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Archive for the ‘entertainment’ category: Page 50

Jan 22, 2021

Impulse neuro controller reduces PC gaming reaction times

Posted by in categories: cyborgs, entertainment, robotics/AI, transhumanism

Brink Bionics completed a very successful [Indiegogo](https://www.indiegogo.com/projects/impulse-neuro-controller-for-pc-gaming#/) crowdfunding campaign in 2020 and gained the confidence to [take part in the CES](

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Jan 14, 2021

Impulse Neuro-Controller executes game moves with thoughts instead of mouse clicks

Posted by in categories: cyborgs, entertainment, transhumanism

George Will, a political commentator for nearly half a century at The Washington Post, is known to also enjoy weighing in on sports on occasion, most notably baseball. He is fond of repeating the simple but critical observation that these games are a matter of “seconds and inches.”

In digital games, the same maxim applies, but even more so. Fractions of inches matter when targeting the enemy. And critical time is not measured in seconds but in thousandths of seconds.

With that in mind, developers at Canadian startup Brink Bionics have developed a device that promises to boost gamer proficiency by slashing the delay time between an intent to act and execution of the actual action.

Dec 29, 2020

DeepMind’s MuZero conquers and learns the rules as it does

Posted by in categories: entertainment, robotics/AI

Albert Einstein once said, “You have to learn the rules of the game, and then you have to play better than anyone else.” That could well be the motto at DeepMind, as a new report reveals it has developed a program that can master complex games without even knowing the rules.

DeepMind, a subsidiary of Alphabet, has previously made groundbreaking strides using reinforcement learning to teach programs to master the Chinese board Go and the Japanese strategy game Shogi, as well as chess and challenging Atari video games. In all those instances, computers were given the rules of the game.

But Nature reported today that DeepMind’s MuZero has accomplished the same feats—and in some instances, beat the earlier programs—without first learning the rules.

Dec 29, 2020

New AI tool can predict in seconds what a movie will be rated

Posted by in categories: entertainment, finance, robotics/AI

Movie ratings can determine a movie’s appeal to consumers and the size of its potential audience. Thus, they have an impact on a film’s bottom line. Typically, humans do the tedious task of manually rating a movie based on viewing the movie and making decisions on the presence of violence, drug abuse and sexual content.

Now, researchers at the USC Viterbi School of Engineering, armed with artificial intelligence tools, can rate a movie’s content in a matter of seconds, based on the movie script and before a single scene is shot. Such an approach could allow movie executives the ability to design a movie rating in advance and as desired, by making the appropriate edits on a script and before the shooting of a single scene. Beyond the potential financial impact, such instantaneous feedback would allow storytellers and decision-makers to reflect on the content they are creating for the public and the impact such content might have on viewers.

Using artificial intelligence applied to scripts, Shrikanth Narayanan, University Professor and Niki & C. L. Max Nikias Chair in Engineering, and a team of researchers from the Signal Analysis and Interpretation Lab (SAIL) at USC Viterbi, have demonstrated that linguistic cues can effectively signal behaviors on violent acts, and (actions that are often the basis for a film’s ratings) about to be taken by a film’s characters.

Dec 23, 2020

This KFC gaming console is real after all, and keeps your chicken warm

Posted by in category: entertainment

Intel PR rep Mark Walton unveiled the new chicken-warming KFConsole on Twitter on Tuesday, reassuring confused gamers that the KFConsole is real and not a hoax. The official KFC Gaming Twitter account also released a new video on Tuesday showing off the chicken-warming chamber.

“Yes, it’s real,” Walton tweeted. “Yes, it’s powered by Intel. And yes, it has a chicken warmer.” Walton also revealed that the Cooler Master is behind the unusual console.”


The fast-food chain unveils a real gaming console powered by Intel that keeps your fried chicken warm while you play video games.

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Dec 20, 2020

AUTOMATICA — Robots Vs. Music — Nigel Stanford

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

https://music.youtube.com/watch?v=bAdqazixuRY&list=RDAMVMbAdqazixuRY

► Album & 4k Video: http://NigelStanford.com/y/a-/Automatica.

► Spotify: http://NigelStanford.com/y/Spotify.

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Dec 16, 2020

Computational imaging during video game playing shows dynamic synchronization of cortical and subcortical networks of emotions

Posted by in categories: computing, entertainment, neuroscience

Second, we chose 2 major Appraisals with well-established roles in emotion elicitation, but interactive game paradigms could also investigate the neural basis of other appraisals (e.g., novelty, social norms). Furthermore, our study did not elucidate the precise cognitive mechanisms of particular appraisals or their neuroanatomical substrates but rather sought to dissect distinct brain networks underlying appraisals and other emotion components in order to assess any transient synchronization among them during emotion-eliciting situations. Importantly, even though different appraisals would obviously engage different brain networks, a critical assumption of the CPM is that synchronization between these networks and other components would arise through similar mechanisms as found here.

Third, our task design and event durations were chosen for fMRI settings, with blocked conditions and sufficient repetitions of similar trials. The limited temporal resolution of fMRI did not allow the investigation of faster, within-level dynamics which may be relevant to emotions. Additionally, this slow temporal resolution and our brain-based synchronization approach are insufficient to uncover fast and recurrent interactions among component networks during synchronization, as hypothesized by the CPM. Nonetheless, our computational model for the peripheral synchronization index did include recurrence as one of its parameters, allowing us refine our model-based analysis of network synchronization in ways explicitly taking recurrent effects into account (see S1 Text and Table J in S1 Table). In any case, neither the correlation of a model-based peripheral index nor an instantaneous phase synchronization approach could fully verify this hypothesis at the neuronal level using fMRI. To address these limitations, future studies might employ other paradigms with different game events or other imaging analyses and methodologies with higher temporal resolution. Higher temporal resolution may also help shed light on causality factors hypothesized by the CPM, which could not be addressed here. Finally, our study focused on the 4 nonexperiential components of emotion, with feelings measured purely retrospectively for manipulation-check purposes. This approach was motivated conceptually by the point of view that an emotion can be characterized comprehensively by the combination of its nonexperiential parts [10] and methodologically by the choice to avoid self-report biases and dual task conditions in our experimental setting. However, future work will be needed to link precise moments of component synchronization more directly to concurrent measures along relevant emotion dimensions, without task biases, as previously examined in purely behavioral research [20].

Nevertheless, by investigating emotions from a dynamic multi-componential perspective with interactive situations and model-based parameters, our study demonstrates the feasibility of a new approach to emotion research. We provide important new insights into the neural underpinnings of emotions in the human brain that support theoretical accounts of emotions as transient states emerging from embodied and action-oriented processes which govern adaptive responses to the environment. By linking transient synchronization between emotion components to specific brain hubs in basal ganglia, insula, and midline cortical areas that integrate sensorimotor, interoceptive, and self-relevant representations, respectively, our results provide a new cornerstone to bridge neuroscience with psychological and developmental frameworks in which affective functions emerge from a multilevel integration of both physical/bodily and psychological/cognitive processes [62].

Dec 11, 2020

This Woman Makes Silicone Babies For Movies

Posted by in category: entertainment

Don’t be fooled, these ‘babies’ are silicon dolls used for films and for therapy. 😃

Very realistic! 😃


Susan’s silicone dolls look so real, they’re often mistaken for real babies! 😳👶

Nov 29, 2020

The Arrow Of Cosmic Time And Space Remains Vital To Our Sanity

Posted by in categories: entertainment, futurism

To those who saw it in its very first theatrical run, the opening crawl at the very top of the original 1977 “Star Wars” film automatically dispelled any notions about cosmic civilizations and a linear march of time. We all got the reference to a “galaxy far, far away” at the outset, but “a long time ago” was all at once brilliant and mind-blowing.

Inherent in that notion is the idea that civilizations outside our own solar system have been living and dying since time immemorial. And the civilizations depicted in this bit of space cinema also appear to have become masters of their own galactic quadrants, if not their whole galaxy.

Yet here on parochial Earth, we are wedded to the linear march of time in a way that is not likely to change until the very far future. Here, we are guided by our own history of technological advancement in a way that extraterrestrial civilizations may find antiquated. They may already be inured to the fact that they are mere technological babes in the woods when compared to much more advanced civilizations they, themselves, may have encountered.

Nov 23, 2020

Upcoming Video Game Will Generate New Levels Using Qiskit and a Quantum Simulator

Posted by in categories: computing, entertainment, quantum physics

By Christopher Sciacca

The first video games debuted in the1950s, later reaching mainstream popularity in the 1970s and 80s with arcades and home video systems like Atari and Commodore 64. Remember SpaceWar! and Pong? While limited by the capabilities of the hardware, they laid the foundation for the games we develop and play today, which by 2025 is expected to be a whopping $256 billion industry.

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