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Ultrafast Movie Reveals Unexpected Plasma Behavior

Using a camera with 2-picosecond time resolution, researchers show that the atoms in a laser-induced plasma are more highly ionized than theory predicts.

With an astonishing 500 billion frames per second, a new movie captures the evolution of a laser-induced plasma, revealing that its atoms have lost more electrons—and thus have stronger interactions within the plasma—than models predict [1]. The movie relies on a ten-year-old technology, called compressed ultrafast photography (CUP), that packs all the information for hundreds of movie frames into a single image. The results suggest that models of plasma formation may need revising, which could have implications for inertial-confinement-fusion experiments, such as those at the National Ignition Facility in California.

Dense plasmas occur in many astrophysical settings and laboratory experiments. Their behavior is difficult to predict, as they often change on picosecond (10−12 s) timescales. A traditional method for probing this behavior is to use a streak camera, which collects a movie on a single image by capturing a small slice of each movie frame. “It’s one picture, but every line occurs at a different time,” explains John Koulakis from UCLA. He and his colleagues have used streak cameras to study anomalous behavior in plasmas [2], but the small region of plasma visible with this technique left doubts about what they were seeing, he says.

GDC’s Survey Says Over 50% Of Game Devs See Gen AI As Harmful

Each year, thousands of professionals contribute to GDC’s State of the Game Industry report, offering studios, investors, and creators a snapshot of where the market is headed.

This year’s survey gathered responses from more than 2,300 game industry professionals, including developers, producers, marketers, executives, and investors, covering topics such as layoffs, diversity and inclusion, business models, and generative AI. Just over half of respondents were based in the United States, with a disproportionate share coming from North America and Western Europe, meaning the survey is not fully representative of the global industry.

However, some of these findings may reflect broader global trends. You can feel the mood shifting around AI, with its use increasingly sparking backlash whenever it comes up, from Baldur’s Gate 3 controversies to “Microslop”.

The Fine-Tuning Argument is Terrible — Sean Carroll

Watch the full episode on Substack: https://open.substack.com/pub/alexoconnor/p/sean-carroll-wha…nt=overlay.

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- VIDEO NOTES

Sean Carroll is a theoretical physicist and professor of natural philosophy at Johns Hopkins University.

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Anthem subreddit gets a new lease on life as modder shows the game running without EA’s servers: ‘We didn’t realize how much demand there’d still be for this forum to keep discussions going’

Footage showing two players in a locally-hosted game is “really hacky,” but it works.

The 20 Largest Beings In All Of Fiction

What if I told you that Godzilla, planets, and even the universe itself aren’t anywhere near the biggest beings in fiction?

Across movies, anime, comics, mythology, and cosmic horror, there are aliens so massive that galaxies are decorations, universes are toys, and reality itself exists inside them.

In this video, we rank the 20 BIGGEST ALIENS EVER IN FICTION — strictly by SIZE, not power or popularity.
We start with continent-crushing monsters like Starro…
move through planet-eaters like Unicron and Galactus…
and end with omniversal entities so vast that everything you know exists within them.

From Norse mythology and Lovecraftian horror to Marvel, DC, anime, and sci-fi films, this list escalates FAST — and by the end, scale itself stops making sense.

👉 Which alien blew your mind the most?
Drop a comment, like the video, and subscribe for more insane size breakdowns, cosmic rankings, and fictional mega-structures.

Think bigger.

Internet Gaming Disorder is affecting a significant portion of young adults

Researchers out of Spain and Italy report a globally pooled Internet Gaming Disorder prevalence of 6.1% among adults ages 18–35. Internet Gaming Disorder is considered a condition for further study in DSM-5-TR, with official classification in ICD-11.

Gaming problems often get viewed as an adolescent concern, while evidence indicates growing vulnerability in young adults. Late adolescents and young adults tend to show higher levels of depression, anxiety, and stress, along with lower self-esteem, compared to healthy regular gamers.

DSM-5-TR includes nine criteria for Internet Gaming Disorder, including preoccupation with gaming, withdrawal symptoms, tolerance, unsuccessful attempts to control gaming habits, loss of interest in previous hobbies, continued excessive gaming despite problems, deception about the extent of gaming, gaming used to escape negative mood, and jeopardizing relationships or opportunities. Diagnosis requires at least five of those nine criteria within 12 months.

AMD at CES® 2026

Join AMD Chair and Chief Executive Officer, Dr. Lisa Su, for her keynote at CES 2026, the most powerful technology event in the world. Dr. Su returns to the CES stage in Las Vegas to highlight, alongside partners and customers, the AMD vision for delivering future AI solutions – from cloud to enterprise, edge and devices.

Discover more: https://www.amd.com/en/corporate/even… Subscribe: https://bit.ly/Subscribe_to_AMD Join the AMD Gaming Discord Server: / discord Visit the AMD Gaming Community Website: https://www.amdgaming.com/ Like us on Facebook: https://bit.ly/AMD_on_Facebook Follow us on Twitter: https://bit.ly/AMD_On_Twitter Follow us on Twitch: / amd Follow us on LinkedIn: https://bit.ly/AMD_on_Linkedin Follow us on Instagram: https://bit.ly/AMD_on_Instagram ©2025 Advanced Micro Devices, Inc. AMD, the AMD Arrow Logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc. in the United States and other jurisdictions. Other names are for informational purposes only and may be trademarks of their respective owners.

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