Envisioning a Future Where Smart Glasses Eliminate “AI Slop”

“Wearing non-smart glasses created a reality that was not augmented at all…”

Ekaterina Goncharova/Getty Images

By the mid-2020s, the world became inundated with “AI slop.” Various forms of content—images, videos, music, emails, advertisements, speeches, and TV shows—were generated by artificial intelligence and often felt unoriginal and unengaging. While some experiences occasionally offered amusement, many were dull and soulless, sometimes leading to harmful misinterpretations. Interactions with others raised doubts—was the person on the other end of the call genuine? Many were repulsed and eager to escape from this perplexing landscape.

There was no “Butler’s Crusade,” a fictional revolt against the thinking machines. The book title references Samuel Butler’s insightful 1863 letter discussing machine evolution, titled “Darwin in the Machines.” Ironically, the solution emerged through innovative applications of AI.

One tech firm unveiled a series of smart glasses, featuring an augmented reality (AR) display equipped with built-in cameras, microphones, and headphones. By 2028, engineers from the Reclaim Reality Foundation adapted this tech for smart glasses, utilizing bespoke AI to eliminate any AI-generated content. Wearing non-smart glasses functioned as a form of negative AR, presenting an unfiltered reality.

Roaming the streets with DumbGlasses, later dubbed X-ray specs due to their ability to see beyond the surface, felt akin to subscribing to ad-free media. These glasses stripped away AI-created banners and seamlessly inserted natural scenery, ensuring that every conversation or song was crafted using classic analog methods. Users embraced X-ray specs as a means to unwind, declutter their minds, and break free from the deluge of AI. Many proudly displayed their status with T-shirts and badges touting slogans like “AI Vegan,” “Real or Nothing,” and “Slop Free Zone.”

As we moved into the 2030s, electronic contact lenses and tiny ear implants emerged that could perform similar functions.

The online domain posed a different challenge. There, escaping the grip of AI and relentless algorithmic profiling proved far more difficult.


Engineers took that technology into smart glasses and utilized custom AI to eliminate any AI-generated content.

One method allowed users to access search engines without activating the AI summaries. In the 2020s, one such option was: startpage.com. Some clever hacks employed expletives in search queries, circumventing AI-generated summaries. Nonetheless, even with these workarounds, evading AI profiling and targeting on social media platforms remained nearly impossible. Given the overwhelming dominance of major tech companies over social media, navigation, and the online realm, disengaging was far easier said than done. Yet, few were willing to abandon everything the Internet revolution had gifted us; they yearned for a digital universe to explore and rich online experiences.

The solution manifested as a new kind of network. Beyond the standard internet and the dark web, accessible only via specific browsers and passcodes, emerged veriweb (from veritas, Latin for truth). This network featured content entirely free from AI influence. Collaborating with Reclaim Reality, artists, musicians, and writers devised an infallible system, akin to blockchain used for verifying cryptocurrency transactions, ensuring that every piece of content had verifiable human origins. Veriweb, or the transparent web, became the trusted haven for reliable information and journalism, as users could trace the origin of their content. Wikipedia, which struggled with AI-generated material throughout the 2020s, transitioned to Veriweb in 2029. Traditional news entities followed suit, eager to assert their credibility in a post-AI landscape. Moreover, veriweb ensured that users remained unmonitored, unprofiled, and untouched by AI algorithms.

As millions flocked to this platform, humanity rediscovered connections and creativity. While much AI utilization persisted in personal tasks—like medical diagnoses—the intellectual stagnation that plagued society since the 2020s began to dissipate as individuals more actively engaged in their actions rather than leaving them to machines.

People discovered that navigating the vast digital world without algorithmic guidance diminished their sense of curated and personalized experiences. Additionally, the extensive collection of sensitive data by tech giants and the colossal revenues derived from targeted exploitation of that data became distant memories, evoking little sorrow among the populace.

Rowan Hooper, editor of New Scientist podcast and author of How to Spend $1 Trillion: 10 Global Problems We Can Actually Solve. Follow him on Bluesky @rowwhoop.bsky.social

Topics:

  • artificial intelligence/
  • technology

Source: www.newscientist.com

Envisioning a Black James Bond: The Birth of 50 Cent in Bullets and Games

The rapper 50 Cent (born Curtis Jackson) became a household name in 2005. British classrooms were filled with teenagers sporting Jackson’s G-Unit attire, while his catchy tracks dominated the airwaves. His remarkable journey—from surviving being shot nine times to becoming one of the world’s biggest hip-hop stars—is the stuff of legends.

That year, 50 Cent sold over a million copies of his sophomore studio album, *The Massacre*, in just one week. To capitalize on this superstar’s success, his label Interscope Records devised a dual strategy: a Hollywood biopic (*Get Rich or Die Tryin’*) and a licensed video game, *50 Cent: Bulletproof*, both set for release by November 2005. “It feels like an action movie,” he remarked.

The game, developed by a British company previously known for the *Fight Club* tie-in, aimed to create a thrilling escape through the 128-bit era. Unfortunately, the project only lasted 11 months. “I remember arriving at the office at 7am and not leaving until around 11pm,” recalls game artist Hanlandawa. “We all lived on a KFC diet. 50 Cent became my obsession. I even read a doctor’s report of his shooting.”

Game designer Haydn Dalton added, “It’s amusing because this game revolves around guys from the hood, yet here I am—a white guy from northwest England—writing the in-game dialogue.”

Take a photo first and ask questions later… Photo: THQ

As of November 20th, this year, 50 Cent finds himself embroiled in a shadowy underworld filled with dangerous terrorists, vicious biker gangs, and mobsters. He navigates the cityscape—shooting first and asking questions later—tracking down the individuals who shot him and aiding his G-Unit crew (including Tony Yayo, Young Buck, and Lloyd Banks).

Similar to the *A-Team*, each G-Unit member provides unique skills (Yayo as the explosives expert, Banks as the lock-pick). The script, penned by *Sopranos* writer Terrence Winter, features cinematic cutscenes where 50 Cent interacts with the corrupt Detective McVicar, adding to the game’s intensity.


He voices a corrupt cop, spurred on by Madcap Eminem, who constantly demands cash to fund his children’s expensive karate lessons. Accompanying the troubled McVicar is Dr. Dre, providing the voice for a hardened arms dealer, who cryptically remarks “it’s serious shit” every time 50 Cent purchases a rocket launcher. The game is further enhanced by a soundtrack filled with licensed 50 Cent tracks, pushing players to immerse themselves in the action while songs like *Wanksta* play in the background.

“We were fortunate because 50 Cent felt like more than just a rapper—he felt like a superhero,” explains game director David Broadhurst. “The goal was to make him the Black James Bond.” However, Broadhurst acknowledges that the UK development team missed out on some of the glamour and sheen of the project. “Vivendi kept us somewhat distanced from both 50 Cent and G-Unit. All audio was sent to us. I remember how invested 50 was in vitamin water, which meant I had to include drinks in the game as purchasable items.”

50 Cent concept art: Bulletproof. Photo: Vivendi Universal Games

Randhawa recalls unique requests too, such as G-Unit member Tony Yayo, who constantly sought revisions to perfect his character’s appearance. “I knew I did a good job on Yayo,” laughs Randhawa. “The executive producer even remarked that other G-Unit members thought I completely captured Yayo’s distinct look!”

According to Dalton, the initial vision for *50 Cent: Bulletproof* leaned toward an open-world format similar to *Grand Theft Auto: San Andreas*. Early iterations allowed 50 to navigate the subway system to traverse New York City, but tight deadlines necessitated a more straightforward experience. Dalton elaborated, “One of our concepts was to have 50 managing street-level employees, raising drug funds for him.”

Unlike other rap-themed games such as the *Def Jam Fighting* series, which often portrayed rappers as adversaries, *Bulletproof* presented 50 Cent in a hero’s role. “It was refreshing to see a project where rappers were depicted as complete heroes instead of anti-heroes,” commented Sha Money XL, a former executive producer at G-Unit Records.

“If I filmed a G-Unit in 2005, we were ready to roll.” Photo: Vivendi Universal Games

Sha Money XL led the soundtrack for *50 Cent: Bulletproof*, acknowledging that the game’s title could easily be perceived as inciting violence by some of 50 Cent’s adversaries. “Perhaps some wanted to test whether 50 Cent was genuinely bulletproof. But if they were filming G-Unit in 2005, we were prepared to shoot.”

This polarizing aspect likely explains the mixed critical reception of *50 Cent: Bulletproof*. The game garnered a mere 52% score on Metacritic, with reviewers pointing to its cumbersome aiming system. Broadhurst believes there was an underlying bias against productions led by black heroes.

“It was evident that many reviewers didn’t fully engage with *Bulletproof*,” Broadhurst remarked. “Maybe they had issues with the black hero who was associated with licensed games or had ties to the drug trade. I’m still surprised that when people picked it up, they found it surprisingly enjoyable.”

Plans for a direct sequel to *Bulletproof*, focused on urban conflict and G-Unit’s survival in America amidst a Civil War backdrop, were scrapped. However, *50 Cent: Bulletproof* paved the way for the 2009 sequel, *50 Cent: Blood on the Sand*, which has since gained a reputation as an underrated title.


These two titles featuring 50 Cent did not spark a wave of hip-hop video games. Dalton reflects, “50 Cent was truly the last global mainstream rap superstar. Despite our game generating significant revenue, the genre hasn’t produced a clear successor in terms of rap games.”

A complicated licensing agreement makes a remaster of 50 Cent unlikely. However, for those looking to relive 2005, securing an original copy on eBay is a must.

Dalton concludes, “Yes, our game was sprung together quickly, but I have no regrets. If you check Reddit, you’ll find a nostalgic community reminiscing about what we created. I doubt a Drake game would ever reach the same popularity, especially if it lacked the grit of earlier titles.”

Source: www.theguardian.com