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Archive for the ‘entertainment’ category: Page 13

Nov 16, 2023

Meta brings us a step closer to AI-generated movies

Posted by in categories: entertainment, robotics/AI

Like “Avengers” director Joe Russo, I’m becoming increasingly convinced that fully AI-generated movies and TV shows will be possible within our lifetimes.

A host of AI unveilings over the past few months, in particular OpenAI’s ultra-realistic-sounding text-to-speech engine, have given glimpses into this brave new frontier. But Meta’s announcement today put our AI-generated content future into especially sharp relief — for me at least.

Meta his morning debuted Emu Video, an evolution of the tech giant’s image generation tool, Emu. Given a caption (e.g. “A dog running across a grassy knoll”), image or a photo paired with a description, Emu Video can generate a four-second-long animated clip.

Nov 12, 2023

A24 secures rights to Elon Musk biopic with Darren Aronofsky as director

Posted by in categories: Elon Musk, entertainment

Plans are underway to bring the life story of Elon Musk to the big screen.


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A24, a renowned New York-based film production company, has secured the rights to produce a movie about the billionaire tech entrepreneur.

Continue reading “A24 secures rights to Elon Musk biopic with Darren Aronofsky as director” »

Nov 11, 2023

Jeffrey Katzenberg: AI Will Drastically Cut Number of Workers It Takes to Make Animated Movies

Posted by in categories: entertainment, robotics/AI

‘It took 500 artists five years to make a world-class animated movie,’ Katzenberg said at a Bloomberg conference. ‘I don’t think it will take 10 percent of that[with AI].’

Nov 9, 2023

Japanese scientist conquers the board game Othello

Posted by in categories: entertainment, supercomputing

“Othello is now solved.” With that summation, a researcher at a Japanese computer company confirmed yet another milestone in supercomputing achievement.

Othello, a 140-year-old game rooted in the Shakespearean drama of the same name that depicts conflict between the Moor of Venice and Desdemona, does not seem complex at first glance. It is played on a board with black and white disks strategically positioned in squares along eight rows and eight columns.

The challenge, according to bioinformatician Hiroki Takizawa, is to conceive a game plan “with no mistake made by either player.”

Nov 7, 2023

Doritos introduces world’s first quiet snacking AI software

Posted by in categories: entertainment, robotics/AI

Doritos introduced crunch cancellation software to “help gamers keep the crunch to themselves.”

Ever caught yourself mindlessly snacking on potato crisps while watching a movie? Sometimes, the crackling sound of chips is so loud that one has to turn on subtitles to understand what the little people on the screen are saying.

Doritos, the brand of flavorful tortilla chips, says that gamers face the same problem. According to their recent research, 85% of US gamers across the globe reach out for a bag of Doritos during their gaming session. The study also revealed that 30% of gamers in the US said that the sound of other people’s crunching impacts their performance, and they would welcome a solution that eliminates crunching sounds while gaming.

Oct 31, 2023

Certain online games use dark designs to collect player data

Posted by in categories: entertainment, media & arts

Gaming is a $193 billion industry — nearly double the size of the film and music industries combined — and there are around three billion gamers worldwide. While online gaming can improve wellbeing and foster social relations, privacy and awareness issues could potentially offset these benefits and cause real harm to gamers.

The new study, by scientists at Aalto University’s Department of Computer Science, reveals potentially questionable data collection practices in online games, along with misconceptions and concerns about privacy among players. The study also offers risk mitigation strategies for players and design recommendations for game developers to improve privacy in online games.

‘We had two supporting lines of inquiry in this study: what players think about games, and what games are really up to with respect to privacy,’ says Janne Lindqvist, associate professor of computer science at Aalto. ‘It was really surprising to us how nuanced the considerations of gamers were. For example, participants said that, to protect their privacy, they would avoid using voice chat in games unless it was absolutely necessary. Our game analysis revealed that some games try to nudge people to reveal their online identities by offering things like virtual rewards.’

Oct 15, 2023

Microsoft completes $68.7 billion acquisition of Activision Blizzard

Posted by in category: entertainment

The acquisition, which was first announced in January 2022, is the largest in Microsoft’s history and one of the biggest in the tech industry.

Microsoft has finally sealed the deal to buy Activision Blizzard, the gaming giant behind popular franchises such as Call of Duty, World of Warcraft, and Overwatch, for a whopping $68.7 billion. The acquisition, first announced in January 2022, is the largest in Microsoft’s history and one of the biggest in the tech industry.


Ending a long regulatory battle

Continue reading “Microsoft completes $68.7 billion acquisition of Activision Blizzard” »

Oct 7, 2023

The Caltech Effect: This Is Your Brain on Fear

Posted by in categories: entertainment, neuroscience

What happens in the brain when we feel threatened? Answers to this question could lead to new treatments for people with anxiety and panic disorders and PTSD. Caltech neuroscientist Dean Mobbs (http://www.hss.caltech.edu/people/dean-mobbs) studies how the brain processes different types of danger. In this video, Mobbs talks about fear, horror, and hope. Participants in his studies play virtual-predator video games inspired by horror movies while fMRI machines track the activity in their brains as they encounter threats. Mobbs and his research group recently showed that two regions of the brain are involved in processing fear: one for distant threats that allow some time to strategize, and one for immediate danger that requires a fight, flight, or freeze response. (Read more: https://www.caltech.edu/about/news/you-dont-think-your-way-o…tack-81542)

Mobbs conducts research in the Caltech Brain Imaging Center (http://cbic.caltech.edu), which is part of the Tianqiao and Chrissy Chen Institute for Neuroscience at Caltech (http://neuroscience.caltech.edu). Founded with a $115 million gift to Break Through: The Caltech Campaign (https://breakthrough.caltech.edu/) from visionary philanthropists Tianqiao Chen and Chrissy Luo, the Chen Institute at Caltech supports researchers who are deepening our understanding of the brain.

Continue reading “The Caltech Effect: This Is Your Brain on Fear” »

Oct 6, 2023

Can AI really make a video game?

Posted by in categories: entertainment, robotics/AI

ChatGPT is already everywhere, including games. But let’s back up: What is ChatGPT? How are people using advanced AI to make video games?

Oct 6, 2023

Beyond Treatment: FendX Nanotechnology as the Future of Preventative Biotech

Posted by in categories: biotech/medical, entertainment, nanotechnology

Contrary to existing antimicrobial coatings, which function by eliminating microorganisms upon contact over some adequate duration of time, the technology developed by FendX takes a preventative approach. Utilizing nanotechnology to develop film and spray protective coatings that prevent microbial adherence to surfaces, thereby minimizing the potential for transmission. This is a significant departure from reactive coating surfaces in the market, offering a proactive method for reducing the occurrence and spread of HAIs.

REPELWRAP™ film, is FendX’s lead product in development and is with their manufacturer who is gearing up to conduct pilot runs on their commercial manufacturing line to create intermediate films for testing. FendX is also developing a spray-based product using their patent-pending nanotechnology. This spray offers the same preventative measures against microbial adherence and has the potential to be more versatile and easier-to-apply to surfaces. It not only demonstrates the same repelling properties but also effectively inactivates any residual microorganisms on the coated surface.

FendX is focused on healthcare settings, but is also exploring potential applications in other multiple billion high-traffic industries. It is anticipated that FendX’s future protective coatings can be applied to various high-touch surfaces: from bed rails and IV poles in healthcare to potential handrails in public transport systems to door handles in restaurants and public bathrooms. Given that the technology inhibits microbial adherence, it has the potential to significantly reduce the spread of pathogens in virtually any setting where human interaction with surfaces occurs. This broad applicability signifies that the market opportunity could be vastly larger than the projected $7.6 billion for antimicrobial coatings by 2025, opening doors to various industries and settings.

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