How TikTok is rewriting the world



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He is constantly learning from you and, over time, building a supposedly complex but opaque model of what you tend to watch and showing you more, or things like that, or things related to that, or, honestly, who knows, but it seems to work. TikTok starts to make assumptions as soon as you open the app, before you really give it anything. Imagine an Instagram entirely centered around its "Explorer" tab or a Twitter built around, I guess, news stories or viral tweets, with the "tracking" locked on the side.

Imagine a version of Facebook that can fill your feed before you're friends. That's TikTok.

His mode of creation is also unusual. You can do things for your friends, or in response to your friends, of course. But users looking for something about posting are immediately recruited into group challenges, hashtags or popular songs. The bar is low. The stakes are low. Large audiences feel at hand and the smallest are easy to find, even if you just mess around.

On most social networks, the first step to showing your content to a lot of people is to create an audience, to have a lot of friends, to be incredibly beautiful or rich and to do nothing and want to show, or to obtain lucky or striking viral gold. . Instead, TikTok encourages users to move from one audience to another, from one trend to another, by creating something that looks like mock temporary friends groups, who come together to do things in groups of people. friends: to share an inner joke; to sing a song; to speak needlessly and without purpose of all that is before you. Feedback is instant and often abundant; virality has a rigorous tailwind. The stimulation is constant. There is an undeniable feeling that you are using something that extends in all directions. The content tank is huge. Most of this is nonsense. Some become popular, others are excellent and others can be both. Taylor Lorenz, of The Atlantic, said, "If you look too much in a row, you'll feel like you're about to freeze your brain. They are incredibly addictive. "

In 1994, the artist and software developer Karl Sims introduced "virtual creatures" evolving realistically through "genetic algorithms". These simulations, by trial and error, have gradually resulted in pre-existing forms and movements: tremors, slips, slips and walking.

But some of the earliest models, which highlighted the ability of creatures to cover a certain distance as quickly as possible, resulted in the evolution of a very tall and rigid being that simply fell. In doing so, he "moved" faster than a restless peer. He did not understand that his priority in evolution was a "creature-like locomotion". He had to go to a certain place as efficiently as possible. And helogin.

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