Charted: 40 Years of Global Energy Production, by Country

1. Fossil Fuels

Biggest Producers of Fossil Fuel since 1980

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While the U.S. is a dominant player in both oil and natural gas production, China holds the top spot as the world’s largest fossil fuel producer, largely because of its significant production and consumption of coal.

Over the last decade, China has used more coal than the rest of the world, combined.

However, it’s worth noting that the country’s fossil fuel consumption and production have dipped in recent years, ever since the government launched a five-year plan back in 2014 to help reduce carbon emissions.

2. Nuclear Power

Biggest Producers of Nuclear Energy since 1980

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The U.S. is the world’s largest producer of nuclear power by far, generating about double the amount of nuclear energy as France, the second-largest producer.

While nuclear power provides a carbon-free alternative to fossil fuels, the nuclear disaster in Fukushima caused many countries to move away from the energy source, which is why global use has dipped in recent years.

Despite the fact that many countries have recently pivoted away from nuclear energy, it still powers about 10% of the world’s electricity. It’s also possible that nuclear energy will play an expanded role in the energy mix going forward, since decarbonization has emerged as a top priority for nations around the world.

3. Renewable Energy

Biggest Producers of Renewable Energy

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Source: Charted: 40 Years of Global Energy Production, by Country

This Controversial Artist Matches Influencer Photoshoots With Surveillance Footage

It’s an increasingly common sight on vacation, particularly in tourist destinations: An influencer sets up in front of a popular local landmark, sometimes even using props (coffee, beer, pets) or changing outfits, as a photographer or self-timed camera snaps away. Others are milling around, sometimes watching. But often, unbeknownst to everyone involved, another device is also recording the scene: a surveillance camera.

Belgian artist Dries Depoorter is exploring this dynamic in his controversial new online exhibit, The Followers, which he unveiled last week. The art project places static Instagram images side-by-side with video from surveillance cameras, which recorded footage of the photoshoot in question.

On its face, The Followers is an attempt, like many other studies, art projects and documentaries in recent years, to expose the staged, often unattainable ideals shown in many Instagram and influencer photos posted online. But The Followers also tells a darker story: one of increasingly worrisome privacy concerns amid an ever-growing network of surveillance technology in public spaces. And the project, as well as the techniques used to create it, has sparked both ethical and legal controversy.

To make The Followers, Depoorter started with EarthCam, a network of publicly accessible webcams around the world, to record a month’s worth of footage in tourist attractions like New York City’s Times Square and Dublin’s Temple Bar Pub. Then he enlisted an artificial intelligence (A.I.) bot, which scraped public Instagram photos taken in those locations, and facial-recognition software, which paired the Instagram images with the real-time surveillance footage.

Depoorter calls himself a “surveillance artist,” and this isn’t his first project using open-source webcam footage or A.I. Last year, for a project called The Flemish Scrollers, he paired livestream video of Belgian government proceedings with an A.I. bot he built to determine how often lawmakers were scrolling on their phones during official meetings.

“The idea [for The Followers] popped in my head when I watched an open camera and someone was taking pictures for like 30 minutes,” Depoorter tells Vice’s Samantha Cole. He wondered if he’d be able to find that person on Instagram.

[…]

The Followers has also hit some legal snags since going live. The project was originally up on YouTube, but EarthCam filed a copyright claim, and the piece has since been taken down. Depoorter tells Hyperallergic that he’s attempting to resolve the claim and get the videos re-uploaded. (The project is still available to view on the official website and the artist’s Twitter).

Depoorter hasn’t replied directly to much of the criticism, but he tells Input he wants the art to speak for itself. “I know which questions it raises, this kind of project,” he says. “But I don’t answer the question itself. I don’t want to put a lesson into the world. I just want to show the dangers of new technologies.”

Source: This Controversial Artist Matches Influencer Photos With Surveillance Footage | Smart News| Smithsonian Magazine

Cybersickness Could Spell an Early Death for the Metaverse and Virtual Reality

Luis Eduardo Garrido couldn’t wait to test out his colleague’s newest creation. Garrido, a psychology and methodology researcher at Pontificia Universidad Católica Madre y Maestra in the Dominican Republic, drove two hours between his university’s campuses to try a virtual reality experience that was designed to treat obsessive-compulsive disorder and different types of phobias. But a couple of minutes after he put on the headset, he could tell something was wrong.

“I started feeling bad,” Garrido told The Daily Beast. He was experiencing an unsettling bout of dizziness and nausea. He tried to push through but ultimately had to abort the simulation almost as soon as he started. “Honestly, I don’t think I lasted five minutes trying out the application,” he said.

Garrido had contracted cybersickness, a form of motion sickness that can affect users of VR technology. It was so severe that he worried about his ability to drive home, and it took hours for him to recover from the five-minute simulation. Though motion sickness has afflicted humans for thousands of years, cybersickness is a much newer condition. While this means that many of its causes and symptoms are understood, other basic questions—like how common cybersickness is, and whether there are ways to fully prevent it—are only just starting to be studied.

After Garrido’s experience, a colleague told him that only around 2 percent of people feel cybersickness. But at a presentation for prospective students, Garrido watched as volunteers from the audience walked to the front of an auditorium to demo a VR headset—only to return shakily to their seats.

“I could see from afar that they were getting sweaty and kind of uncomfortable,” he recalled. “I said to myself, ‘Maybe I’m not the only one.’”

[…]

In order to make VR more accessible and affordable, companies are making devices smaller and running them on less powerful processors. But these changes introduce dizzying graphics—which inevitably causes more people to experience cybersickness.

At the same time, a growing body of research suggests cybersickness is vastly more pervasive than previously thought—perhaps afflicting more than half of all potential users.

[…]

Garrido and his team decided to run their own study, recruiting 92 people to try the same VR program that first made him sick.

[…]

In sharp contrast to the 2 percent estimate Garrido had been told, the results from his study, published earlier this year, indicated that more than 65 percent of people experienced symptoms of cybersickness, and more than one-third of these people experienced severe symptoms. Twenty-two participants decided to stop the simulation before the 10 minutes were up.

[…]

Cybersickness doesn’t just arise from the controls of a VR experience. It can be built into the fabric of hardware (individual headsets) and software (experiences, apps, and simulations). Kyle Ringgenberg, an AR and VR developer and the co-founder of software company Dimension X, said that there are two major sensory conflicts that lead to cybersickness in VR. The first is the same brain-body mismatch that leads to car and seasickness, but the second is a different physiological response—and potentially even harder to fix. When we look out at the world in front of us, our eyes automatically focus on an object based on its perceived distance from us. A VR headset projects images a set distance away from a viewer, but when a virtual object appears close, it may seem blurry since the person’s eyes are trying to focus on it as if it truly were.

[…]

Source: Cybersickness Could Spell an Early Death for the Metaverse and Virtual Reality