Monthly Archives: June 2017

Robotics camp teaches children to enjoy S.T.E.M. – KMVT – KMVT

Posted: June 7, 2017 at 5:18 pm

TWIN FALLS, Idaho (KMVT/KSVT) - A robotics camp at the College of Southern Idaho is teaching children to program Lego robots.

High school students who compete in robotics taught kids 6 to 8 years old.

They said the kids may have struggled at the beginning, but it was fun watching them figure it out.

"It's just fun to see how their though process is and how they go about finding the solution to their problem," said Blake Miller, one of the instructors.

This camp is a two-day course where the kids learn to operate Milo the robot.

He has a sensor that interacts with a flower the kids built. He can move, make sounds and light up different colors.

The instructors said the kids, as young as 6, were learning STEM skills that will help them in their futures.

The group is also offering camps for older children and uses the fees to help pay for travel to their robotics competitions.

For more information on the camps you can visit CSI's website linked below in the right-hand column.

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Your Obsolete Brain: Life and Death in the Age of Superintelligent Machines – Digital Journal

Posted: at 5:18 pm

"Published by The Life Science Institute"

Artificial Intelligence Expert Dennis Lee Foster Reveals the Future of Civilization Entwined with Supercomputers, From Technological Chaos to Uploading a Mind to a Machine

In a revealing new book, Artificial Intelligence expert and best-selling author Dennis Lee Foster chronicles how civilization has entered a period of profound social and technological transition in which developments in Artificial Intelligence (AI) are completely transforming life and death. In Your Obsolete Brain: Life and Death in the Age of Superintelligent Machines, the author vividly depicts the future of human society as it inevitably becomes entwined withand possibly molded bysuperintelligent computers.

Advanced technologies that might solve the planet's most dire problems have also spawned autonomous killing machines and nanorobots capable of spreading lethal viruses indiscriminately. As superintelligent machines ascend, will they inherit human drives to compete, exploit, and dominate? Will people someday achieve immortality by uploading their minds into computers? Who will be the real masters of future civilizations: humans or machines?

In Your Obsolete Brain, Foster provides the most likely answers, drawn from recent breakthroughs and groundbreaking research, to these and other questions about the most important human quest of modern timespossibly, of all time. While dispelling many of the myths and misconceptions about AI, the book also reveals how civilization will be impacted by autonomous weapons, planned obsolescence, stock market manipulation, the Internet of Things, and current research aimed at uploading a human mind to a computer.

According to Foster, "One event is certain: ultimately, the quality of life and possibly the entire fate of everyone who lives on Earth will be forever impacted by artificial intelligence from birth to death-and possibly beyond. Of all the traits that contributed to the rise and eventual dominance of humans over the planet, ingenuity was perhaps the most profound. Yet, it is our very rise and dominance that produced the coming clash between civilization and technological chaos. In the end, ingenuity may prove to be either our demise or our salvation."

In Your Obsolete Brain, readers will learn how AI can:

Save lives but also kill; empower but also obsolete Solve planetary crises, or hasten the collapse of civilization Bolster or devastate the global economy Enhance or enslave the human brain

Your Obsolete Brain is published by The Life Science Institute, a global think tank devoted to research, education, and information dissemination on scientific, economic, and social issues affecting the perseverance of civilization.

Dennis Lee Foster is a computer scientist, author, educator, and consultant, known as a pioneer in the development of artificial intelligence in educational technology, medical diagnosis, and robotics. Involved in AI research, development, and deployment since 1974, he is the author of more than 60 published books about computers and programming, behavior science, finance, health care, sociology, and communications.

Related:

Artificial Intelligence Expert: It's Too Late to Prevent Thinking Machine Chaos (http://www.usfinancialnewstoday.com/story/58022/artificial-intelligence-expert-its-too-late-to-prevent-thinking-machine-chaos.html)

The AI Insider (http://www.dennisfoster.com/blog)

Author Bibliography (http://www.dennisfoster.com/bibliog.htm)

Book Excerpt (http://dennisfoster.com/nonfiction.htm)

Media Contact Company Name: Life Science Institute Contact Person: Dennis L. Foster Email: lifescience@mail.com Phone: 8088544938 Country: United States Website: http://lifescienceinstitute.com

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Wednesday Web Artist of the Week: Eva Papamargariti – ArtSlant

Posted: at 5:18 pm

Originally from Greece and based in London, Eva Papamargariti reflects and analyzes the rapidly transforming relationships between material and immaterial matter in our new digital world. Papamargaritis work contains complex visual (and often audio) collages in which impossible organic forms constantly evolve, mutate, and entwine.

No matter how utterly alien her work can seem, it retains consistent feelings of a deep human familiaritywhich only adds to its uncanny sensibilities. Lurking behind the works gratifying bright colors and psychedelic surrealism lies an unsettling emotional depth that never really allows the viewer to get a firm handle on what exactly it is they are experiencing. Papamargariti reveals, illustrates, and renders a third plane that now exists somewhere between all of our physical and digital realities.

Papamargaritis solo show Precarious Inhabitants, a series of works addressing issues of symbiosis and transformation between human, AI machines, animals and other organic and synthetic bodies, is currently showing at Transfer Gallery through July 8.

Christian Petersen: How has your relationship with computers changed since you started using them?

Eva Papamargariti: I started using computers at the age of 12 and my main activity was to play games on5-inch floppy disks with my brotherso my relationship with them changed a lot since that era. Back thenI could never imagine that they would become the first object I would touch every morning when I wake up and also I could never even remotely think that I would use them as the main tool to create art.

CP: What were your early online experiences like?

EP: It was an exciting era specially because you would feel the mystery and charm of something that was still unknown to a majority of the users. Now most of our online activities seem predictable, or to say it better, I believe the element of surprise is missing a lot.

CP: You studied architecture at one point. What influence has that discipline had on your art?

EP: I graduatedfrom architecture five years ago. The transition was quite natural cause I was already studying at a school that had a quite wide curriculum mixing new media, art, and architecture. We actually had many tutors that were artists themselves. When I was doing my diploma thesis I started uploading some very simple gif animations on Tumblr just because I was really fed up with architecture, to be honest. During this period and after my graduation, gradually I started uploading more and more stuff while I was taking a break from anything that was architecture-related. That helped me understand that maybe my ideas could be better communicated through art.

I wasnt the kid that always wanted to be an architectI was just searching for something, and I considered architecture to be diverse and more open thematically in terms of what the courses provided compared to other studies, so I went for it. The influence that it had on my practice and art is really important and I think I am lucky to have experienced architecture at this specific school where we were encouraged to get out of the normative and stereotypical way of thinking. A recurring theme in my work is an attempt to dissolve, distort, and understand space through embodied experience through the use of digital mediums. Architecture is still present in what I do.

CP: What was the first artwork you made using a computer that you recognized as digital art

EP: I guess it was my first series of animated gifs that I did while playing basically on 3ds Max. They would always be some fragments of space, objects, and bodies moving in frenetic ways. I think it was around 2012 that Lorna Mills somehow saw my work on Google+ and contacted me to create gifs for the Sheroes series in Canada created by Rea McNamara and co-curated with Lorna. I was super excited with this when it happened!

CP: Its interesting looking at your Tumblr archive and seeing your progression from experimental video and photography, to gifs to glitch art,to 3D digital art. How would you describe that journey?

EP: My work now feels so much different than what I was doing five or six years ago. The answer is simple: I was trying things in order to find what was, at that particular moment, the best way to express my state of mind. As I was creating more I felt the need to change the tools and means that I was using, because each of these has their own materiality and rules. Its totally different to talk about a subject through video versus gifs, for example. But I also like to get involved in things and situations that are new to me.

Lately I try to create more sculptural work and I also film in real locations. I feel that right now I can filter, support, and build my work more effectively through a combination of mediums and dynamics instead of using only 3D design. Video, photography, drawing, 3D design, gifs, etc. are tools that I use according to the outcome and intentionI want to achieve each time. I dont feel that I should be bound to one medium in order to create art. I changed a lot through these years personally and creatively, so my art and how I make it would inevitably change along with me.

CP: Your bio says that you explore the relationship between digital space and (im)material reality. What is that relationshipand how is it changing as the digital space expands?

EP: This relationship is mainly defined by the way our body and mind stands and perceives these in-between conditions whose boundaries are continuously amplified but also blurred as the simultaneity of the two states becomes more and more pronounced through the use of digital devices. Our eyes and hands are getting used to existing in a dual situation as digital space expands to objects, surfaces, and interfaces. These days its not only our body parts that start to experience the difference but also our mind has altered in terms of how we read, absorb, and redistribute information through and to our surroundings. This relationship that I am trying to explore through my work is always n-dimensional and palimpsestic. What interests me more is this process of re-writing on this in-between area of material and immaterial, and the traces that both physical and digital actions leave as we move forward.

CP: Theres always a lot of elements to your work, a hyperactive spirit. Is that a reflection of your personality?

EP: Yes and no. It certainly reflects my personality but my body sometimes reacts and gets slow. When I was in architecture school I had an amazing tutor that was telling me that my personality is somehow multifocal. Back then I couldnt understand what he might have seen to say something like that; it just didnt make sense. As years went by I totally realized how right he was. I am somehow dispersed between states, references, ideas, balancing between thought and action; I always do multiple things simultaneously and I get easily bored by situations. When this restlessness becomes a feature of my work it is detached from the personal level andmainly reflectsa state of non-stop, complex procedures that we are facing in the physical and digital realm.

CP: People that work in 3D reference rendering a lot. How would you describe your relationship with rendering?

EP: Intense! I refer to rendering all the time and my friends that are not involved in digital art and 3D design still wonder how it can be so complicated. Its a process that involves time and that factor is enough to understand how problematic but also charming it can be. As technology advances rendering times and processes are becoming shorter. With game engines and specific renderers, you can render in real time.

There is a magic element to it that attracts me though, since we build something and then, in order to actually see this creation, we need to pass through these layers and make the invisible visible somehow. I have cursed many times because of rendering, but I kind of enjoy it also.

CP: Your work has become more organic over the years. What interests you about trying to create biological forms digitally?

EP: I am very much interested in the way technology looks at nature and biological forms and the tense areas that are being created while this gazing takes place. My work the last two years deals a lot with themes that connect human action, natural surfaces, tech biomimicry, and animal behavior. I am really intrigued by the condition of observing and mapping natural ecosystems in order to collect data, information, and knowledge that then come back to us in different forms and procedures.

There are many interesting paradoxical and contradictory situations embedded in these processes from a scientific point of view, but also through a more vernacular lens. For example, I find night camera trail footage fascinating, especially when it isused to pattern movements of animals. I find the particular momentswhere the animalsaccidentally look at the camera extremely intense, almost revealing a relationship built on the action of watching and being watched.

CP: Your work often uses very bright colors, but I feel a sense of discomfort or even darkness behind that.

EP: I agree. As I mentioned before, I am quite challenged by the idea of containing multiple meanings in my work and observing the same in the work of others. Using a bright color palette doesnt mean that the work itself emits happiness or uncontrolled energy. I am very much tempted by intense contradictions in art, and people even. I prefer it when ideas can make themselves visible through a slight process of digging and color certainly dictates a mood, but I will never consider it to have a protagonistic role in what I do. It is always a factor that works in combination with other things. To say it better, color in my work is usuallyused as a concealment factor rather than a revealing factor.

Facticious Imprints (Extract)

CP: Do you think your work is political?

EP: Yes, although most of the time this happens in a more subtle than loud way. I believe work that is being created these days inevitably is political one way or another. There are so many urgent issues around us happening on multiple levels that is impossible not to get affected. Choosing not to get affected is also a political decision, I guess, although dangerous. But still, it is a decision that reflects a certain conscious stance.

I definitely believe that political involvement is quite crucial nowadays. Important parts of my work deal with how we position ourselves toward others and through the constantly altering surfaces and spaces that surround us socially, technologically, and environmentally. So the political aspect is there intentionally for sure. I would never deal with themes that dont trigger a sense of immediacy inside me, but I would also never create work just for the sake of being political. This would be totally dishonest towards myself and whomever would engage with the work.

CP: New media has become a vital home for the expression of feminist and gender ideas. What about the medium makes it a particularly interesting way to explore those issues?

EP: I think new media can be very dynamic and vibrant and its true what you said: we have seen some great new media works related to feminism and gender. In those cases, I believe the medium totally matches the intention, which is a very important factor while exploring issues that need to be communicated in a quite clear and bold way.

Also, new media is characterized by a certain peculiar kind of flexibility and fluidity. It can take different forms and contain multilayered ideas. Plus it is more easily disseminated and adaptedit seems more open, inclusive, and receptive as a condition, while at the same time it can create more effectively a sense of collective perception and action. At the same time, its less male-dominated in comparison with sculpture or painting, though I have seen some really intriguing sculpture, performative, and even spoken word work lately that deal with the same issues. In the end its a matter of how you attempt to express your ideas and the actual content of them, not only the medium through which you are expressing them.

CP: How would you define the current difference between working as a digital artist and a traditional artist?

EP: I would say the most striking difference is the pace at which the tools of digital artists are shifting. It feels almost like the tools sometimes choose and act before us. I dont like very much to distinguish artists and art in general but I would say that the challenges to this medium have to do with the relation between the initial concept and the final execution. When you dont deal with many tangible forms then there is a slight danger of getting lost in a stream of endless probabilities.

Its important to find the right balance and mechanism to link idea and outcome in order to achieve a result that is not just taking superficial advantage of the digital features, but embeds their characteristics and structure giving actual meaning to the work.

Despite that, this process contains much openness; it is quite liberating not to have rigid limitations from the medium, and that is an important element that differentiates digital art from traditional art in my opinion. On the other hand, the sense of corporeality in traditional mediums is sometimes unbeatable, although I believe VR, for instance,gives us the potential to overcome this. Still, the way the majority of VR work is being made somehow leaves this feature out or deals with it in a rather facile way, and this is certainly something that needs to be reconsidered seriously.

Always a body, always a thing - Trailer

CP: Tell us about your new show at Transfer Gallery.

EP:I am very happy to have a solo show at Transfer Gallery. Kelani Nichole is doing great work there all these years. I am showing a three-channel adapted version of my last video work Always a body, always a thing, and a sculptural video piece combining four screens on the floor of the gallery. The space has been transformed to an immersive dark projection cave. The title of the show is Precarious Inhabitants and it deals with a series of interconnected issues surrounding amorphy, liquidity, invasive species, plasticization, biomimetic behavior, body malformations on amphibians based on real cases, and the ontology ofrecording and tracking devices.

The three-channel projections construct a system of three parallel narrations. One is a narration of amorphous amphibians that are trying to define and sense their bodies and limbs; the second is a dialogue between humans and invasive species; and the third is a monologue from the side of the human solely. I have used a mix of techniques and materials for the videos which include 3D-rendered environments, game engine simulations, footage I shot in different natural locations, found archival material, and micro-camera, endoscopic recordings from critters, synthetic, and organic surfaces. I would say it is one of the most complete, if not the most complete, and diverse work I have done so far.

CP: What else do you have coming up?

EP: I have another show running in London, at Assembly Point gallery, Obscene Creatures, Resilient Terrains, a collaboration between me andTheo Triantafyllidis. I am participating in a group show in Milan that starts June 8 called Non Standard, curated by Mattia Giussani,and features new and recent mixed media works by myself, Lea Collet & Marios Stamatis, Anne De Boer, Joey Holder andAnna Mikkola. I am also participating inTRANSFER Download atHeK,taking place during Art Basel, and then I am working on three projects I will announce soon; I am trying things for them I have never done before so they feel very interesting and challenging!

Christian Petersen

We run an online magazine, so of course, we're interested in what's happening with art on the web. We invited online gallerist, founder, and curator ofDigital Sweat Gallery, Christian Petersen, to write a bi-monthly column for us. Every other Wednesday he selects a Web Artist of the Week.

(All images: Courtesy of the artist)

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What are the best dash cams in 2017? Buying guide, reviews and all you need to know – The Sun

Posted: at 5:18 pm

DASH cams are the fastest growing car accessory with new models released every month fitted with more and more features offering you peace of mind in an accident.

The market is now so big, theres a choice of dash cam to suit every budget from entry level models that do basic recording through to wifi-enabled top-of-the-range cameras.

Crash for cash incidents are big business and fraudulent claims cost insurers millions each year. Having a dash cam can help insurers identify what happened and determine who was at fault.

Thats why some policies will offer discounts if you have a dash cam fitted. So you can pay up front for a cam and reap the yearly rewards.

And some police forces are now even using footage from owners dash cams to cut down on reckless drivers.

Dash cams attach to your windscreen and film whats going on ahead.

Whats clever is that instead of needing huge memory cards to store videos, itll automatically delete the oldest footage on a rolling cycle.

If youve had an accident, though, the dash cam sensors will recognise it and automatically lock the clip and save it so it can be viewed later.

Most cameras will have an on-bard memory card that you can plug into your computer to download footage while newer models will offer wireless uploading.

No. While many newer, more expensive models have a decent-sized screen for playback this must be switched off while youre driving many will turn off automatically.

The law states motorists must not be able to view video-playing devices while driving.

Theres an exception for parking cameras but this doesnt apply to dash cams.

Most dash cams run off the 12V socket so youll need to wire it around the headlining to avoid draping wires.

If youve got a sat nav or regularly charge a mobile phone through the 12V socket then pick up a multi-socket adaptor.

Alternatively you can get a hard-wiring kit to run off a cars battery. Some retailers, like Halfords, will also install the dash cam for you.

The camera needs to be forward facing with a good view of the whole road ahead.

It should intrude no more than 40mm into the swept area of your windscreen wipers and cant be mounted above the steering wheel.

Wed recommend slotting it next to the rear-view mirror.

There are several key players in the dash cam market including Nextbase and Garmin and each manufacturer offers something for all budgets.

Pricier models have higher quality video and more advanced functions like wifi and cloud storage.

Sun Motors has rounded up the latest models on sale from leading manufacturers to help you buy the right one for you.

Latest prices

At the top of the range is the Nextbase 512GW which records in 1440p HD across 140-degrees and with built-in wifi you can upload footage straight to your smartphone or tablet.

At the other end of the spectrum is the 112. The viewing angle is just 120-degrees and recording is done in 720p. But for around 100 less, its a great entry-level value product.

Somewhere in the middle is the 312GW combining price and features.

Latest prices

Better known for sat navs, Garmin has entered the dash cam market and to good success.

One option is the35 which offers HD recording and a three-inch display. Its a driver aid, too, offering forward collision warning alerts and red light/speed camera detection. If thats too pricey, consider the 30 with its 1.4-inch display that does away with driver alerts.

At the higher end of the marketare the 55 and 65W the latter with a 180-degree viewing angleand a Go driver alert.

Latest prices

Mios range of MiVue dash cams have been around for several years with latest models featuring an innovative touchscreen.

The range-topping MiVue 658 WIFI has ultra-HD recording, integrated wifi, a 140-degree viewing angle and a parking mode to collect footage when you leave your vehicle.

If you want an eye-witness at the back of your car and have the cash to spend, then the MiVue 698 makes sense, recording in full HD both front and rear.

Theres safety camera warnings, too, and a parking mode but youll have to plug into your PC to review footage.

The cheaper 618 is a very impressive entry level option although its still pricier than some rivals.

Latest prices

Headlight specialist Philips has two dash cam options available. Both the ADR610 and ADR810 offer full HD recording, automatic collision detection and a fatigue index.

Theres an instant replay function to clarify responsibility on the spot of an accident with proof-stamped evidence to support insurance claims.

The pricier ADR810 adds night view and a wider viewing angle.

Latest prices

Transcend was one of the first companies to market with dash cams and excels in compact designs.

Its DrivePro series features just one the 520 that comes with a screen and front and rear facing cameras. Its got wifi, 1080p recording and a night mode making it a good if pricey all-rounder.

Its most basic model is the DrivePro 50 that does away with all extras except 1080p recording at a 130-degree angle with app streaming.

The middle of the range the DrivePro 220 is probably the best combination of gadgets plus price.

Latest prices

Another headlight specialist delving into the dash cam market, Ring operates at the cheaper end of the market.

Even its range-topping RBGDC200 which offers a full HD 140-degree angle is sub-100. However it does away with a lot of the clever tech like parking modes and driver alerts found on pricier rival models.

Rings range goes right the way down to the mini 1.5-inch RBGDC15 which is a real budget-buster.

Latest prices

Breakdown provider RAC also dabbles in dash cams with two models in its range the 210 and 205.

The pricier 210 has 1080p recording quality, speed camera alert notification and built in wifi to connect directly to a smartphone app.

The cheaper 205 does without alerts and wifi but still offers full-HD recording and a 140-degree viewing angle.

For in-depth product reviews visit our sister site Driving.co.uk.

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What are the best dash cams in 2017? Buying guide, reviews and all you need to know - The Sun

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How Vestas Wind Systems used outsourced machine learning to transform contract management – Diginomica

Posted: at 5:18 pm

Vestas wind turbines in Australia

Our diginomica inboxes are awash with machine learning PR pitches. But when I got the chance to talk to Vestas Wind Systems A/S about their lessons with machine learning in action via an outsourcing partner that got flagged, in a good way.

Henrik Stefansen, Senior Director, Global IT Sourcing at Vestas Wind Systems A/S, gave me the inside view. Founded in 1945, this Danish manufacturer and servicer of wind turbines has become a global player in wind energy. Now with turbines in more than 70 countries, Vestas bills itself as the only global energy company dedicated exclusively to wind energy.

Five years ago, Vestas Wind Systems was dealing with the complications of declining government subsidies. The global economy was working its way out of a recession. Higher operational costs combined with sluggish energy demand compelled Vestas to push hard for new efficiencies. Stefansen has been an IT leader at Vestas for sixteen years. In the last four years, hes led a drastic change:

Weve gone from being a fully insourced company on the IT side about four years ago, to today being more or less fully outsourced. So thats been quite a journey.

Managing outsourced processes has brought a learning curve:

Ive come to realize that a lot of the other stuff that we need to be able to handle and the processes you need to have in place to manage an outsourced setup is quite different from when you run everything yourself.

That opens up a chance to improve processes:

Thats where really we got into looking at, How can we optimize and automate some of these processes instead of doing everything manually?

Stefansen handles these operations with an internal team of twenty, and about a dozen externals. 27,000 employees count on his teams IT services. If you cant handle the breeze, dont be in the renewable energy business:

We went through a bit of a dip through the financial crisis around 2011, where we cut the company in half. We had to reduce that much. But we recovered from that, and had a record year last year.

How has the wind energy business from Stefansens early days at Vestas?

When I joined the company, we were still sort of an entrepreneurial startup. Over the last five, seven years its been much more industrialized. Now wind is a competitor, and its a subsidy to all of the known coal and gas sources as well.

Today, I would say, wind is more or less on par with coal and gas, also from a cost perspective. And thats of course what weve been working towards the last many years If you want to sustain a business like this, it has to be comparable on a cost level to the other energy sources out there thats roughly where we are now.

Success brings its complications:

Looking at it from a country or global perspective, theres no doubt that renewable energy is high on the agenda in most countries these days. That makes it a nice place to be in a company like this. But its also a highly regulated environment Theres a lot of restrictions from local governments that we need to also work with to promote this kind of energy.

Stefansens approach to outsourcing has changed also. At first, outsourcing was a tactical decision in response to the economic downturn: We had to reduce head count, we had to reduce cost, and we had to do it fast. As Vestas bounced back, Stefansen decided that outsourcing was their future course but now they approach it more strategically.

Outsourcing makes sense for Vestas on several fronts. It solves the challenge of needing to staff up internal IT in Denmark. Stefansen also likes the flexibility on cost and exposure to new technologies:

We also saw the possibilities of joining forces with some of the big outsourcing vendors out there that have thousands of people. They can bring us those new technologies much faster and better than we could develop it ourselves.

And thats where SirionLabs comes in. Stefansen found the downside of outsourcing was managing the services. Ideally, he could automate a big chunk of contract management, and have it delivered as a service. During his research, Stefansen found SirionLabs. He evaluated a range of providers:

I looked a few of the big ones, including IBM and SAP. They had good capabilities in some of the areas that I needed. but none of them really had the view and connectivity between the different parts of the process that I saw with Sirion.

Stefansen also liked SirionLabs cloud emphasis:

Their software as a service comes pre-configured out of the box, so you dont have to do the on-site installations and set up. Basically, I just ship my contracts to Sirion, They upload them in India, and we are live.

Vestas started working with SironLabs in 2015. They spent the first few months uploading contracts, but that wasnt the biggest change:

Once you start working with a tool like this, there is a set of processes that enables you to get the benefit out of the tool. That was the main part of the implementation to get those implementations within our own organization.

The big surprise wasnt process change; it was the people side.

Thats probably one element that surprised me a little bit how much energy I had to put into my own organization to get my own colleagues to work in these new processes.

What changes did Stefansen see after going live with SirionLabs? One big change: tracking of deliveries and obligations. Sirion pulls all of the outsourcing vendors obligations from their contracts, and puts it into a calendar view for tracking:

All of that is alert-based. Alerts tell us that, This is supposed to be delivered now. Did you receive it, or is it still pending? In the past, we would have missed that, because it would have taken a lot of manual effort to track all of this.

On the IT side, SirionLabs is now handling Vestas four main outsourcing partners, comprising 70-80 percent of all outsourced services. Its really a shift to pro-active way to manage outsourcers, Stefansen has already seen cost reductions:

[Another part] of our cost savings is the invoice reconciliation. Basically, matching invoices to what weve agreed in the contract, and making sure that we are paying them correctly. Thats where we see a lot of the direct cost savings.

The savings arent small: Stefansens first year calculations on the SirionLabs investment: a 300 percent ROI.We talked about the machine learning aspect. Stefansen doesnt need to know the inner workings of Sirions machine learning capabilities to see the value on his side.

SirionLabs applies machine learning to areas Vestas would have struggled to monitor on their own, from incorrect invoicing to avoiding SLA penalties that are invoked when a usage threshold is reached. As the SirionLabs PR team put it to me, SirionLabs uses machine learning to cull through the mind-numbing tedium of contracts to ensure everyone is doing their job.

Looking ahead, Stefansen wants to get his outsourcing partners to use SirionLabs to collaborate and address contractual issues. So far, weve seen good benefits from that, where weve managed to convince our outsourcing partners that this is a good idea.

Today, SirionLabs manages contracts valuing $160 million for Vestas. For Stefansen, better control over back office IT means his team can be more strategic, and less caught up in administrivia:

If I hadnt implemented this I would probably of had to hire say four people to manage these things manually. So it gives me a lot of flexibility from an organizational point of view.

Image credit - Image of Vestas wind turbine in Macarthur, Australia from the Vestas.com web site, model number V112-3.0 MW.

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Two people spent 48 hours in nonstop virtual reality – Engadget

Posted: at 5:17 pm

Johnson has been challenging the rules of consumer VR from the beginning -- when virtual reality hit the mainstream last year, he spent 24 hours immersed in a mix of Rift, Vive and Gear VR experiences, setting an unofficial record for longest time in virtual reality. This year, he doubled that effort, recruiting Sarah Jones from Coventry University to join him in two days of extreme VR immersion -- breaking for only five minutes each hour to record vlogs and use the facilities.

The experiment was designed to question the arbitrary limits of VR-use time and help expose virtual reality to a wider consumer audience, but it wasn't a PR stunt for any specific headset manufacturer. "In fact, it was quite the opposite," he says. Every company he invited to participate in the project turned him down. "Mostly because they thought we'd die," he joked.

The fears of the likes of Oculus VR and HTC weren't completely unfounded. Johnson didn't just spend two days watching movies and playing games in virtual reality -- he wore VR goggles while driving go-karts, getting tattoos and walking across the wings of an airplane in-flight. "We wanted it to be as physical as possible," he says. "How extreme do you need to get with the physical additions to VR to make it feel real?" It sounds almost like a silly question, but when you're wearing a headset that partially blinds you to your environment, the influence of your mixed reality could have unexpected results.

Johnson and Jones' wind-walking adventure, for instance, was seen through a GearVR's pass-through camera -- but despite the physical exertion of fighting the wind on the wing of a plane, the experience wasn't completely real. "It still didn't feel real to us with what we were seeing," he says, "but the movement -- the buffeting and forcing yourself against the wind, they were the things that physically added the extra dimension." They just couldn't see well enough through the GearVR to get the full experience. Johnson thinks it might have been better if the headset had been displaying a VR dragon ride. "If everything you were seeing felt real, that would all be amazing."

Go-karting fared a little better -- the limited view of the GearVR's pass-through camera gave the drivers' vision a lower framerate and letterboxing but didn't seem to hamper the experience in the same way. "It's amazing that our brains just corrected and we got used to seeing that view," Johnson says. "We were going pretty quickly around the go-karting track, not hitting anything -- though with really reduced visibility."

These spectacle events are novel, but some of the more interesting results came from the smaller experiments. Johnson wore a VR headset to a tattoo parlor to see if the distraction of a false reality could dull the pain of being branded with a nerdy Apple tattoo in the real world. It did.

After briefly removing the headset to measure his pain threshold in the real world, Johnson spent the rest of his tattoo session playing Gunjack. "If the headset off was my 10 benchmark," he said, giving the pain a number, "It came down to like a six or a seven. It really did seem to have some effect." According to his Apple Watch, his heart rate dropped in VR too, averaging at 74 beats per minute in the headset to 103 without.

Living in VR drastically changed mundane everyday life, too. Having a face-to-face conversation with anybody meant logging into Facebook Spaces or another social-VR app, and sleeping was an altogether different kind of experience.

"When you wake up in VR, you just believe everything," he explains. Normally, virtual reality is a conscious choice, but if you wake up in a simulation, surrounded by dinosaurs and spaceships, you don't' have time to question your reality as you regain consciousness. "It's kind of like waking up in an unfamiliar hotel room. You may not know where you are or what the timezone is, but you just believe you're in a hotel room. Why would you not?"

Despite breaking every VR health-and-safety guideline imaginable, Johnson and Jones walked away from the experiment relatively unscathed. They learned, at worst, that watching a 360-degree movie in a car is a nauseating experience -- but that doesn't mean their extended time in VR didn't have consequences.

Johnson admits his vision without glasses was slightly more blurry for a few days after the experience, but it was the physical pain that bothered him most. "The bridge of my nose got bruised," he said, "And Sarah's cheeks have kind of permanent red marks on them." If the health and safety warnings were right, it wasn't because of the risk of experiencing altered-reality for long periods -- it was because the headsets were never designed to be worn indefinitely. "I think we're just physically glad to be out," he concluded. "If you had done anything for two straight days, you'd just be glad to be out."

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Two people spent 48 hours in nonstop virtual reality - Engadget

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Polygraph for pedophiles: how virtual reality is used to assess sex offenders – The Guardian

Posted: at 5:17 pm

A virtual reality headset. Patients are shown computer-generated images of naked children and measured for signs of arousal. Photograph: Eric Risberg/AP

In a maximum security mental health facility in Montreal is a cave-like virtual reality vault thats used to show images of child sexual abuse to sex offenders. Patients sit inside the vault with devices placed around their penises to measure signs of arousal as they are shown computer-generated animations of naked children.

We do develop pornography, but these images and animations are not used for the pleasure of the patient but to assess them, said Patrice Renaud, who heads up the project at the Institut Philippe-Pinel. Its a bit like using a polygraph but with other measurement techniques.

The system, combined with other psychological assessments, is used to build up a profile of the individuals sexual preferences that can be used by the court to determine the risk they pose to society and by mental health professionals to determine treatment.

Not all child molesters are pedophiles (people who are sexually attracted to children) and not all pedophiles molest children, although the terms are often wrongly used interchangeably. In many cases, those who molest children are situational offenders, which means their offense is outside of their typical sexual preference or behavior.

You can have someone who molested a child once but is not a pedophile as such they may have been intoxicated or have another mental health disorder, said Renaud, who also leads the Cyberpsychology Lab at the University of Quebec in Outaouais. We need to know if they have a preferred mode of sexual expression.

Renaud uses virtual reality for two reasons: first, because it does not involve images of real people, but digital ones, and second, because the immersive nature of the medium allows researchers to measure something closer to natural behavior.

The vault itself is a small room with screens on all sides, on to which are projected animations of naked children and adults standing in natural settings. The research team can generate synthetic characters in a range of ages and shapes and can adapt features like facial expression, genital size, and eye and hair color to correspond with the patients victims or sexual fantasies.

The patients sit on a stool inside the chamber wearing stereoscopic glasses which create the three-dimensional effect on the surrounding walls. The glasses are fitted with eye-tracking technology to ensure they arent trying to trick the system by avoiding looking at the critical content.

These guys do not like going through this assessment, said Renaud, pointing out that the results can be shocking for the patient.

Its not easy for someone to discover he is attracted to violently molesting a kid. He may have been using the internet for some masturbatory activities using non-violent images or videos of children which is not a good thing. But being tested in the lab and knowing he is also attracted to violence may be something thats very difficult to understand.

Renaud acknowledges that the use of penile plethysmography, which involves placing a cuff-shaped sensor around the genitals, is controversial. Its not only invasive but there is some disagreement in the scientific community about its reliability in measuring sexual deviancy. Consequently, Renauds team is exploring a less invasive alternative: electroencephalography. This uses a cap that reads activity in the brain related to erectile response and sexual appetites.

Its not easy for someone to discover he is attracted to violently molesting a kid

Renaud believes the same cap could be used to track the persons empathy response to expressions of pain, fear or sadness in the virtual child victim. These inhibit the sexual response of non-deviant individuals.

Some deviant individuals can be attracted to signs of emotional distress.

If we find that the guy is attracted to children and doesnt feel empathy for the fact that the child is in pain, thats good information for predicting behavior, he said.

Renaud and his team assess about 80 patients per year, including pedophiles, rapists and other sexual deviants assigned by the court for assessment.

The lab is under intense scrutiny from ethical committees and the police in Quebec. The computer-generated imagery must be encrypted and stored in a highly secure closed computer network inside the maximum security hospital so that the material doesnt fall into the wrong hands.

However, at a time when virtual reality pornography is on the rise, its not unreasonable to assume that someone will if it hasnt already happened create virtual reality child abuse images designed explicitly to arouse rather than diagnose pedophiles.

Thanks to advances in computer graphics, such experiences could be created without ever harming or exploiting children. But even if no children are harmed in the making of such imagery, would society tolerate its creation? Could the content provide an outlet to some pedophiles who dont want to offend in real life? Or would a VR experience normalize behavior and act as a gateway to physical abuse?

Jamie Sivrais, of A Voice For The Innocent, which provides community support to survivors of rape and sexual abuse, said that people have a long history of blaming technology for human problems. He pointed to VHS tapes being used to create child abuse images and predators using internet chat rooms and smartphones to meet and abuse children.

If the technology exists, there will be people who abuse it, he said.

I think this is a human problem. The same criticisms of VR could have (and have been) made about the internet and smartphones, and they are valid criticisms. So as we continue to push the envelope of technology, lets also continue to expand resources for people who are hurt by abuse.

Ethan Edwards, the co-founder of Virtuous Pedophiles, an online support group for people attracted to children but who do not want to molest them, argues virtual reality could help prevent real-life offences.

Edwards believes that, provided the imagery of children is computer-generated and doesnt involve any real victims, it should be legal, as should life-size child sex dolls and erotic stories about children.

I have a strong civil liberties streak and feel such things should be legal in the absence of very strong evidence they cause harm, he said.

Nick Devin, a pedophile and co-founder of the site, called for thorough scientific research. The answer may be different for different people. For me, doing these things wouldnt increase or reduce the risk to kids: Im not going to molest a kid whether I fantasize or not.

Its a view echoed by Canadian forensic psychologist Michael Seto. He believes that VR could provide a safer outlet for individuals with well-developed self control.

But for others, such as those who are more impulsive, prone to risk-taking, or indifferent about the effects of their actions on others, then access to virtual child pornography could have negative effects and perhaps increase their desire for contact with real children.

Its a risk that concerns Renaud, who describes VR child abuse imagery and child-shaped sex robots as a very bad idea.

Only a very small portion of pedophiles could use that kind of sexual proxy without having the urge to go outside and get the real stuff, he said.

Its not just child sex abuse experiences that are concerning to Renaud, but violent first-person sexual experiences including rape and even entirely new deviances like having sex with monsters with three penises and blue skin.

We dont know what effect these sexual experiences will have on the behavior of children and adults in the future, he said.

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Polygraph for pedophiles: how virtual reality is used to assess sex offenders - The Guardian

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Play piano with this virtual reality glove – University of California

Posted: at 5:17 pm

Engineers at UC San Diego are using soft robotics technology to make light, flexible gloves that allow users to feel tactile feedback when they interact with virtual reality environments. The researchers used the gloves to realistically simulate the tactile feeling of playing a virtual piano keyboard.

Engineers recently presented their research, which is still at the prototype stage, at the Electronic Imaging, Engineering Reality for Virtual Reality conference in Burlingame, Calif.

Currently, VR user interfaces consist of remote-like devices that vibrate when a user touches a virtual surface or object. Theyre not realistic, said Jurgen Schulze, a researcher at the Qualcomm Institute at UC San Diego and one of the papers senior authors. You cant touch anything, or feel resistance when youre pushing a button. By contrast, we are trying to make the user feel like theyre in the actual environment from a tactile point of view.

Other research teams and industry have worked on gloves as VR interfaces. But these are bulky and made from heavy materials, such as metal. The glove the engineers developed has a soft exoskeleton equipped with soft robotic muscles that make it much lighter and easier to use.

This is a first prototype but it is surprisingly effective, said Michael Tolley, a mechanical engineering professor at the Jacobs School of Engineering at UC San Diego and also a senior author.

One key element in the gloves design is a type of soft robotic component called a McKibben muscle, essentially latex chambers covered with braided fibers. The muscles respond like springs to apply force when the user moves their fingers. The board controls the muscles by inflating and deflating them.The system involves three main components: a Leap Motion sensor that detects the position and movement of the users hands; a custom fluidic control board that controls the gloves movements; and soft robotic components in the glove that individually inflate or deflate to mimic the forces that the user would encounter in the VR environment. The system interacts with a computer that displays a virtual piano keyboard with a river and trees in the background.

Researchers 3-D-printed a mold to make the gloves soft exoskeleton. This will make the devices easier to manufacture and suitable for mass production, they said. Researchers used silicone rubber for the exoskeleton, with Velcro straps embedded at the joints.

Engineers conducted an informal pilot study of 15 users, including two VR interface experts. All tried the demo which allowed them to play the piano in VR. They all agreed that the gloves increased the immersive experience. They described it as mesmerizing and amazing.

The engineers are working on making the glove cheaper, less bulky and more portable. They also would like to bypass the Leap Motion device altogether to make system more compact.

Our final goal is to create a device that provides a richer experience in VR, Tolley said. But you could imagine it being used for surgery and video games, among other applications.

Tolley is a faculty member in the Contextual Robotics Institute at UC San Diego. Schulze is an adjust professor in computer science, where he teaches courses on VR.

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Play piano with this virtual reality glove - University of California

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Virtual reality helps Honeygrow worker-bees acclimate – Philly.com

Posted: at 5:17 pm

Some worker-training programs take days to imbue in new employees corporate culture and best practices.

But after just 15 minutes under the spell of a virtual-reality headset and spiffy VR program created by Northern Liberties experiential video shop Klip Collective, new hires at the Philadelphia-based Honeygrow fast-casual dining chain are already feeling the company spirit.

Theyre connecting with its HG Engine best-practices philosophy. Learning food-prep techniques. Practically tasting the dishes. So theyre instantly energized, eager to dive into the work themselves, said company executives.

Our goal was to provide a consistent yet unique on-boarding and initial training experience for all employees, regardless of geographic location or who the individual performing the training would be, Justin Rosenberg, Honeygrows founder and CEO, said Wednesday. Klip has really impressed us with taking our ideas and exceeding our expectations by making them a reality.

Back in the early, local-only days of his salad and stir-fry emporiums the first location on 16th Street between Sansom and Chestnut opened exactly five years ago this Thursday Rosenberg could afford to be very hands-on. He would personally welcome all new employees and immerse them in the ways of Honeygrow an upscale fast-food alternative obsessed with personalized orders, fresh ingredients, fast turnaround, and hospitable treatment of guests.

But all thats getting harder to do as the privately owned chain expands. Seventeen Honeygrow locations now stretch south to Washington, D.C., and north to Brooklyn. More are coming to Boston, Pittsburgh, Chicago and Manhattan the latter our first, smaller-footprint Minigrow, said Rosenberg. By the end of the year, well be up to 25 locations.

Enter the VR training solution, as executed by Klip Collective. Its an idea (just dubbed brilliant by Entrepreneur magazine) that first started brewing when Rosenberg got a Google Cardboard with my Sunday Times and I thought, What can I do with this? The answer: a VR experience that allows Rosenberg and team to warm up new trainees virtually, with much better focus than reading a written manual would have, and with more consistency than a local manager would, if having a bad day. The VR experience also is being used for recruitment, to interest potential job applicants. And it impresses our guests, when they walk in and see employees doing it.

Said Klip Collective co-founder Ricardo Rivera: When a new hire puts on the VR headset and presses the start button on the remote, Justin materializes in our virtual-3D Honeygrow restaurant to share welcoming remarks and philosophy how Honeygrow is all about thinking differently, bringing people together over high-quality, wholesome, simple foods.

Then we offer an interactive tour of a Honeygrow that gives a good feel for how and why things are done, with a casual video game at the end thats meant to be both fun and instructive, Rivera said.

No stranger to integrating tech into the operation as new hires (virtually) discover Honeygrow locations also feature a custom variation on the classic split-flap railroad-station sign that communicates the news when customer orders are done.

Restaurant touch screens take a page from the Wawa customer ordering system, though Honeygrow dresses its models with special screen savers still images and videos of neighborhood locations that are a love letter to every market we go into, said Jen Dennis, chief brand officer.

In that game component of the VR experience, participants learn-by-doing how food is best stored on refrigerator shelves for health safety (fish on top, beef below, then pork and chicken on the bottom shelves).

Were finding this gamification really helps people grasp and retain information, said Dennis.

So more will be built into the next phase, Honeygrow VR 2.0, said Kevin Ritchie, a post-production wizard at Klip Collectives sister company, Monogram. Given the ever-improving state of the technology, anything you do in VR is a work-in-progress. When we first got started on the project, we thought it would run on Samsung Galaxy smartphones and Gear VR glasses. Then the Google Daydream-ready phones and companion goggles came out and were so much better in terms of screen resolution and processing power. The new Google Pixel phones dont overheat, as was happening with the Galaxys.

How about mixing VR with AR, augmented reality, which would allow trainees to do hands-on food prep with a superimposed timer and graphic arrows pointing them in the right directions? A nice idea, but the tech is not there yet.

For the sake of future-proofing, Klip Collective lights its sets (in this case, the Honeygrow restaurant in Cherry Hill) like a Hollywood film production, shoots VR with an ultra-high definition $55,000 Nokia VR camera, and processes the footage on a server system so powerful it could run an automated car factory.

If you want to convince VR viewers theyre really in the moment, you cant afford to cut corners, said Ritchie.

Published: June 7, 2017 4:29 PM EDT | Updated: June 7, 2017 4:30 PM EDT

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Virtual reality helps Honeygrow worker-bees acclimate - Philly.com

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Virtual reality is being used to show naked images to paedophiles – Metro

Posted: at 5:17 pm

Computer-generated images are used (Picture: Shutterstock)

Suspected paedophiles at a maximum security mental health facility are shown virtual reality images of child abuse and pornography.

The controversial practice is used to determine the individuals arousal when viewing the material, and researchers claim it can predict whether they are threats to the public.

People admitted to the Institut Philippe-Pinel hospital in Montreal, Canada, sit with devices placed on their penises to measure arousal, and wear glasses that simulate virtual reality.

Patients rapists, paedophiles and sexual deviants are shown computer-generated images of naked children, and an eye-tracking device means they cannot look away.

Patrice Renaud, who leads the project, told The Guardian: We do develop pornography, but these images and animations are not used for the pleasure of the patient but to assess them.

The project determines the patients sexual preference, which is then used by a court to rule whether they pose a risk to the public or not.

Mr Renaud said: You can have someone who molested a child once but is not a paedophile as such they may have been intoxicated or have another mental health disorder.

If we find that the guy is attracted to children and doesnt feel empathy for the fact that the child is in pain, thats good information for predicting behaviour.

The experiment takes place and the material created must be encrypted and stored in a secure computer network minimising the chance it could spread outside the hospital.

It is also under intense scrutiny from ethical committees and the police.

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Virtual reality is being used to show naked images to paedophiles - Metro

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