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Sophie Mackintosh
Sophie Mackintosh's fiction has appeared in Granta and The Stinging Fly, among others. She was the winner of the 2016 White Review Short Story Prize and the Virago X Stylist short story prize. Her debut novel, The Water Cure, is published by Hamish Hamilton in the UK and forthcoming from Doubleday in the US.

Articles Available Online


Lena Andersson's ‘Acts of Infidelity’

Book Review

July 2018

Sophie Mackintosh

Book Review

July 2018

Acts of Infidelity is the second novel by Lena Andersson that follows unlucky-in-love heroine Ester Nilsson, and it’s another scalpel-sharp look at a doomed...

Fiction

May 2018

Self-Improvement

Sophie Mackintosh

Fiction

May 2018

I had been sent back from the city in disgrace, back to my parents’ house in the country. It...

The ability of computers to semantically understand the world – and the humans in it – is next to nonexistent Computers are wonderful at crunching numbers, transforming data, and analysing the organisation of bits and bytes in any forms, but only in so far as those bits and bytes are complete in themselves When it comes to a holistic understanding of how that data relates to the world in which they live, computers remain inept, unable even to understand the rudimentary meanings of the English language Try to ask Google a question, rather than just punching in words to search for, and watch how quickly Google will run into difficulties understanding what question you’re asking It might know ‘What year was Obama born?’, but ask ‘What term is Obama in?’ and it cannot tell you ‘His second’   In the near-term seeking such human-level understanding is a futile endeavour In a previous article for The White Review, ‘Choose Your Own Formalism’, I wrote about the formal aspects of human-computer interaction in games: the ways in which the limitations of computer representation of characters and ideas place constraints on what can be done within the confines of digital interactivity These delineate the difficulties computers have in simulating – and thus in representing – human character and interaction   There is little cause for optimism in that regard The ability to create interactive analogues for the complexities of human activity and emotion are limited by the need to specify them to the very finest detail Unless a computer can ‘think’ like a human, which it certainly can’t, the only way for human-like interaction to take place is if the designers manually code up every variation and possibility, an endless, exhausting, and uncommercial task But there is a much richer vein of development, one that promises far more surprises and advances in the year to come I am talking about interactive modalities, the means by which we exert control over our player character counterpart within a game There is one catch, however, which is that it is entirely sub-rational and non-cognitive   When I

Contributor

April 2016

Sophie Mackintosh

Contributor

April 2016

Sophie Mackintosh’s fiction has appeared in Granta and The Stinging Fly, among others. She was the winner of the...

Grace

Prize Entry

Issue No. 17

Sophie Mackintosh

Prize Entry

Issue No. 17

14. It comes for me in the middle of the day when I am preparing lunch, quartering a tomato then slicing each segment in...

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feature

April 2012

Oradour-sur-Glane: Reflections on the Culture of Memorial in Europe

Will Stone

feature

April 2012

Que nos caravanes s’avancent Vers ce lieu marqué par le sang Une plaie au coeur de la France Y...

poetry

June 2013

Major Organs

Melissa Lee-Houghton

poetry

June 2013

When they take my brain out of its casing it will be fluorescent and the mortuary assistant will have...

feature

Issue No. 12

Foreword: A Pound of Flesh

George Szirtes

feature

Issue No. 12

1.   ANALOGIES FOR TRANSLATION ARE MANY, most of them assuming a definable something on one side of the...

 

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