A N.Y. Times Story Just Accidentally Shredded the Russiagate Hysteria

By Lee Camp

Source: TruthDig

Every once in a while, one of those stories comes along that makes the mainstream corporate media look like a bunch of middle-school kids filming their “news show” on an iPhone with their neck ties crooked. Recently, one of those stories splashed down into the middle of our cultural zeitgeist like a small meteor landing in the middle of an elite dinner party.

It made our mass media pundits look like hardened fools. But they have kept spouting their nonsense anyway, hoping no one notices the soup dripping down their faces.

But to talk about that, I have to talk about this: Last month we finally got to see the Senate report spelling out the Russian meddling in our last election. And it was a bombshell. It rocked the heart of our country. It shredded the inflamed mucousy core of our palpitating democracy.

As Dan Cohen reported for the Grayzone Project, the report said that “…everything from the Green Party’s Jill Stein to Instagram to Pokemon Go to the African American population had been used and confused by the deceptive Facebook pages of a private Russian troll farm called the Internet Research Agency.”

That’s right. Russia even used Pokémon Go to pulverize the previously pristine 2016 election. That’s ever so frightening, since Pokémon Go is CIA-backed. (I guess it’s high time we just accept that the CIA has been taken over by those ruthless vodka drinkers.)

Back to the point—we learned from the report last month that the Russian Internet Research Agency manipulated every one of us with Facebook ads. If you don’t mind though, the Senate and the corporate media (and anybody else who knows the secret oligarchy handshake) would really prefer you just ignore the fact that Facebook clearly stated: “…56% [of the Russian ads] were after the election” and “…roughly 25% of the ads were never shown to anyone.”

But like an overweight man dressed like Wolverine at a Comic-Con, our brave congressmen and -women are not about to be dissuaded by reality. After the reports came out, Sen. Mark Warner tweeted, “Incredible. These bombshell reports demonstrate just how far Russia went to exploit the fault lines of our society and divide Americans, in an attempt to undermine and manipulate our democracy.”

Just after posting that, Warner patriotically pissed his red, white and blue Underoos.

So who are these amazing nonpartisan unbiased sleuths who put together this legitimate and nonpartisan unbiased Senate report? The New York Times found out they are a group called New Knowledge (which sounds like a terrible boy band). New Knowledge was founded by two veterans of the Obama administration, Jonathon Morgan and Ryan Fox. …So, I guess we’re, um, doing away with the “nonpartisan unbiased” thing.

Well, in that case—I say go hard or go home. I want MORE bias!

The Grayzone Project pointed out that besides working for Obama and the State Department, “… Morgan also developed technology for the Defense Advanced Research Projects Agency (DARPA), the arm of the Department of Defense created for basic, applied technological research, and futuristic war toys.”

All right, all right, not bad. But I know what you’re thinking. “Lee, that might be a great bias appetizer, but we want the full bias entree!”

OK, how about this?

Ryan Fox is a 15-year veteran of the NSA and was a computer analyst for the Joint Special Operations Command (JSOC) military unit. JSOC is notorious for its spree of atrocities across the Middle East. …

Hell yeah! You can feel that bias in my toes, can’t ya? But, the truth is, we’re still only at a 45 percent bias rating. I say we get it up to at least 65 percent. Back to Dan Cohen:

The report … was overseen by Renee DiResta, a former Wall Street trader and tech specialist who was recruited by Obama’s State Department to devise strategies for combating online ISIS propaganda.

So now we’ve got former Wall Street, former State Department, former Obama White House, former NSA, former DARPA, and former JSOC writing this completely legitimate completely factual report for the Senate about the powerful Russian impact of Facebook ads that no one ever saw.

I love it. This is like a report written by a hungry virus telling you not to wash your hands.

But hold on, it’s not only this Senate report that showed nefarious Russian meddling. It’s also all of those evil Russian bots. How do we know there are evil Russian bots? Well, most outlets quote Hamilton 68, which tracked Russian influence operations on Twitter.

Outlets like MSNBC, The Washington Post, The New York Times, Mother Jones and Tiger Beat. They’re all quoting Hamilton 68 or people who are referencing work done by Hamilton 68. Well, who the hell made Hamilton 68, and why does it sound like a ’90s alt-rock band that opened for Blink 182?

Oh, what do you know! Our old friend “[Jonathon] Morgan is also one the developers of Hamilton 68. … Funded by the German Marshall Fund’s Alliance for Securing Democracy—which is itself backed by NATO and USAID.”

Well OK, that sounds pretty serious. Clearly these people have found a special device that locates Russian bots on the interwebs, and it most likely resembles the thing Egon used in the “Ghostbusters” movies. So, shouldn’t we just congratulate Morgan on helping to develop the holy grail for spotting Russian bots and then call it a day? Well, there’s one itsy bitsy problem:

 … one of Hamilton 68’s founders, Clint Watts, admitted that the Twitter accounts it follows may actually be real people who are not Russian at all.

Real people? Who aren’t Russian? Call me crazy, but what I personally look for in a Russian bot is something that is at least Russian. And if not that, then a bot. And if neither, then you don’t have much of a goddamn Russian bot, do ya? Claiming these are Russian bots is like saying, “I just met the Queen of England, except she may have been a small Icelandic goat.”

Then, a few weeks ago The New York Times revealed that New Knowledge carried out an elaborate false flag operation to hurt the election chances of Judge Roy Moore in Alabama. You might recall that Roy Moore is an accused pedophile and a proven dipshit. And I don’t believe he should be elected to pick the bedbugs out of Rush Limbaugh’s armpits. But that doesn’t mean I think these New Knowledge charlatans shouldn’t be revealed for what they are.

So here’s how New Knowledge’s game worked, according to the Times. New Knowledge created a fake Facebook page in order to get conservatives in Alabama to support patio supply salesman Mac Watson instead of Roy Moore.

New Knowledge then tried to make everyone think that Moore’s campaign was working with the Kremlin by showing that he had thousands of Russian bots following his Twitter account. Many in the mainstream media ran with this outlandish idea. Mother Jones’s well-researched (sarcasm) article on the topic was titled “Russian Propagandists Are Pushing for Roy Moore to Win!” In the article they sourced (Can you guess?) Hamilton 68.

So to rehash: Hamilton 68, using their “Ghostbusters” device (patent pending), found that Russian bots (which may not be Russian and may not be bots and may not be Russian bots) were simply in love with alleged pedophiliac Alabama judges. So much so, that a majority of their tweets (meaning at least 51 percent) were in support of Roy Moore.

But as The New York Times has revealed, New Knowledge’s own internal report said, “We orchestrated an elaborate ‘false flag’ operation that planted the idea that the Moore campaign was amplified on social media by a Russian botnet.”

After these revelations came out a few weeks ago, Facebook suspended some of the accounts. So now The New York Times found itself in a quandary. They must have been thinking, “We need to report on this huge development in which the core authors of the Senate report on Russian meddling and the co-founder of Hamilton 68 were involved in lying, bullshitting, and false-flagging in order to help the Democratic party. But that completely undermines the Russiagate hysteria we have anchored our ship to. What do we do?”

Well, kids, take notes. This is how you do it. This is how you have your yellowcake uranium story and eat it too.

The New York Times headline was “Facebook Closes 5 Accounts Tied to Russia-Like Tactics in Alabama Senate Race”

Russia-like tactics?! This is literally an article about how Russia was NOT involved in the Alabama senate race false flag. In fact, it’s an article on how the guy who helped write the Senate report on the so-called Russian tactics is also one of the top people at New Knowledge, which either created or pushed pretend Russian bots to support Roy Moore so that they could leak to the press, “Russian bots are supporting Roy Moore!”

Sometimes the ability of the legacy media to believe (or at least regurgitate) their own bullshit is truly breathtaking.

To sum up this fuck de cluster:

1) The Senate report is laughable.

2) Any journalist who quotes Hamilton 68 should have their face sewn to the carpet.

3) If you want ridiculous pathetic reporting on nonsense that seduces us all to the edge of nuclear annihilation, turn to your mainstream corporate media.

4) If you want someone to actually put together the truth about these issues, you’ll have to turn to alternative outlets like Truthdig or the Grayzone Project.

5) Bill Murray and the Ghostbusters were ahead of their time.

If you think this column is important, please share it. To find out about all of Lee Camp’s columns, subscribe to his free newsletter here

 This column is based on a monologue Lee Camp wrote and performed on his TV show “Redacted Tonight.”

 

Algorithmic Control and the Revolution of Desire

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By Alfie Brown

Source: ROAR Magazine

Last year, Stanford University published a study confirming what many of us may long have suspected: that your computer can predict what you want with more accuracy than your spouse or your friends. Your digital footprint betrays the truth not only about what you “like” but about what you really like — or so the argument goes. But what if our digital footprints, besides revealing our desires, are also responsible for the very construction of these desires? If that were the case, we would need to display a far deeper level of suspicion towards the complex patterns of corporate and state control found in contemporary cyberspace.

There is little doubt that innovations in mobile technologies are part of emerging methodologies of social control. In particular, games and applications that make use of the Google Maps back-end system — including Uber, Grindr, Pokémon Go and hundreds of others — which should be seen as one of the most important technological developments of the last decade or so, are particularly complicit in these new regulatory practices. Putting the well-publicized data collection issue aside, such applications have two powerful ideological functions. First, they construct the new “geographical contours” of the city, regulating the paths we take and mapping the city in the service of both corporate interest and the prevention of uprisings. Second, and more unconsciously, they enact what Jean-Francois Lyotard once called the “desirevolution” — an evolution and revolution of desire, in which that what we want is itself now determined by the digital paths we tread.

The Psycho-Geographical Contours of the City 

In 1981, the French theorist Guy Debord famously wrote of the “psycho-geographical contours” of the city that govern the routes we take, even when we may feel we are wandering freely around the physical space. At that time, it was Debord’s topic — architecture — that was the dominant force in re-organizing our routes through the city. Today, however, that role is increasingly taken up by the mobile phone. It is Uber that dictates the path of your taxi, Maps that dictates the route of your walks and drives, and Pokémon Go that (for a summer at least) determined where the next crowd would gather.

Other similar map-based application programing interfaces, or APIs, dictate our jogging routes (MapMyRun), our recreational hikes (LiveTrekker) and our tourist activities (TripAdvisor Guides). Pokémon Go attracted some publicity because it accidentally and humorously gathered crowds in weird places, but this should only alert us to its potential ability to gather crowds in the right places (to serve corporate interest) or to prevent the gathering of crowds in the wrong ones (to prevent organized uprisings, for instance). Such applications should be seen as a testing phase in the project of Google and its affiliated corporations as they work out how best to regulate the movements of large populations via their phones. Pokémon Go players were the early cyborgs, complete with hiccups and malfunctions — a beta version of Google’s future human. These future humans will go where instructed.

On a smaller scale, this point can be seen in concrete terms with a case study of London. A recent Transport for London talk discussed the possibility of “gamifying” commuting. In order to facilitate this possibility, Transport for London have made the internet API and data streams used to monitor all London Transport vehicles open source and open access, in the hope that developers will build London-focused apps based around the public transport system, thus maximizing profit. One idea is that if a particular tube station is at risk of becoming clogged up due to other delays, TfL could give “in-game rewards” for people willing to use alternative routes and thus smooth out the jam.

While traffic jam prevention may not seem like evidence that we have arrived in the dystopia of total corporate and state control, it does actually reveal the dangerous potentiality in such technologies. It shows that the UK is not as far away from the “social credit” game system recently implemented in Beijing to rate each citizen’s trustworthiness and give them rewards for their dedication to the Chinese state. While the UK media reacted with shock to these innovations in Chinese app development, a closer look at the electronic structures of mapping and controlling our own movements shows that a similar framework is already in its development phase in London too. In the “smart city” of the future, it won’t just be traffic jams that are smoothed out. Any inefficient misuse or any occupation of public space deemed dangerous by the authorities can be specifically targeted.

The Corporate Surveillance State

When it comes to these developments in technology, state and corporate forces work more closely with each other than ever before — and much more closely than they are willing to admit. Srećko Horvat has pointed out the short distance between the creators of Pokémon Go and Hillary Clinton, despite her odd and unsolicited recent public claim that she didn’t know who made the game. Likewise, Julian Assange’s strangely under-discussed 2014 book When Google Met WikiLeaks showed the shocking proximity of Google chief Eric Schmidt and the Washington state apparatus. In terms of surveillance and the use of big data, it has become impossible to sustain the distinction between state control and the production of wealth, since the two have become so irrevocably intertwined. As such, old arguments that “it’s all just about money” need to be treated with greater suspicion, since major firms today are so closely tied to the state. Various aspects of state organization should likewise be considered equally suspect because of their corporate underpinnings.

Of course, when it comes to the mapping applications that promise to help us access the best quality objects of our desire with the greatest efficiency and the least cost, these tempting forces of joint corporate and state control are entered into willingly by participants. As such, they require something else in order to function in the all-consuming way that they do. Far from simply channeling and transforming our movements, they also need to channel and even transform our desires.

We are now firmly within the world of the electronic object, where the mediation of everything from lovers and friends to meals and activities via our mobile phones and computers makes it virtually impossible to separate physical from electronic objectivity. Whilst the electronic Pokémon or the “in-game rewards” offered by many applications may not yet have the physicality of a lover who can be accessed via Tinder, or a burger that can be located via JustEat, the burger and the lover certainly have the electronic objectivity of the Pokémon. We can therefore see a transformation in the objects of desire taking place by and through our devices, so that we are confronted not only with a change in how we get what we want, but with a change in what we want in the first place.

Italo Calvino once wrote of the “amorous relationship” that “erases the lines between our bodies and sopa de frijoles, huachinango a la vera cruzana, and enchiladas.” While in such a moment food and lover become one in a kind of orgy of physical consumption, in the same novel Calvino warned of a time “when the olfactory alphabet, which made them so many words in a precious lexicon, is forgotten,” and in which “perfumes will be left speechless, inarticulate, illegible.”

It is this world that we find ourselves desiring in, where an orgy of electronic objects with no olfactory physicality blurs the distinction between lovers, meals and “in-game” rewards. The purpose of this shift, of course, is to increase the power of technological corporations by giving them a new sort of control over the way we relate to our objects of desire. If the boundaries between the way we search, desire and acquire our burgers, lovers and Pikachus are dissolving, it is not so much the old point that everything has become a commodity, but a new point that this kind of substitutional electronic objectivity endows corporate and state technologists with unprecedented power to distribute and redistribute the objects of the desire around the “smart city.”

Data Centralization in China and the West

There is, moreover, a significant centralization of power underpinning these developments. Like the social credit idea, the Chinese phenomenon of WeChat — developed in 2011 by Tencent, one of the largest internet and mobile media companies in the world — has received concerned media coverage in the West. WeChat is the first truly successful “SuperApp,” the basic premise of which is that all applications like WhatsApp, Facebook, Instagram, OpenRice, Tinder, TripAdvisor and many more, are rolled into one cohesive application. All for our convenience, of course.

As a result, however, there is now a new level of cohesion between the data-collection and movement monitoring going on in the mobile phone as a whole, where all data is now directly collected in a single place. More than half of the 1.1 billion WeChat users access the app over 10 times per day, and many users simply leave it on continuously, using it to map, shop, date and play. This means that the app sets a new precedent for continually monitoring the movements of a whole nation of citizens. WeChat’s incredibly strange “heat map” feature actually lets users — and authorities — see where crowds are forming. The claim is that this has nothing to do with crowd control: the objective is simply to help us access the least crowded shopping malls, doing nothing more than helping us get what we want.

WeChat is already the most popular social media application in China, but it will soon have huge significance worldwide, with an international version now available and many replica “SuperApps” in production. What the Western media finds to be so concerning about WeChat is once again something that already exists here in the West, at least in beta form, without us knowing it. WeChat actually offers us a glimpse into an Orwellian future in which companies and governments can track every movement we make. While in China the blocking of Google means that WeChat uses Baidu Maps as its API, the international version of WeChat simply taps into Google Maps, showing just how deeply integrated these corporate technologies already are.

What emerges from Western media coverage of these developments is the continued insistence on an apparent division between the public and the private sphere in the United States and Europe. When it comes to digital surveillance and the monitoring of movement, the situation is almost certainly better in the West than it is in China at this moment. Yet from an analysis of recent developments in China we learn not only that we need to be attentive to similar dangers here in the West, but also that there are powerful ideological mechanisms at play to obscure these developments by presenting China and the US as fundamentally opposed to one another. Whilst in China the links between the new SuperApps and the state are commonly accepted, in the US the illusion of privacy remains paramount. Although data is often shared between different corporations and between the public and the private sectors, this fact is generally obscured. The continued expressions of shock at the more openly centralized state control visible in China serve only to further consolidate the impression that these things are not happening in the US and Europe.

Furthermore, WeChat reveals more than the dangers of mass data collection and new levels of technological surveillance. It also embodies the power of the phone over the objects of desire. Since one single app can successfully market us food, lovers, holidays, events, blogs and even charities, the connections between such “objects” become more important than the differences. While the structural similarities between Grindr, Pokémon Go and OpenRice become apparent via analysis of both their surfaces and back systems, WeChat makes the connections plain to see. The various forms and objects of each individual’s desire no longer represent discreet and separable elements of a subject’s life. Instead we enter a fully cohesive libidinal economy in which we are increasingly regulated and mapped via the organization of what and how we desire.

The Desirevolution

So what do we do when faced with this revolution — a technological revolution that is not overthrowing any existing power structures but rather transforming the world in the service of private corporations and the state? Often, the response of those concerned by such developments is to express hostility or distrust towards technology itself. Yet to break this corporate organization of desire, we need not nostalgically yearn for a desire that is free of politics and technology, for no such desire is possible. On the contrary, what we need is to recognize that desire is necessarily and always controlled by both politics and technology.

This awareness would be the first step towards ensuring that the centralized corporate and state organization of desire malfunctions — and, ultimately, it would be the first step towards its potential reprogramming. The corporate desirevolution depends on our blindness to the politics of its technologies, asking us to experience our desires as spontaneous yearning and our mobile phone and its powerful apps as just tools for our convenience, helping us get what we want in the easiest way possible. We need to recognize that this is far from the case. The principal concern of those who own the apps — perhaps even more powerful than data collection — is to transform desire itself. At the very least, we can make visible the complicity of such technologies in producing the perfect conformist modern citizen.

Pokémon and the Age of Augmented Hyper-Surreality

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By Luther Blissett

Imagine walking to a park in a fairly average medium-sized city on a warm Summer day. There you see groups, pairs and individuals of different ages and races slowly milling about, some with dogs, some with baby carriages. Approaching closer, you realize nearly everyone in the park other than yourself is staring intently at their phone, occasionally tapping and swiping the screen. It seems odd, though not completely out of the ordinary in this day and age. Then, off in the distance at the far end of the park, someone shouts what sounds like a word in an alien language or dialect triggering a crowd to rapidly swarm towards the general area; most speed-walking or jogging but all aiming their phones at the same destination. Soon everyone in the vicinity of the park (except yourself a few vagrants and junkies of a less tech-savvy sort) surges towards the center of the swarm of over a hundred participants as if sucked into a vortex. As quickly as it started, the crowd disperses and an “normalcy” resumes, albeit temporarily since the pattern repeats continuously at half hour to one hour intervals throughout different areas of the park.

This dream-like scenario is an outsider’s description of a Pokémon Go session on a typical Summer weekend at Bellevue Downtown Park. The crowd might have been slightly larger than usual due to the balmy weather, but numerous videos posted on YouTube indicate such occurrences aren’t completely anomalous.

An example:

Still, the relative newness and novelty of the experience doesn’t make it feel any less like being in a dystopian narrative such as a Philip K. Dick novel or an episode of Charlie Brooker’s “Black Mirror”. However, the sense of social displacement and alienation for non-gamers is dampened by nearly a decade of collective exposure to increasingly advanced internet-enabled cellphones whose ubiquity and usage has steadily increased over the years.

Prior to the release of Pokémon Go more people have been spending increasing hours using smartphones for talking, texting, email, news, entertainment and social media, selfies, etc. In the context of modern industrial society it’s almost an aberration to be without a device, or to not be heavily reliant on one. What sets Pokémon Go apart is its ability to simulate a fusion of material and virtual worlds by depicting through phone screens digital sprites superimposed on real-time images of physical environments to its users.

Just as shamans would use entheogens to peer behind the veil of reality, augmented reality allows users to perceive additional veils over reality. This is not necessarily a bad thing because there’s potential for “digital veils” to assist us in seeing what certain interests might prefer to keep hidden. For example, what if everyone could literally see the interests orchestrating a politician’s rise to power? What if we could walk into any store and instantly know which products were made by war-profiteers, polluters, and/or sweatshop owners? Would people want to know? How much of an impact would it have on decisions and actions in the context of a media environment inundated with heavily financed government/corporate PR and marketing? Of course, even without augmented reality the virtual realm affects the “real world”, most notably with the economic dominance of the tech industry as well as the social, political and economic havoc wreaked by hackers; but rarely is such influence immediately manifested as when crowds swarm newly spawned Pokémon sprites.

In many ways, Pokémon Go was the ideal vehicle to bring augmented reality to the masses. Many apps have utilized it for different purposes such as navigating, translating, finding dates, viewing celestial objects, narrating self-guided tours, weather forecasting, image enhancement, etc., but only Pokémon was able to use the technology to bring a fictional universe closer to life by creating a cross-generational craze. Alfie Brown of ROAR Magazine, characterized virtual Pokémon as the perfect example of what Jacques Lacan called the objet petit a, a fetishized yet ephemeral and unobtainable object of desire, a key concept behind consumerist neoliberalism’s push towards cheap, chronically obsolete, ephemeral and now digital goods and services.

But what makes Pokémon creatures so desirable? In regard to children, they seem naturally drawn towards cute and brightly colored cartoon characters. The mechanics of the game taps into natural tendencies to collect things and to display one’s collection to others (a phenomenon South Park astutely critiqued on episodes lampooning World of Warcraft and “freemiums”). In consumer societies children and adults are prone to feeling prestige and power from the size and perceived value of their collections; however, children are mostly limited in terms of the acquisitive power: video games elicit a rare opportunity to gain more prestige and power than adults have in real life.

As for older folks, there’s a variety of additional interconnected factors. For teens and young adults, peer pressure alone might be enough to hook some people, but the mainstreaming of geek culture no doubt plays a part, making fandom, quirkiness and technological obsession more accepted and valued. The transition to adulthood also happens to be a time when there’s increased pressure to establish one’s sense of identity, become more independent and to succeed academically and professionally. Games are a means of escape from such pressures (as real life opportunities for economic advancement continue to dwindle) while at the same time functioning as structured activities for social interaction and, more broadly, to build communities. For adults, reasons may include all of those previously mentioned in addition to fascination with technology, bonding with younger friends and family, the feeling of being part of a global phenomena, or nostalgia for the original Pokémon games, for example.

Returning to Pokémon Go’s more dystopian aspects, the game has been used as a tool by the unscrupulous for crimes such as robbery and sexual assault. Though crowds created by Pokémon Go spawning areas or “gyms” (locations where players battle each other in teams to increase their avatars’ abilities) have been a benefit to some local businesses, residential neighbors in some cases view game players as unwanted loiterers invading their privacy. There have also been news reports of video game battles escalating to physical brawls and innocent gamers being racially profiled as suspicious threats.

As with most online tools, there’s a risk of the app and users being exploited for surveillance, social control, to extract money and personal data, etc. Modern media literacy requires an understanding of how businesses benefit from our use of game and service apps (especially “free” ones) and how intentional or unknowing misuse of collected data could serve government/corporate/criminal interests. Augmented reality games are an exciting new media with potential to be used in novel and fun ways, but we should be vigilant of its potential to influence beliefs as well as decisions regarding how we spend time and resources.

Pokémon Go is at the forefront of the increasing power of tech companies such as Google and Niantic (the software developer behind Pokémon Go) to control and use information to manipulate the masses. Such power in itself is disturbing, but more sensational examples might include news reports of car accidents caused by drivers mindlessly following Google Maps off the road or colliding into other cars while playing Pokémon Go. Such cases may seem absurd but they prompt a number of important questions. Why do some prioritize and trust mediated information over their own senses? As online personas increase in perceived importance, at what lengths will people go to sustain it and would it be at the expense of others things (such as personal safety)? Are we becoming addicted to cognitive “skinner boxes” with our needs perpetually triggered and gratified by apps? In an increasingly hyperreal world in which the boundary between the real and virtual becomes more permeable, what new hazards await?