Artificial Imagination
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Links to the Past User Research Rage 2
ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is. -
Game Console Rating
Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon -
The Future Is Here: Artificial Intelligence and Robotics
MUMBAI SILICON VALLEY BANGALOR E SINGAPORE MUMBAI BKC NEW DELHI MUNICH N E W Y ORK The Future is here: Artificial Intelligence and Robotics May 2018 © Copyright 2019 Nishith Desai Associates www.nishithdesai.com The Future is here: Artificial Intelligence and Robotics May 2018 [email protected] © Nishith Desai Associates 2019 The Future is here: Artificial Intelligence and Robotics About NDA We are an India Centric Global law firm (www.nishithdesai.com) with four offices in India and the only law firm with license to practice Indian law from our Munich, Singapore, Palo Alto and New York offices. We are a firm of specialists and the go-to firm for companies that want to conduct business in India, navigate its complex business regulations and grow. Over 70% of our clients are foreign multi- nationals and over 84.5% are repeat clients. Our reputation is well regarded for handling complex high value transactions and cross border litiga- tion; that prestige extends to engaging and mentoring the start-up community that we passionately support and encourage. We also enjoy global recognition for our research with an ability to anticipate and address challenges from a strategic, legal and tax perspective in an integrated way. In fact, the framework and standards for the Asset Management industry within India was pioneered by us in the early 1990s, and we continue remain respected industry experts. We are a research based law firm and have just set up a first-of-its kind IOT-driven Blue Sky Thinking & Research Campus named Imaginarium AliGunjan (near Mumbai, India), dedicated to exploring the future of law & society. -
Art & Transdiscipline in Mexico
ART & TRANSDISCIPLINE IN MEXICO VOL.1 -2019 ENGLISH VERSION BIOSCÉNICA. 20 YEARS MX-AR COLLABORATION NETWORKS PERFORMING ARTS, SCIENCES AND TECHNOLOGY ART AND SCIENCE IN MEXICO ART & TRANSDISCIPLINE IN MEXICO VOL. 1 ENGLISH VERSION EDITORIAL BOARD BIOSCÉNICA Alejandro Ortiz González Ezequiel Steinman Minerva Hernández Trejo* Myriam Beutelspacher Alcántar CONTRIBUTIONS Abigail Jara Durán* Alejandra Ceriani Ezequiel Steinman Kónic THTR Presents Luis Ángel Jiménez Barrios Marcela Rapallo Art & Transdiscipline in Mexico María Antonia González Valerio Vol. 1 Minerva Hernández Trejo Myriam Beutelspacher Alcántar This article collection gathers contributions from people engaged Nicolás Ortega in different ways with Bioscénica’s journey over the last 20 years. Reynaldo Thompson Ricardo Cortés Espinosa Art, science, technology, education, performance, community, Tirtha Mukhopadhyay collaboration, empathy are the key concepts in this company’s work. To us, a transdisciplinary approach means willingness to get involved, EDITORIAL COORDINATOR AND DESIGNER to venture beyond knowledge spaces we recognize as our own, to Myriam Beutelspacher Alcántar build with the other new possibilities to modify and be modified. PHOTO EDITOR AND ARCHIVE This first volume -of many, we hope- provides an account of the first Minerva Hernández Trejo steps that brought us this far, of the academic and artistic networks woven as a result of our horizontal research creation methodology. COPY EDITOR Alejandro Ortiz González We appreciate the support Bi / BBVA Bancomer Foundation -
Herbs for Dreaming
herbs for dreaming Herbs can alter the dreaming experience in a variety of ways - altering the texture & tone of the dream, improving dream recall, and supporting the development of lucid dreaming skills. Meet local and lesser-known herbs who have particular influence over dreaming, along with good sleep hygiene & "dream hygiene" practices to deepen your relationship to the dream world. the importance of dreaming Those who cannot attain or are denied normal REM sleep suffer deeply, as they lose out on the mood-regulatory functions of dreaming. One proposed purpose of dreaming, of what dreaming accomplishes (known as the mood regulatory function of dreams theory) is that dreaming modulates disturbances in emotion, regulating those that are troublesome. My research, as well as that of other investigators in this country and abroad, supports this theory. Studies show that negative mood is down-regulated overnight. How this is accomplished has had less attention. I propose that when some disturbing waking experience is reactivated in sleep and carried forward into REM, where it is matched by similarity in feeling to earlier memories, a network of older associations is stimulated and is displayed as a sequence of compound images that we experience as dreams. This melding of new and old memory fragments modifies the network of emotional self-defining memories, and thus updates the organizational picture we hold of 'who I am and what is good for me and what is not.' In this way, dreaming diffuses the emotional charge of the event and so prepares the sleeper to wake ready to see things in a more positive light, to make a fresh start. -
Dan Ackerman, the Tetris Effect
124 AMERICAN JOURNAL OF PLAY • FALL 2017 restructuring of the domestic spaces by Newman leaves the reader with an new “toys” (however technical) should be account of the highly gendered recep- of interest. tion of Pac-Man (and of course, Ms. Pac- Throughout, Newman pays particular Man), crediting the game with sealing the attention to the gendered nature of games progression of video games from “new- as play, noting that pinball machines and fangled gadget” to “a fixture of everyday other precursors of the home video game life” (p. 199). His account of the game’s role console were typically found in spaces in making women more visible as play- dominated by men (p. 31). He suggests ers, and the subsequent attacks on these that the arrival of the console in the living women and even on the game itself, will room can be understood in part as a mas- be all-too-familiar to anyone immersed culine alternative to television, “a medium in the current discourse of game history long denigrated on the basis of its femi- (p. 194). As the field of video game stud- nized and lower-class cultural status” as ies matures, Newman’s work will play an a fixture in the domestic sphere (p. 72). important role in our understanding of its Discussions of historically situated gam- origins. His work is particularly valuable ing rarely engage with gender on this level. for interrogating (and illuminating) the Carly Kocurek’s Coin-Operated Americans: moral panics that inevitably accompany Rebooting Boyhood at the Video Game new media. -
Annexes Rapport D'activités 2012-2016
ANNEXES RAPPORT D'ACTIVITÉS 2012-2016 3495 SOMMAIRE RECHERCHE PRODUCTION SCIENTIFIQUE 5 AXE 1 - Modèles et méthodes d’analyse du patrimoine architectural et culturel 5 [ Articles dans des revues internationales avec comité de lecture répertoriés ] 5 [ Articles dans des revues avec comité de lecture non répertoriées dans des bases de données internationales ] 8 [ Ouvrages (ou chapitre d’ouvrages) ] 9 [ Conférences sur invitation ] 10 [ Communications avec actes dans des congrès nationaux et internationaux avec comité de lecture ] 12 [ Communications orales sans actes dans colloques ] 25 [ Séminaires (sélection) ] 27 AXE 2 - Modèles et environnements numériques pour la conception en architecture 30 [ Articles dans des revues internationales avec comité de lecture répertoriés ] 30 [ Articles dans des revues avec comité de lecture non répertoriées dans des bases de données internationales ] 31 [ Ouvrages (ou chapitre d’ouvrages) ] 31 [ Conférences sur invitation ] 32 [ Communications avec actes dans des congrès nationaux et internationaux avec comité de lecture ] 33 [ Communications orales sans actes dans colloques ] 38 [ Séminaires (sélection) ] 39 2 PERSONNELS ACCUEILLIS AU SEIN DU LABORATOIRE 40 Doctorants 40 Post-doctorants 45 Chargés d’étude et de recherche en CDD 46 ENSEIGNEMENTS EN ARTICULATION AVEC LA RECHERCHE 49 Formations recherche 49 Enseignements de master 51 Cours d’option, séminaires 53 Ecoles thématiques 55 PROJETS DE RECHERCHE 57 Coordination de projets de recherche 57 Collaboration à des projets de recherche 65 COOPÉRATIONS -
Theescapist 057.Pdf
game to have captured my attention in technology, the Holy Grail of gaming is, Enjoy. that way - merely the most efficient. of course, total immersion - creating a world so believably realistic as to The sun was shining - it was a beautiful All of us who play games or have played perceptibly blur the line between the day, but I didn’t know it. I’d raced from games have experienced immersion. It’s game and reality. Perhaps some day school to bike to house in record time, the stated goal of many developers, but we’ll get there. If so, I’ll be waiting in barely feeling the physical weight of the is not unique to videogames. Movies, line to grind all of your asses to paste books on my back or the mental weight books, even conversations can be (and, in turn, have my own ground to of the homework assignments I’d no immersive. Where games differ is in the paste) in Halo 237 (or whatever), but intention of completing. I dumped the possible depth of immersion, the sheer until then I console myself during the dumped bike in the yard, my books on scope of the engagement of one’s brain long wait with the knowledge that even a the bed and my troubles out the window in the activity. Whereas television, simple, 8-bit game starring colored In The Escapist Issue 54, “In Spaaace!”, and fired up my Nintendo Entertainment movies and books are passive in nature, blocks can be just as immersive, if not we published an account of the creation System and Tetris. -
Understanding and Improvisation of Human Perception Using Artificial Intelligence and Machine Learning
ISSN 2688-8300 (Print) ISSN 2644-3368 (Online) JMSCM, Vol.1, No.2, February, 2020 UNDERSTANDING AND IMPROVISATION OF HUMAN PERCEPTION USING ARTIFICIAL INTELLIGENCE AND MACHINE LEARNING Shekhar Suman¹, Sauryadeep Roy2, Satya Prakash1, Roushan Kumar Singh1, Saket Kumar3 1Department of Mechanical Engineering Institute of Engineering & Management Salt Lake Electronics Complex, Kolkata-700091 Email: [email protected] 2 Department of Information Technology Institute of Engineering and Management Salt Lake Electronics Complex, Kolkata-700091 Email: [email protected] 3Department of Computer Science and Engineering Institute of Engineering and Management Salt Lake Electronics Complex, Kolkata-700091 Email: [email protected] Abstract The paper deals with the topic of improvising human perception using Artificial Intelligence to make human beings more efficient and productive. Understanding human perception takes a lot of non-verbal cues such as facial expressions, gesture, body language and tone of voice. Recent research has been made through facial coding and neurofeedback training. To analyse the probable response of a human being at certain expression of emotion, collection of data based on facial expression, vocal utterances, brainwave frequency under challenging condition ssuch as anger, contempt, disgust, fear, sadness and surprise is required. If we can formulate a nalgorithm based on the data collected ,then not only it would be possible to calculate certain human action , it can also be possible to change or reduce the chances of success of a certain action. Modern advancements has introduced faster problem solving capability but it has some restrictions, which can be coped by the utilisation of human brain which has far better capabilities.The main concern of this paper is why to use AI and how it will revolutionize the mankind. -
ISSUE 194 Contents Welcome to Issue 194 COVER STORY Highlights P74
CUSTOM PC / ISSUE 194 Contents Welcome to Issue 194 COVER STORY Highlights P74 08 Intel Ice Lake is the new ‘Pentium M’ Richard Swinburne analyses the implications for Intel’s latest laptop tech on the desktop. 10 Does Rockstar deserve tax relief? Tracy King analyses the controversy surrounding Rockstar claiming tax relief while not paying corporation tax. 20 AMD Ryzen 5 3400G We check out AMD’s latest APU with integrated Radeon RX Vega 11 graphics. 72 No Man’s Sky VR 100 Corsair water cooling Rick Lane goes for a virtual wander Antony Leather tries out Corsair’s 28 Sound Blaster AE-9 around the worlds of No Man’s Sky new Hydro X fully fledged water- Is there room for expensive Beyond, while also trying some cooling gear. dedicated sound cards in the time space travel. of ALC1220 motherboard audio? 102 How to guides We take a look at Creative’s latest 74 The best upgrades for Our resident modder Antony Leather top-end Sound Blaster. under £100 shows you how to use a water- A small amount of money can cooling distribution plate, and how 42 120mm fans make a big difference to your to connect water-cooling gear to We test 12 of the latest 120mm fans PC’s performance and usability, quick-release fittings. to see which ones offer the best we take you through several sub- balance of airflow and noise. £100 options, from CPU coolers to peripherals, and also show you 52 Stereo gaming headsets how to set them up. 96 We try out seven sub-£100 stereo gaming headsets to find 84 How your GPU works the multiplayer gaming audio From triangles to shaders, we take sweet spot. -
Ian Bogost CV
IAN BOGOST CURRICULUM VITAE Ivan Allen College Distinguished Chair in Media Studies Professor of Interactive Computing Professor, Scheller College of Business Professor of Architecture Georgia Institute of Technology Founding Partner, Persuasive Games LLC Contributing Editor, The Atlantic CONTACT Georgia Institute of Technology Persuasive Games LLC Digital Media / TSRB 318B 1100 Peachtree St. 85 5th St. NW Suite 200 Atlanta, GA 30308-1030 Atlanta, GA 30309 +1 (404) 894-1160 +1 (404) 907-3770 [email protected] [email protected] bogost.com persuasivegames.com I. EARNED DEGREES Ph.D., Comparative Literature, University of California, Los Angeles, 2004. M.A., Comparative Literature, University of California, Los Angeles, 2001. B.A., Philosophy & Comparative Literature, University of Southern California, 1998. Magna Cum Laude, Phi Beta Kappa Diplôme Approfondi de Langue Français, Centre International d’Etudes Pédagogiques, 1997. II. EMPLOYMENT 2019–2022 Adjunct Professor (not in residence) Centre for Digital Humanities Brock University St. Catherines, Ontario, Canada 2013 – present Contributing Editor The Atlantic 2012 – present Ivan Allen College Distinguished Chair in Media Studies School of Literature, Media, and Communication, Ivan Allen College Page 1 of 57 Ian Bogost Curriculum Vitae Professor of Interactive Computing School of Interactive Computing, College of Computing Professor of Business (2014–) Scheller College of Business Professor of Architecture (2019–) School of Architecture, College of Design Georgia Institute of Technology -
BOOK the Tetris Effect: the Game That Hypnotized the World
Notes by Steve Carr [www.houseofcarr.com/thread] BOOK The Tetris Effect: The Game That Hypnotized the World AUTHOR Dan Ackerman PUBLISHER Public Affairs PUBLICATION DATE September 2016 SYNOPSIS [From the publisher] In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits. The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone. “Henk Rogers flew on February 21, 1989. He was one of three competing Westerners descending on Moscow nearly simultaneously. Each was chasing the same prize, an important government-controlled technology that was having a profound impact on people around the world . That technology was perhaps the greatest cultural export in the history of the USSR, and it was called Tetris . Tetris was the most important technology to come out of that country since Sputnik.” “Tetris was different. It didn’t rely on low-fi imitations of cartoon characters. In fact, its curious animations didn’t imitate anything at all. The game was purely abstract, geometry in real time. It wasn’t just a game, it was an uncrackable code puzzle that appealed equally to moms and mathematicians.” “Tetris was the first video game played in space, by cosmonaut Aleksandr A.