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Part of the problem mirrors the rise of automation in any other industry — performers told Input that they’re nervous that game studios might try to replace them with sophisticated algorithms in order to save a few bucks. But the game modder’s decision also raises questions about the agency that performers have over their own voices, as well as the artistry involved in bringing characters to life.

“If this is true, this is just heartbreaking,” video game voice actor Jay Britton tweeted about the mod. “Yes, AI might be able to replace things but should it? We literally get to decide. Replacing actors with AI is not only a legal minefield but an utterly soulless choice.”

“Why not remove all human creativity from games and use AI…” he added.

Perhaps better than medication.


Summary: Inexpensive, commercial video games may help those suffering from anxiety and depression to combat their symptoms. Researchers found that, in addition to conventional games, virtual reality games could help people overcome mental health problems.

Source: Lero

Popular video games have the potential to provide low-cost, easy access, effective and stigma-free support for some mental health issues, researchers at Lero, the Science Foundation Ireland Research Centre for Software, have found.

The team at Lero, a world leader in connected-health research, said video games could be used where conventional therapies are not available because of cost or location, or as an addition to traditional therapeutic treatments for depression or anxiety.

Christina Hunger is a speech pathologist who realized her new puppy was showing signs of wanting to communicate with her. What she discovered is starting a new movement of ‘talking dogs.’

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For reference, we can go back to the HRNet paper. The researchers used a dedicated Nvidia V100, a massive and extremely expensive GPU specially designed for deep learning inference. With no memory limitation and no hindrance by other in-game computations, the inference time for the V100 was 150 milliseconds per input, which is ~7 fps, not nearly enough to play a smooth game.

Development and training neural networks

Another vexing problem is the development and training costs of the image-enhancing neural network. Any company that would want to replicate Intel’s deep learning models will need three things: data, computing resources, and machine learning talent.

A guide to bosonic codes and error correction in a photonic platform.


Ilan Tzitrin, J. Eli Bourassa, and Krishna Kumar Sabapathy

You and two of your friends, Judit and Gary, are on a long-awaited trip in southern India. On a leg of your journey, you find yourselves on a luxurious train ride through the Deccan Plateau, about to meander through the breathtaking Western Ghats. Before the scenery captures your attention, your friends decide to entertain themselves with a game of chess, while you continue to devour Carl Sagan’s Contact.

A half hour into an intensive game, Judit and Gary agree they could use a break to refresh, and they head to the dining car for some samosas and chai. At this very moment, the train begins a gentle ascent up a mountain, and all the chess pieces slide a little in one direction. The board ends up looking like this:

History tells us that games are an inseparable facet of humanity, and mainly for good reasons. Advocates of video games laud their pros: they help develop problem-solving skills, socialize, relieve stress, and exercise the mind and body—all at the same time! However, games also have a dark side: the potential for addiction. The explosive growth of the video game industry has spawned all sorts of games targeting different groups of people. This includes digital adaptations of popular board games like chess, but also extends to gambling-type games like online casinos and betting on horse races. While virtually all engaging forms of entertainment lend themselves to addictive behavior under specific circumstances, some video games are more commonly associated with addiction than others. But what exactly makes these games so potentially addictive?

This is a difficult question to answer because it deals directly with aspects of the human , and the inner workings of the mind are mostly a mystery. However, there may be a way to answer it by leveraging what we do know about the physical world and its laws. At the Japan Advanced Institute of Science and Technology (JAIST), Japan, Professor Hiroyuki Iida and colleagues have been pioneering a methodology called “motion in mind” that could help us understand what draws us towards games and makes us want to keep reaching for the console.

Their approach is centered around modeling the underlying mechanisms that operate in the mind when playing games through an analogy with actual physical models of motion. For example, the concepts of potential energy, forces, and momentum from are considered to be analogous to objective and/or subjective -related aspects, including pacing of the game, randomness, and fairness. In their latest study published in IEEE Access, Professor Iida and Assistant Professor Mohd Nor Akmal Khalid, also from JAIST, linked their “motion in mind” model with the concepts of engagement and addiction in various types of games from the perceived experience of the player and their behaviors.

Future movie making. Planning your movies years before filming.


Editor’s Note: Previs is a collaboration between previs artists, directors, producers, and other department heads. Directors have a role in guiding and producing the previs, and some furnish the storyboarding materials on which previs is based.

We talked to Hollywood’s busiest visualization studio, The Third Floor, to find out why visualization is the secret MVP of Marvel movies.

The Third Floor is one of the world’s top visualization studios and has worked on 19 of the 23 installments in Marvel’s “Infinity Saga.” From previs and stuntvis to techvis and postvis, The Third Floor’s work on Marvel movies runs through the entire production process. The first previsualizations of a Marvel film can begin well in advance of its release date, often before the screenplay is fully finished. Find out how Marvel visualizes its movies years before filmmaking and how this practice has helped the MCU rise its position of box-office dominance today.

The Third Floor has done visualization work for 2010’s “Iron Man 2″; 2011’s “Thor” and “Captain America: The First Avenger”; 2012’s “The Avengers”; 2013’s “Iron Man 3″ and “Thor: The Dark World”; 2014’s “The Amazing Spider-Man 2″ and “Guardians of the Galaxy”; 2015’s “Avengers: Age of Ultron” and “Ant-Man”; 2016’s “Captain America: Civil War” and “Doctor Strange”; 2017’s “Spider-Man: Homecoming,” “Thor: Ragnarok,” and “Guardians of the Galaxy Vol. 2″; 2018’s “Avengers: Infinity War,” “Deadpool 2,” “Ant-Man and the Wasp,” and “Venom”; and 2019’s “Captain Marvel,” “Avengers: Endgame,” and “Spider-Man: Far from Home.”