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Daily Archives: February 18, 2017
Barbie becomes a hologram version of herself – TechCrunch
Posted: February 18, 2017 at 4:18 am
Yes, after pulling herself out of her 1950s rutas a swimsuit model to become everything from a doctor, lawyer, computer scientist, astronaut and even the president of the United States, Barbie has now become a 3D-animatedhologram that canserve up the weather on command.
As first reported in Wired, The Hello Barbie Hologram debuted at the New York Toy Fair this week. And like the original Hello Barbie doll, her laser-beamed character combines motion-capture animation with peppy, Amazon Echo-like answers to your childs questions.
Need an alarm? Hello Barbie. Want a nightlight? Hello Barbie. Want to remind your child to brush their teeth? Hello Barbie Hologram does that, too.Just turn her on with the wake phrase Hello Barbie to get her to do your bidding.
In other words, the supposed symbol for girls who can do anything really can become anything, including a personified bot.
Isnt that a bitsexist? Some may balk at the suggestion a holographic female doll botserving up answers is somehow creating a gender imbalance. After all, you may say, its just a doll combined with some cool technology. But, from what we know so far, theres no hologram Ken version and robots and artificial intelligence programs are often designated as female, particularly if they fulfill a subservient role. Helping you mind your schedule and answering questions about the weather fall neatly into that category.
It also undermines Barbie as a real person.Shes a hologram assistant.
Youd think Mattel would be mindful here of how the latest version of Barbie may come across to impressionable young girls, given its many other missteps including and especially in its foray into tech. Wevewritten before about Barbies foibles as a hilariously bad computer engineer who seemed to break everything she touched and didnt know how to code.
Barbie has also been criticized for maintaining unrealistic bodily proportions and putting a heavy emphasis on her appearance throughout the years. Some might say the Hello Barbie Hologram contributes in this regard, as well, by allowing anyone to change the look of the hologram by voice command.
Mattel has tried to counter some of its past criticisms with its Imagine the Possibilities advertising campaign last year, which shows a bunch of little girls doing grown ups jobs. The final caption of the advertisement reads,Whena girl plays with Barbie, she imagineseverything she can become.
Tough to say whata Barbie hologram would help a little girl imagine becoming, but hopefully it does not further engender the stereotype that women are meant to be assistants to everyone else. Mattel may want to consider adding a Ken doll hologram or letting little girls learn how to program skills into the hologram in the future.
Theres also the question of privacy and security. Amazon Echo is always listening and, as it says in its FAQ, recordsa fraction of a second before you say the wake word Alexa. Is Barbie now doing the same, right in your childs bedroom? Mattel insists that, unlike Amazon, Barbie is not recording and uploading conversations to its servers. It also says Hello Barbie is heavily encrypted, meeting the Federal Trade Commissions requirements as outlined in the Childrens Online Privacy Protection Rule.
Hello Barbie Hologram is just a prototype for now, and its not clear when it might be available for consumers. We also dont know the cost of the doll yet, but it will likely fall on the pricier end, as these newer tech-focused toys tend to do. But, according to Mattel, it will likely be less than $300 when the hologram makes her debut.
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Crazy Videos on YouTube That No One Can Explain – Thrillist
Posted: at 4:18 am
Screenshot jonrev/Youtube
For as long as humans have had a way of committing moving images to tape, pixelated frames have been used to document the sinister, the peculiar, and the downright unexplainable. YouTube has long been a repository for some of the creepiest mysteries of the modern age ever caught on camera, and the endlessly obsessive and curious internet hive mind has ferreted out the truths lurking behind many of these eyebrow-raising videos. But occasionally, that is not the case.
These are six of those stories.
One of the most notorious pirate broadcasts of all time, preserved well beyond its intended lifespan, occurred on November 22, 1987, during a Chicago station's nightly local news broadcast. After turning black for 15 seconds, the picture reappeared but now showed a person wearing a Max Headroom mask, situated in front of a rotating piece of corrugated metal and accompanied by a humming noise. Technicians at the station managed to halt the pirated broadcast by switching the microwave transmitter they were using to broadcast, suggesting a hack by a strong pirate microwave signal nearby.
That same night, PBS member station WTTW fell victim to the same hackers during a broadcast of the Doctor Who episode "Horror of Fang Rock." This time, the pirates were able to cut in for a full 90 seconds, and used the time to spout advertising slogans and seeming nonsense. The clip ended with the Max Headroom mask-wearer pulling down his pants, receiving a spanking from an unidentified person in a French maid outfit, and yelling "They're coming to get me!" The WTTW broadcast was being sent from the Sears Tower microwave dish and because there were no technicians on duty at the time, they were unable to trace the signal.
The identity of the hackers and what the videos mean beyond a simple joke remain a mystery to this day. Occasionally, the wide world of the internet will stumble across a character that seems like they could have pulled off the Max Headroom hack, only to dismiss the theory later. The most current thinking on the subject suggests it was someone within the Chicago Broadcasting Community because the technology required to pull off a huge microwave hack wasn't available to the average consumer in the late 1980s.
One of America's most well-known conspiracy theories -- that an alien ship crash-landed in Roswell, New Mexico, in the 1950s -- is still giving willing theorists thrills more than 50 years later. In 2011, a new YouTube user named "ivan0135" uploaded a series of four videos that claimed to have been culled from leaked classified material. The uploaded information and film footage introduces us to a purported test subject known as "Skinny Bob," who appears to be an eerily realistic alien life form.
Is it real? The videos claim the footage was collected between 1942 and 1969, but post-production techniques seem to have been applied. If you look at the bottom left of the Skinny Bob video, the timecode appears to be flashing at a different rate than the footage, suggesting a digital post-production trick.
Even if the ivan0135 tapes probably aren't actual aliens (just like Roswell was most certainly not an extraterrestrial craft), the computer animation skill on display is an impressive work of special effects that has still gone uncredited for five years.
In 2008, on a 4chan board for paranormal posts, a user put a link into the "unsecured webcams" thread that showed a live-stream of a woman who was unconscious -- possibly even dead -- in a contorted position. The stream was coming from Seoul, South Korea. The woman woke up 10 hours later, and revealed that she had merely been sleeping in an odd position, but the attention of the internet had been piqued.
The woman, dubbed Chip-chan, was constantly broadcasting on webcam and falling asleep at odd times and in odd positions. She kept a blog and a YouTube channel where she told her odd story. The woman apparently never left the apartment and started making signs that were translated into various paranoid accusations like: "Don't get tricked, don't get fooled. Early every morning. If someone comes that paralyzes the person. I can't be stopped."
Over years, internet detectives pieced together a dossier of information on Chip-chan, including her contact e-mail and exchanges with the woman herself. She claims that a Korean police officer she calls "P" implanted something called a "Verichip" in her that keeps her forcibly in her apartment and can cause her to fall asleep at will. After Chip-chan's apartment was found via Google Earth sleuthing, concerned parties contacted the police in Seoul who said they were aware of a mentally disturbed woman who kept to herself except for occasional appearances at anti-government protests where she would photograph police officers.
In March 2015, a YouTube user named "unfavorable semicircle" sprang into existence and began uploading videos a month later. Most of them were only seconds or minutes long. Some included distorted voices uttering a letter or number. But the most notable quirk of the account was the sheer number of videos it uploaded: tens of thousands, causing YouTube to shut it down for violating the spam-related portions of its terms of service. Since then, the unfavorable semicircle project has continued on Twitter and a new YouTube account that continues to release videos to this day.
Most speculation about what unfavorable semicircle is trying to accomplish is centered on finding a reliable way to decode the videos. A similar YouTube channel that had puzzled online sleuths in the past had specialized in uploading videos featuring colored geometric shapes and tones, and it was eventually revealed to be the still active Google test channel Webdriver Torso. Unfavorable semicircle's return after the first channel was blocked has led most theorists to suspect it is some sort of coded art project or even an electronic numbers station.
More than likely just an amateur film about two students' exploration of an abandoned asylum, the "Pennhurst Found Footage" has yet to be attributed to a filmmaker or individual. It also hasn't been reliably connected to a real-life crime, which casts doubt on its claim that the footage involves "missing" college students. Nonetheless, the film's two parts are prefaced by intentionally creepy text stating that the students seen in the video have never been found.
The mysterious part of the video is its ending, which cuts suddenly from a staircase inside the abandoned mental institution to a scene in the surrounding forest in daytime, even though the time code on the camera shows only 32 seconds elapsing (which wouldn't have been enough time to exit the facility from the stairwell where the students had been investigating).To date, no one has stepped forward to claim responsibility for this likely hoax, even as internet mystery-hunters are still trying to find answers.
An "ARG" is the abbreviation for an "Alternate Reality Game," or a fictional experience that extends its narrative into real life. There have been ARGs to promote products like movies and albums, and there have been ARGs that exist purely as an experience you have offline. Because of the nature of these types of games and experiences, sometimes it's hard to tell which parts of them are real and which aren't.
Such is the case with "deeper," a channel that uploaded cryptic videos with distorted audio and old camcorder footage in 2016. The hive mind of internet sleuths, particularly on 4chan, quickly set about trying to decode the mysterious videos by running the beeps that appeared at the end of certain clips through a spectrogram -- a process that revealed the names of actual cold cases from the state of Colorado in the 1980s. Different codes have continued to be hidden in the videos and their associated descriptions, but nothing has led to a big reveal, nor have any of the cold cases referenced been solved.
It's unlikely that this ARG was posted by a murderer who grew a conscience and decided to confess through YouTube ciphers that use old Daniel Johnston songs, but then again... The last video was uploaded two months ago.
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Dave Gonzales is a frequent contributor to Thrillist Entertainment and loves internet mysteries.
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Virtual Reality Is Bringing These Lost Worlds Back to Life – NBCNews.com
Posted: at 4:18 am
A virtual reconstruction of a dwelling at Skara Brae, a pre-historic Scottish village. Soluis/Heritage
Seeing opportunities to educate and attract new visitors, museums are getting in on the VR game, too. The British Museum in London, for instance, partnered with
Another VR exhibit in Beijing's Forbidden City takes visitors through reconstructions of the porcelain factories during the Ming and Qing dynasties. To transport visitors into a more recent past, the Royal Canadian Regiment Museum in Ottawa partnered with VR company SimWave to make a rumbling rig that recreates being down in the trenches at the Vimy Ridge battle during World War I.
Some see the most promise in experiences that go beyond the visuals.
"For my money, the most useful stuff is not the VR, at least not yet, but the augmented reality," says Shawn Graham, a digital archaeologist at Carleton University in Ottawa.
Augmented reality (AR) and other forms of mixed reality use VR elements overlaid on the real world think Pokmon Go and Google Glass.
"If you have an AR headset and you're out in the field, you can see what's going on around you but then have an overlay," Eve says of elements sights, sounds, and smells. "It adds so much more to that experience."
Simulations that can fool your other senses like 3-D audio to trick your ears or gloves to mimic touch make for a more effective immersive experience, as sight is just one way we perceive reality.
Eve, however, notes that AR technology isn't quite ready to be a massive hit. He's waiting to see what companies like the Florida-based AR outfit Magic Leap come up with in the next few years.
But whatever form the VR and AR experience takes, the story is key.
"I think we make a mistake if we imagine that augmented realities or virtual realities are something brand new in the world," Graham says.
He recalled being a graduate student in the U.K. and taking a field trip to Avebury, a cousin of Stonehenge, with one of his professors. "He was standing there in the middle of this stone circle, and he was telling us this story of coming into this sacred space and he was pointing to the horizon, drawing our attention to different burial mounds, and he was enabling us to see the past in a way we couldn't see before coming in fresh as students."
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IMAX’s first virtual reality arcade is here and it is beautiful – The Verge
Posted: at 4:18 am
With headsets like the Oculus Rift and PlayStation VR finally shipping out to customers, 2016 was supposed to be the year virtual reality finally went mainstream. But things havent exactly worked out that way, and in 2017, all eyes are now on location-based VR. Whether in movie theaters or custom arcades, VR installations are seen as an opportunity to will a functioning VR ecosystem into existence. Customers can try experiences in paid, bite-sized doses without investing in expensive hardware, and content creators can take advantage of that larger reach to monetize titles and encourage further development. One of the entities moving most aggressively in that direction is IMAX.
The company best known for bringing larger-than-large cinematic imagery into movie theaters soft-opened the IMAX VR Experience Centre in Los Angeles on January 6th. Its the first of six pilot locations the company plans to roll out, with IMAX targeting China, the UK, New York City, and a second location in California by the end of the year. But each of those new installations will be tied to cineplex chains, setting up either in a revamped movie theater or in a venues lobby. The flagship LA center is a standalone location made up of 14 VR pods equipped with a combination of HTC Vive and StarVR headsets, and a selection of titles ranging from Star Wars: Trials on Tatooine to John Wick Chronicles. Its not a perfect setup by any means, but for audiences that have never had the opportunity to try room-scale VR, IMAX may have created the best introductory experience yet.
While IMAX hosted a day for press to see the facility earlier this week, I also explored the location as a paying customer to get a sense of what the real consumer experience is like. The Experience Centre is across the street from an outdoor shopping complex called The Grove for those not familiar with LA geography, its a major shopping destination with a suite of restaurants and a movie theater, making it easier for IMAX to attract what a representative described as a four-quadrant audience. Thats a film-industry term describing something that appeals to men and women, and both younger and older audiences. Its essentially the broadest possible audience you can hope for, and advertising has been popping up around Los Angeles for the last few weeks to draw that audience in.
The VR pods are futuristic, 12-by-12 cubicles
Stepping inside the center, the location calls to mind a sweeping, vaguely futuristic movie theater lobby. Curved white walls set off video screen posters for various titles, and another large display near the ticket counter shows what time slots are available for different experiences. IMAX breaks tickets up into two categories. There are featured titles, like Trials on Tatooine, Raw Data, and Eagle Flight Multiplayer, with tickets ranging from $7 to $10, and a $25 VR Sampler, which gives players around 30 minutes to try out an assortment of Steam titles. The featured titles each run about 1015 minutes in length, and after purchasing tickets, guests walk to a staging area where video screens give the uninitiated a brief overview of what to expect when trying VR hardware.
The pods themselves are 12-foot-by-12-foot cubicles, designed with the same austere, futuristic aesthetic as the lobby. Theres an emphasis on keeping the look clean throughout the facility the computers are hidden above the pods on a catwalk, with headset cables wrangled overhead via a pulley system. IMAX equips the pods with Subpac rumble backpacks as part of the standard equipment, which I found distracting more often than not, but its definitely a way the company is trying to differentiate itself from home VR. A single monitor shows the point of view of the player in case friends want to watch, and the spaces are simple enough that they can be easily reconfigured for room-scale movement, sitting players, or experiences that use other props or setups.
As for the experience playing the games themselves thats just playing the games themselves. A staff member walks each player through the basics as they put on the gear, and when IMAXs setup worked best, it just got out of the way and let me fall into the experience. The cabling system was a bit problematic from time to time if I stretched the wrong way, Id feel the tension of the cable on the headset but it was largely unobtrusive. One of the pods I tried did seem to have a calibration problem, with the Vive warning me I was about to hit a wall only after Id bumped into it, but that seemed to be a one-off aberration.
Twelve of the 14 pods were running HTC Vive headsets, but tucked in the rear of the gaming floor where an IMAX representative said it will keep its more mature content were two pods for John Wick Chronicles. The title puts the player in the role of John Wick, picking off bad guys from a rooftop before taking down a helicopter, and I found it to be a great bit of arcade-style fun when I tried it on the HTC Vive earlier this year. But IMAX was offering it with Starbreeze and Acers new high-end StarVR headset. Intended for theme parks and installations, the headset features a 210-degree field of view that fills your peripheral vision when compared to the 110-degree visuals of the Vive or Oculus Rift. (IMAX was also using a custom gun-prop controller for the game.) But while the expanded field of view was certainly a notable improvement, the StarVR otherwise offered a blurry image that had my stomach churning by the end.
The StarVR headset has a wider field of view and very blurry imagery
IMAX chief business development officer Rob Lister acknowledges that the headset has some problems at the moment, calling it very much a work in development still, though the company sees potential in the wider field of view and increased resolution. These are still prototypes, and it's going to be a while before that's productized, so that's going to take a bit of time. That theme runs throughout many of the choices made at the center: its an opportunity for IMAX to see what works and what doesnt, and tweak it all based on audience feedback. When it comes to programing content, IMAX seems to be moving quickly. Last week, as a paying customer, I tried an escape room experience that was perhaps one of the most disorienting VR titles Ive ever tried. This week, it had been pulled from the featured lineup.
Assuming the headset improves, the StarVR could let IMAX differentiate its centers from what consumers can already get at home, but at the moment, its an odd misstep in a smooth experience.
In the long run, IMAX knows the success of its centers will come down to the games and experiences players can have, and its already looking ahead on that side. Last year, Google announced it was working with the company on a cinema-quality VR camera for its Jump platform, and IMAX has started a $50 million fund for the production of VR experiences. We're in conversations about slate deals with some of the studios where we would be doing three, four, even five pieces of content, Lister says, where each one of those pieces would be a companion to a big movie coming out. Where you have the $200 million [movie] marketing campaign that you could leverage off of.
Combining movies and VR could be IMAXs secret weapon
That film-plus-VR strategy isnt new, but IMAX could place itself in a particularly unique position to capitalize. While the Los Angeles-based flagship location is a standalone entity, the rest of IMAXs VR centers this year are based in movie theaters themselves, and the companys longstanding relationships with theater chains provide an opportunity for it to rapidly expand its VR footprint, should customers respond. Standalone locations, the benefit is you get to try out lots of different stuff, and the revenue is all yours. But there's a lot of operating expense involved, Lister says. I think it's much easier for us to roll out this is hypothetical a 150-location deal with one of our big exhibition partners, than it is to find two big retail locations."
The company will take its first swing at combining film and VR this March, with a companion piece for the science fiction thriller Life. Produced by Skydance Interactive, Life VR will be the first title in an ongoing collaboration between the two companies. Skydances first original gaming title, Archangel which puts players in control of a giant mech as it battles hostile forces will hit IMAX centers in July. Ubisoft is another featured partner, with Eagle Flight and Rabbids VR-Ride already in rotation in the Los Angeles location, and the multi-player Star Trek: Bridge Crew coming later this year.
That latter game is the exact kind of title that could really show off the potential of IMAXs VR Experience Centre. A truly co-op VR game has a different kind of energy that might justify a special trip to a VR arcade. But even here at the beginning, IMAX is clearly doing something right: crafting an entertainment experience that any novice can walk right into and enjoy, by removing as much of the mess and hassle of modern-day VR as possible.
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IMAX's first virtual reality arcade is here and it is beautiful - The Verge
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VR1: Idaho’s first virtual reality arcade opens in Eagle – KBOI-TV
Posted: at 4:18 am
VR1 is the first virtual reality arcade of its kind in the Treasure Valley and all of Idaho, offering a brand new VR gaming environment. (KBOI Photo)
News anchors Brent Hunsaker and Natalie Hurst couldn't resist the the offer - putt putt golf and skiing - without all the hassle of driving to two different resorts at distant locations.
Instead, the two news anchors went to downtown Eagle and visited VR1.
VR1 is the first virtual reality arcade of its kind in the Treasure Valley and all of Idaho, offering a brand new VR gaming environment.
The state of the art technology allows the user to experience first-hand the sights, sensations and sounds of a VR setting of their choice.
Every movement the player makes in real time is transformed into a virtual 3D world.
Founder Brendan Smythe says the immersive experience has endless adventures to explore in genres such as sports, art, battle and building - to name a few.
The games are interactive and allow users the option to playing with, or against, real people and friends.
Anchor Natalie Hurst tried the skiing segment, and lasted approximately four minutes before "crashing" into a tree.
Anchor Brent Hunsaker explored the world of putt-putt golf extensively, by taking at least 20 strokes (if not more?!) on the first hole of the VR game.
Smythe said folks are invited to play with friends and family, while seeing their movements play out on the five station monitors.
"We just opened up the doors and everybody is excited about it," Smythe said. "They question a little bit and say, 'now what is it?' And then when they find out what this is they just want to come try it."
VR1 is located at 1225 W. Winding Creek Drive in Eagle, Suite 110.
It's open every day of the week, except Mondays.
Hours: Tuesday-Thursday 3 to 10 pm; Friday-Saturday noon to 11 p.m.; Sunday noon to 7 p.m.
Pricing: Sunday-Thursday is $15 for 25 minutes or $25 for 55 minutes.
Friday and Saturday is $20 for 25 minutes and $30 for 55 minutes.
For more information, call (208) 941-5958 or send an email to: vr1arcade@gmail.com.
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Now You Can Feel Wind and Temperature While in Virtual Reality – Futurism
Posted: at 4:18 am
In Brief
Realistic visuals and audio are essential to shaping an immersive virtual reality (VR) experience. But these researchers from the National University of Singapore believe VR shouldnt just cater to sight and sound. For the ultimate VR experience, other senses should come into play as well.
Last year, Nimesha Ranasinghe and his team demonstrated how electrodes can be used to add a sense of taste to VR. Their latest accessory, Ambiotherm, adds another element of realism to the experience: atmosphere.
The add-on contains two features. One is a a wind module attached to the bottom of the headset that uses two fans to simulate wind blowing in the wearers face. The other is a temperature module that attaches to the back of the wearers neck to simulate heat. Various experiments show that gradual application of each module can mimic how the whole body would actually feel if, for example, the wearer was walking through a desert under the scorching sun or skiing down a mountain slope.
Previous attempts to recreate environmental conditions required fans and heat lamps, so being able to scale this down to something compact is a significant achievement. Next up for the team? Amping up the VR experience via smell and vibrations, as well as learning how human emotion can be augmented and applied to multi-sensory VR.
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When reality disappoints, virtual reality takes over – The Hindu
Posted: at 4:18 am
If the reality of a relatively lacklustre air show and plane display had seen disappointment among the swelling crowds at Aero India here, it was the virtual world that came to their rescue.
While there is little doubt that air shows and display of planes were toned down compared with the last edition, the exhibition halls used cutting-edge technology to bring visitors one step closer to the cherished metal birds.
The use of virtual reality (VR), 360 degree immersible software, simulators, and mock-up displays was omnipresent in the exhibits, allowing visitors to get into the cockpits of the indigenous fighter Tejas, Lockheed Martins F-16, the civilian aircraft Saras, and the Swedish fighter Gripen.
The most popular simulator as seen with the lengthy queues was that of the virtual experiences set up for the light combat aircraft, Tejas, which had also dominated the displays and air shows.
Learning about design
Aeronautical Development Agency (ADA) allowed visitors to try on immersive virtual reality through head mounts where visitors can see in 360 degrees how the LCA is designed in the computer (a rough 3D sketch of the major mechanical components) and also how the finished product looks. This is a good way to show visitors how the planning occurs before even a prototype is made. Through motion tracking and haptic force feedback system (which simulates a mechanics hand), we can even test if replacing a nut or bolt will become difficult, said Shiek Nagur from the ADA.
Swedish defence company Saab, which manufactures the fighter jet Gripen, allows visitors to get into the cockpit through their VR headset.
Nearby, a cockpit mock-up of Tejas allows visitors to sit on the pilots seat and attempt to take off and fly in the virtual world. Similarly, Lockheed Martin provided a few visitors the opportunity to take F-16, a single-engine supersonic multi-role fighter aircraft, for a spin through their cockpit simulator; while HAL too has put up the simulator for the advanced Hawk, allowing those privy to experience what it is like being a Surya Kiran trainer.
For pilots, the simulator for Saras, which will be revived after nearly a decade by the National Aerospace Laboratories, provides an opportunity to fly out of HAL Airport, circle around the airport and return.
Shooting and gliding
Apart from the flights, VR headsets are being used by HAL to allow visitors to experience skydiving and paragliding. The skydiving simulators sees visitors strapped to a rotating device, with the headset projecting an experience similar to that of a free fall. Similarly, for paragliding, the visitor is strapped to a moving bed, VR headset projects the view of gliding through snow-capped valleys, and fans simulate winds.
Swedish company Saab has set up a virtual shooting zone the ground combat indoor trainer where various rifles and guns can be used in a simulated combat. Similarly, an immersive experience was set up by BEL, where a darkroom provides an opportunity to test their night-vision goggles.
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The dark side of AI – SC Magazine
Posted: at 4:17 am
For all the good that machine learning can accomplish in cybersecurity, the technology is also accessible to bad actors.
For all the good that machine learning can accomplish in cybersecurity, it's important to remember that the technology is also accessible to bad actors.
While writers and futurists dream up nightmarish scenarios of artificial intelligence turning on its creators and exterminating mankind like Terminators and Cylons heck, Stephen Hawking and Elon Musk have warned AI is dangerous the more pressing concern today is that machines can be intentionally programmed to abet cybercriminal operations.
Could we one day see the benevolent AIs of the world matching wits with malicious machines, with the fate of our IT systems at stake? Here's what experts had to say
Derek Manky, global security strategist, Fortinet
In the future we will have attacker/defender AI scenarios play out. At first, they will employ simple mechanics. Later, they will play out intricate scenarios with millions of data points to analyze and action. However, at the end of the day there is only one output, a compromise or not.
In the coming year we expect to see malware designed with adaptive, success-based learning to improve the success and efficacy of attacks. This new generation of malware will be situation-aware, meaning that it will understand the environment it is in and make calculated decisions about what to do next. In many ways, it will begin to behave like a human attacker: performing reconnaissance, identifying targets, choosing methods of attack, and intelligently evading detection.
Autonomous malware operates much like branch prediction technology, which is designed to guess which branch of a decision tree a transaction will take before it is executed [This] malware, as with intelligent defensive solutions, are guided by the collection and analysis of offensive intelligence, such as types of devices deployed in a network segment, traffic flow, applications being used, transaction details, time of day transactions occur, etc.
We will also see the growth of cross-platform autonomous malware designed to operate on and between a variety of mobile devices. These cross-platform tools, or transformers, include a variety of exploit and payload tools that can operate across different environments. This new variant of autonomous malware includes a learning component that gathers offensive intelligence about where it has been deployed, including the platform on which it has been loaded, then selects, assembles, and executes an attack against its target using the appropriate payload.
Ryan Permeh, founder and chief cyber scientist, Cylance
Bad guys will use AI not just to create new types of attacks, but to find the limits in existing defensive approaches Having information on the limits of a defender's defense is useful to an attacker, even if it isn't an automatic break of the defenses.
Justin Fier, director of cyber intelligence and analysis, Darktrace
I think we're going to start to see in the next probably 12- 18 months AI moving into the other side. You're already starting to see polymorphic malware that [infects a] network and then changes itself, orautomatically deletes itself and disappears. So in its simplest form it's already there.
Where I think it could potentially head is where it actually sits dormant on a system and learns the user and then finds the most opportune time to take an action.
Diana Kelley, global executive security adviser, IBM
Malware is getting very, very situationally aware. There's some malware for example that can get onto the system and figure out, Is there AV on here? Is there other malware on here, shut it down so they're the only malware. Or even, Oh look, I've landed on a point-of-sale system rather than on a server, so I'm just going to shut down all of my functions that would work on a regular server and just have my ram scraper going cause that's what I want on the point of sale.
Staffan Truve, co-founder and CTO of Recorded Future
Truve said that AI will be used to automatically craft effective spear-phishing emails that contain victims' personal information, leveraging powerful data resources and natural-language generation capabilities to sound convincing.
I'm sure it will bevery hard to identify phishing emails in the future.
Additionally, We'll definitely be seeing AI that can analyze code and figure out ways to find vulnerabilities.
It's going to be an arms race between the good and bad guys The good side is a bit ahead right now and mostly I think the reason for that is that the bad guys are successful enough with old methods You can find enough targets that are who unsophisticated enough to be vulnerable to current technologies.
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Google’s AI got highly aggressive when competition got stressful in a fruit-picking game – Quartz
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Lets pretend you care, very much, about winning a game. The competition heats up, your oppositions closing in, and youre at risking of losing. What do you do? If your competitive streak is alive and well, then you get aggressive. Forget decorum, focus on the prize, and shove your opponent out of the way to claim your victory.
Turns out, Googles DeepMind artificial intelligence does much the same. The more intelligent the AI network is, the quicker it is to get aggressive in competitive situations where such aggression will pay off. The behavior raises questions about the link between intelligence and aggression, what it means for AI to mimic human-like emotional responses, and, if youre worried about potential robotic overlords, what we need to do to keep AI aggression in check.
In a study published online (but not yet in a peer-reviewed journal), Deep Mind researchers had AI agents compete against each other in 40 million rounds of a fruit-gathering computer game. In the game, each agent had to collect as many apples as possible. They also could temporarily knock an opponent out of the game by hitting them with a laser beam. Heres a video of the game:
When apples were abundant, the two agents were happy to collect their fruit without targeting each other. But in more scarce scenarios with fewer apples around, the agents became more aggressive. The researchers also found that the greater the cognitive capacity of the agent, the more frequently they attacked their opponent. This makes sense, as in this scenario attacking an opponent is more complex behavior and so requires greater intelligence.
However, the AI also learned to display cooperative behavior when that brought a benefit. In a second game, two agents acted as wolves while a third was the prey. If the two wolf agents worked together to catch their prey, they received a higher reward. When the two wolves capture the prey together, they can better protect the carcass from scavengers and hence receive a higher reward, the researchers explained in their paper. In this game, the more intelligent agents were less competitive and more likely to cooperate with each other.
The DeepMind researchers believe that as their studies of how AI agents compete become more complex, they could be used to better understand how humans learn to collaborate en masse. This model also shows that some aspects of human-like behavior emerge as a product of the environment and learning, lead author Joel Weibo told Wired. Say you want to know what the impact on traffic patterns would be if you installed a traffic light at a specific intersection. You could try out the experiment in the model first and get a reasonable idea of how an agent would adapt.
Unnervingly, this suggests that human responses to competitive scenarios arent so different to learned AI responses. While a losing sport teams cutthroat tactics may seem like a deeply human response, this behavior is much the same as AI computer characters programmed to compete.
As for whether aggressive AI fits into doomsday scenarios of robots overthrowing humans, well, robots dont need to show emotions to be a threat. While AI has fairly limited intelligence and is focused on fruit-picking, aggressive behavior isnt much to worry about. For now, at least, the biggest threat is how the humans behind the AI decide to program their robots.
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Google's AI got highly aggressive when competition got stressful in a fruit-picking game - Quartz
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AI is so overhyped. VB Summit will sort through the noise – VentureBeat
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AI is so hot, its all people are talking about at least in Silicon Valley. The big companies like Facebook, Google, and Apple are in an all-out war trying to hire the best talent or acquire the smartest companies in this new area. You cant sit in a SF Bay Area coffee shop these days without hearing someone dropping the word AI in pitches. And as with all major trends, theres a lot of snake oil being sold, sofiltering out the noise from the real stuff is important.
Because despite the hype, AI is very real. Its potential impact on the market is in the hundreds of billions of dollars.
Which is why were proud to announce VentureBeat Summit onJune 5 and 6 in Berkeley, CA the first senior executive-level conference focused exclusively on how companies are applying artificial intelligence to get real results.
Register today for50% off with early-bird pricing a savings of $1,100!
Reserve your ticket here.
This invite-only event, which takes place at the historic Claremont Hotel in Berkeley for VP-level execs and above, will showcase technologiesand use cases that are transforming business now fromdigital applicationsin marketing and advertising to cyber security and the collaborative workplace.
Explaining technology disruption is VentureBeats specialty, and its why Im personally excited that were leading the charge in this fascinating area of AI. Were working hard to find the most compelling cases to showcase at the Summit. For example, well be hearing from VPs of marketing and other business units about how theyre using AI, and make sure to feature the hottest up-and-coming AI technologies and providers in the process.
Progress in AI and machine learning has unleashed a new wave of product innovation. Its spawned exciting large platforms like Facebooks Bots for Messenger, Amazons Alexa/Echo and Microsofts Cortana. But AI and machine learning have also empowered smaller developers and product managers who are building smarter apps of all kinds. Photo-sharing apps like Prisma exploded onto the scene last year, offering inspiring imagery created by neural nets.
This shows that harnessing AI isnt just in reach of the largest IT companies, but open to business executives everywhere.
And over the course of 2016, and entering 2017, a number of forces converged to allow astonishing breakthroughs in applications. They include availability of big data spurred by the mobile phone revolution, breakthroughs in science of neural networks and NLP, and reduced cost of powerful computing hardware machines, like that of Nvidias, to around $1,000.
The VB Summit will focus, in particular, on the digital industries where large amounts of data make AI technologies profitable. Companies applying this technology span industry verticals including consumer services, retail brands, and B2B enterprise.
Well dig beneath the hype, and bring to the surface those real technologies and strategies allowing executives to tap these forces for competitiveadvantage.
Well be announcing the first speakers shortly, but youll want to book this one early, because we expect to be sold out again. We do have a few spots available for those wanting to applyfor admission. Take advantage of our early bird pricing (save $1,100) which will last until March 10.
As a point of clarification, the event represents the metamorphosis of our Mobile Summit event, where we have featured leading speakers such as Sundar Pichai, now the CEO of Google, to explain the unfolding mobile revolution. That event, which weve done for six years, emerged to address the mobile revolution of the past decade. This year, however, we dropped Mobile from the name. Its now theVB Summit, and this year its all about AI.
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AI is so overhyped. VB Summit will sort through the noise - VentureBeat
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