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Archive for the ‘entertainment’ category: Page 15

Aug 12, 2023

Can an ancient board game solve quantum problems?

Posted by in categories: engineering, entertainment, quantum physics

The central problem quantum state engineering is trying to solve, says Ryan Glasser is “what do I need to do to get my quantum system to be in the state I desire?” Researchers hope ManQala, a version of the ancient game mancala, has answers. (Credit: Tobias Tullius/Unsplash)

The game mancala may have originated as far back as 6,000 BCE in Jordan and is played around the world to this day. It consists of stones that players move between a series of small pits on a wooden game board. The point of the game is to get all the stones into the last pit at the end of the board.

Aug 9, 2023

Mindscape Ask Me Anything, Sean Carroll | August 2023

Posted by in category: entertainment

Patreon: https://www.patreon.com/seanmcarroll.
Blog post with audio player, show notes, and transcript: https://www.preposterousuniverse.com/podcast/2023/08/07/ama-august-2023/

Welcome to the August 2023 Ask Me Anything episode of Mindscape! These monthly excursions are funded by Patreon supporters (who are also the ones asking the questions). We take questions asked by Patreons, whittle them down to a more manageable number — based primarily on whether I have anything interesting to say about them, not whether the questions themselves are good — and sometimes group them together if they are about a similar topic. Enjoy!

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Aug 8, 2023

Pixar Animation Studios

Posted by in categories: computing, entertainment

Developed by Pixar, Universal Scene Description (USD) is the first open-source software that can robustly and scalably interchange 3D scenes that may be composed of many different assets, sources, and animations, while fostering highly collaborative workflows.

At Pixar, engineers work hand in hand with artists to create innovative technologies, tools, and pipelines that make our films. In this clip from Toy Story 4, millions of models, textures, lights, and colors are possible because of the power of USD architecture.

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Aug 7, 2023

Talking to Intelligent AI NPCs with Real Thoughts & Emotions — REPLICA

Posted by in categories: entertainment, robotics/AI

Today I’m checking out Replica’s AI-Powered Smart NPCs in their impressive new demo for unreal engine 5. In my opinion will quickly change the landscape of gaming and bring a whole new layer of depth to the already impressive worlds we all enjoy. I hope you enjoyed this look into the roots of AI in gaming, thanks for watching and liking.

Download the Demo &

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Aug 6, 2023

Nokia just released two dumb phones like it’s 1996 and I’m here for it

Posted by in categories: entertainment, mobile phones

Dumbphones seem to be making a return.


Call someone, right after a quick game of Snake.

Aug 4, 2023

The Last Artist — AI Assisted Sci-Fi short film

Posted by in categories: entertainment, media & arts, robotics/AI, virtual reality

In an art world conquered by Artificial Intelligence, Claire takes a final stand against the new status quo.

A sci-fi short film created with the help of AI.

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Aug 2, 2023

Inworld, a generative AI platform for creating NPCs, lands fresh investment

Posted by in categories: entertainment, robotics/AI

For a recovering gamer like me, one of the most exciting applications of generative AI is dynamic dialogue. I’m not suggesting AI replace writers — goodness forbid. But as anyone who’s sunk hundreds of hours into an RPG can tell you, scripted NPC interactions get old fast.

There are a few startups prototyping AI tech to dynamically generate dialogue. But one of the more promising is Inworld, launched in 2021 by the founding team of API.AI, which developed tools for speech recognition and natural language understanding until its acquisition by Google in 2016. (API.AI later became Dialogflow, Google’s flagship conversational AI design platform.)

Inworld claims to use “multiple” machine learning models to “mimic the full range of human communication.” That’s promising a lot in the context of games, but the startup makes the case that, by allowing developers to link its dialog-and voice-generating tools to animation and rigging systems within popular game engines, including 3D environments, it can help deliver more lifelike and immersive gaming experiences.

Aug 2, 2023

Blade Runner Soundtrack (1982) — I Am The Business

Posted by in categories: business, entertainment

Original Motion Picture — Score from the movie Blade Runner (1982)
Expanded Version.
Composed by Vangelis.

Enjoy!

Jul 31, 2023

Gen-AI Movie Trailer For Sci Fi Epic “Genesis”: Movie Trailer

Posted by in categories: entertainment, robotics/AI

It took Nicolas Neubert seven hours to make it his living room.

Jul 28, 2023

Personalized magnetic tentacles for targeted photothermal cancer therapy in peripheral lungs

Posted by in categories: biotech/medical, entertainment, information science, robotics/AI

All navigations reported in Fig. 2 were performed autonomously within 150 s and without intraoperative imaging. Specifically, each navigation was performed according to the pre-determined optimal actuation fields and supervised in real time by intraoperative localization. Therefore, the set of complex navigations performed by the magnetic tentacle was possible without the need for exposure to radiation-based imaging. In all cases, the soft magnetic tentacle is shown to conform by design to the anatomy thanks to its low stiffness, optimal magnetization profile and full-shape control. Compared to a stiff catheter, the non-disruptive navigation achieved by the magnetic tentacle can improve the reliability of registration with pre-operative imaging to enhance both navigation and targeting. Moreover, compared to using multiple catheters with different pre-bent tips, the optimization approach used for the magnetic tentacle design determines a single magnetization profile specific to the patient’s anatomy that can navigate the full range of possible pathways illustrated in Fig. 2. Supplementary Movies S1 and S2 report all the experiments. Supplementary Movie S1 shows the online tracking capabilities of the proposed platform.

In Table 1, we report the results of the localization for four different scenarios. These cases highlight diverse navigations in the left and right bronchi. The error is referred to as the percentage of tentacles outside the anatomy. This was computed by intersecting the shape of the catheter, as predicted by the FBG sensor, and the anatomical mesh grid extracted from the CT scan. The portion of the tentacle within the anatomy was measured by using “inpolyhedron” function in MATLAB. In Supplementary Movie S1, this is highlighted in blue, while the section of the tentacle outside the anatomy is marked in red. The error in Table 1 was computed using the equation.

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