt mechanisms capable of capturing and interpreting body language to create a “digital footprint” of each user.
The next step then is to use AI and machine learning to “teach” systems to filter, adapt and personalize interactions accordingly. It would be the ultimate fulfilment of Asimov’s vision, and something that leading academics in this space have long predicted.
“VR is the most psychologically powerful medium in history,” says Jeremy Bailenson, Communications Professor at Stanford University. In his recently published book Experience on Demand, Bailenson recounts how, although he’s been studying VR and its practical applications since the 1990’s, he is often taken aback by how much more impactful it is compared to other media, particularly where it is applied to learning, which led him to confidently assert that “almost any skill can be improved by virtual instruction.”
In his study of transformed social interaction Bailenson investigated how this could work in practice: “Unlike telephone conversations and video-conferences, interactants in virtual environments have the ability to systematically filter the physical appearance and behavioral actions of their avatars in the eyes of their conversational partners, amplifying or suppressing features and nonverbal signals in real time for strategic purposes. These transformations can have a drastic impact on interactants’ persuasive and instructional abilities.” In other words, the amount of engagement that a teacher’s avatar had with its virtual students had demonstrable impact on their engagement – and consequently in their learning.
The reason which makes VR such an effective and impactful learning tool is that it allows learners to achieve what is known as psychological presence. This essentially means that when we enter a virtual environment, we believe we are present, in spite of our conscious brains telling us that this is indeed a simulation. An important element in achieving such psychological presence is the concept of embodied cognition, which tells us that people absorb information better when performing actions themselves – rather than watching others do so or hearing/reading about them.
“Embodied cognition acknowledges that the mind and body are agents working together to make meaning of our experiences. It’s the idea that our mind alone does not dictate our worldview but instead that our cognition is shaped by the relationship between our mind and our body to inform and navigate our world, make meaning from our environments, and ultimately to result in learning,” explains educational and developmental psychologist Lindsay Portnoy.
Emerging research on VR indicate that the environment is a powerful tool from which we can create meaningful experiences that can effect great changes in our ability to perceive and understand the world around us. One study demonstrated that immersive VR provides better learning of physical movements than a two-dimensional video, and researchers from the University of Chicago found that simple gesturing in elementary students could potentially change and improve their knowledge. Current research by Disney, on the other hand, shows how VR is fast becoming seamless enough to enable it to replicate and synchronize with physical world behaviours such as catching a ball.
The advancement of Artificial Intelligence (AI) and Machine Learning technology will enable such datasets to be leveraged in a responsive and contextual way. This combination of AI and immersive capabilities means that future learning environments will become increasingly personalized, adapting to the individual needs of each user in real-time by analysing their “digital footprint” data.
“I’m reminded of an article I read about a father who felt “super human” while using his Amazon Echo. He and his kids loved interacting with the speaker and found the ability to call Ubers, order pizza and play music to be truly empowering and immersive – it really felt like they were interacting with an actual person,” says Ryan Andal, president and co-founder at Secret Location, who says he’s felt the same “super human” effect while using VR: “When I imagine how many jobs will be lost through automation and AI, I’m encouraged by how VR can combine with AR to allow us to be ‘super human’ and decrease knowledge gaps, learning curves and barriers for collaboration. VR will essentially allow declining markets to rejuvenate much faster than normal because of how powerful it can be as an educational and training tool.”
Andal believes that when VR becomes more accessible and affordable, distance learning could be the medium’s most important use case, opening the doors to spreading education – in its broadest possible sense – into areas typically shut out from it.
“We often think of education in the traditional sense – children in a classroom – but I believe VR is best used for training and learning new skills or trades. In that sense, VR is a complete overhaul of what’s possible! It eliminates the need for expensive materials to practice on and can put students in an array of situations that cannot normally be simulated for training purposes. VR means students will get that coveted “real-life work” experience sooner than usual.”
We are, in fact, already seeing such practical training applications emerging in a broad range of areas. The U.S. alpine team recently turned to VR to allow American racers to memorize the hill and take hundreds of virtual runs down a fast, tricky course in preparation for the 2018 Winter Olympics. They are the first known Olympic team in the world to utilize virtual reality in their training.
Troy Taylor, high performance director for U.S. Ski and Snowboard Association, believes giving a racer the ability to experience the course in VR multiple times ahead of the games gives his team a crucial competitive advantage. STRIVR, the company which developed the simulation, has been working for many years with various sports outfits such as the NFL and NBA to improve athlete’s performance through virtual training. This has been so effective, in fact that some players reported having flashbacks to games they’d only experienced in VR.
Walmart is also leveraging this to train its employees following a successful pilot program last year. The company is also working with STRIVR to incorporate VR more widely in its training. The goal, STRIVR CEO Derek Belch told The Verge in a recent interview, is to put employees in scenarios that would be inconvenient to physically re-create — like dealing with spills, or preparing for a Black Friday shopping spree.
“We’re using computer vision to map scenes, so we literally know exactly where someone’s looking,” says Belch. “Wearers might look around an environment and find the spill, for example, then answer a multiple-choice question about what effect it could have on the store,” he explains.
The global EdTech is set to grow to an estimated $252 billion by 2020, and VR is expected to capture a large proportion of that booming market. The combination of ideological and commercial incentives will therefore likely lead to accelerated development of applications and capabilities that will empower teachers and learners like never before.
Where the Internet has made great strides towards democratizing knowledge, VR will democratize experiences. Immersive technologies represent a revolution in the way we transmit knowledge and will shape how we learn and conduct business more collaboratively in a globalized, boundaryless world.
The implications of this are profound according to Bailenson: “I firmly believe that for people who love to learn, the future is going to be filled with thrilling educational experiences,” he concludes.
For those interested in exploring the potential of Immersive Technologies in Learning, the Global Education and Skills Forum will be hosting an Immersive Learning Showcase and series of insightful discussions on the 17th and 18th March 2018. GESF 2018 is an initiative of the Varkey Foundation to improve standards of education for underprivileged children around the world.
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