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Monthly Archives: July 2017
There’s a new most-viewed Youtube video, pushing Gangnam Style off the top spot – Buzz.ie
Posted: July 11, 2017 at 10:13 pm
For a long time, PSY's aggressively catchy hit Gangnam Style was the most-viewed YouTube clip on the platform, standing at 2.8 billion views.
Gangnam Style rose to the top back in 2012, beating out Justin Bieber's Baby which had been the ruling clip up until PSY's phenomenal success.
Now there's a new kid in town when it comes to ruling views. Charlie Puth and Wiz Khalifa's mega-hit See You Again has nabbed top place.
At the moment, there are just under 2.9 billion views on the track's music video, which features clips from the emotional Fast and Furious flick featuring the late Paul Walker.
Rapper Wiz Khalifa commented on the gigantic achievement in a press release:
"Im super excited and grateful to everyone who supported the song and video on YouTube, and happy to inspire and impact so many lives."
Meanwhile, Puth said:
"I remember when I signed up for YouTube in 2007 and had hopes of uploading a video and it reaching 10,000 views.Now a decade later, it feels incredible to be a part of the most-viewed video on YouTube."
However, Justin hasn't been bumped too far from the top of the heap since Baby's success the music video for his song Sorry is at Number 3 behind Gangnam Style. Uptown Funk by Mark Ronson featuring Bruno Mars is at Number 4.
Now, it's important to bear in mind that See You Again was released back in 2015. Gangnam Style was of course a 2012 hit, while Uptown Funk and Sorry were respectively 2014 and 2015 releases.
The fifth most viewed spot is currently held by Despacito, the Luis Fonsi track featuring Justin Bieber which was only released this year.
It's rising to the top incredibly quickly, raking in views at a much faster rate than YouTube's other contenders which hints that the bilingual hit will surpass the older songs much faster than we think.
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Transcoding in the Cloud – TV Technology
Posted: at 10:13 pm
I watched some amazing fireworks this past Fourth of July weekend, with powerful rockets screaming skyward to burst among the clouds and fantastic fountains erupting brilliantly at ground level. After the excitement, I found myself musing on the shows parallel to the question of whether it is better to transcode in the cloud or to use on-premise servers. People want to understand how cloud-based transcoding might benefit their business. Do we even need on-premise transcoding anymore?
The truth is that you cant discuss transcoding without considering the workflow around it. Lets start with two basic definitions:
1. Transcoding is the adaption of a media file from one format to another: converting a 1080i file to 720p or Avid DNxHD to H.264 web-compatible format, changing the bit rate, or making numerous other changes needed to deliver content to a particular platform.
2. Workflow is the path content takes between creation and delivery. A workflow can include manual processes such as Standards & Practices, machine-automated processes such as quality control, and, yes, transcoding.
In other words, transcoding is just one activity within the overall journey we call a workflow. What happens upstream and downstream of transcoding matters. We are really asking about content operations, which come in two flavors: Production Content that is in the process of being created and Distribution Content that is relatively complete but needs to be adapted for one or more distribution platforms.
Production content is the raw material of the production factory, from a YouTube producer creating a workout video to a broadcast newsroom creating this evenings newscast. Transcoding may be needed to bring in external content (such as from a news-wire service, archive or external library) or to share content between departments running different systems (such as production and promotions departments). Production content workflows tend to be heavily time-dependent, frequently operate on smaller files and typically require very few destination formats and variations.
Distribution content is the finished goods that need to be packaged for delivery. The destination could be a networks master control, iTunes, Roku, SVOD or any other distribution path. It tends to be longer in duration, although it may also include commercials and promos, and generally requires conversion into significantly more formats and varieties.
With all that in mind, lets re-ask the question: cloud-based or on-premise transcoding? The answer often comes down to three simple factors:
TIME
Transcoding large files can take significant time; uploading large files to the cloud, potentially even longer. If the delivery need is measured in minutes, as is frequently required with production operations, its unlikely cloud services will reliably meet that demand. If the need is measured in days, which is normal in distribution operations, the cloud becomes a more realistic option.
Internet connection speed also greatly affects time. Just comparing one recent Positive Flux client with a 100Gig internet backbone and another with only 200Mb, the client with the faster pipe was far better positioned to utilize cloud services for a wider variety of services.
DISTANCE
A widely-dispersed team whose members need to operate on the content at the same time could benefit from a cloud-based solution, if it has the workflow tools they need. For them, the time cost of bringing content to the cloud is offset by the benefits in freedom of location.
If the content is destined for multiple off-site locations, then time spent to upload it into the cloud is not wasted. In fact, it has the effect of moving the content closer to all its destinations and potentially reducing the number of uploads to just one. We can then leverage cloud-based workflows and transcoding to deliver the many variations to the different destinations.
If the content is only destined for an in-house master control facility, then cloud-based operations make less sense. Why go to the cloud only to return to the same starting point?
MONEY
Moving transcoding and workflow operations to the cloud trades capital investment for operational cost. Cloud-based operations could help avoid buying some servers and software licenses, or building a data room or complex networks, but careful financial modeling and good estimates of content volumes are critical. The pay-as-you-go model might help with cash-flow, but those with higher volumes may find themselves penalized. Cost calculations need to include upload, storage, transcode operations, and other processing and delivery charges from the cloud service provider. It is also important to amortize the incremental internet service used to and manage content operations.
On-premise solutions provide an all-you-can-eat solution with fixed pricing that should be easier to budget. Licenses can be used for years, although they incur annual support fees. Right-sizing is critical here: buy too many licenses and engines sit idle; buy too few and content piles up like flights into OHare. In our practice, 4,000 one-hour transcodes per year is the rule-of-thumb for the economic break-even point for one server.
People ask if there are maintenance or IT cost savings associated with using cloud services. It seems like this should be the case, but the reality is that web services need to be managed and monitored just like local servers. Companies find themselves needing the same size team either way.
WHY NOT HAVE IT ALL?
For many workflows, the decision of where to perform transcoding is not an A/B choice. One of the clouds many advantages is its elasticity. Its easy to spin up additional transcode engines in the cloud when a big job comes through or when many projects need to be accomplished at the same time. Although on-premises solutions do not offer this capability today, its conceivable that on-premise technology providers could soon provide the same elasticity, providing a hybrid on-site licensing/virtualization model or hybrid onsite/cloud service, which would manage the flow of content and scale on demand.
Like the fireworks, perhaps the best show of all ties together earth-bound launch platforms and cloud-based firepower.
Share your experiences in deciding to cloud or not to cloud media workflow operations in the comments.
Larry Thaler is the President of Positive Flux, a consulting firm that specializes in helping media companies take advantage of the rapid changes occurring in the industry. He can be reached viaTV Technology.
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Newly Launched RE:NEW Is Your Portal To Virtual Reality Wellness Apps – UploadVR
Posted: at 10:13 pm
VRs software ecosystem is home to plenty of escapism experiences that transport you to serene environments for calming gameplay and interaction as a way to promote wellness.RE:NEW, aproject from NewPathVR, is a portal that points users straight toward various wellness applications.
VR has a large scattered mess of content thats progressively getting larger. With so many entities racing to create and acquire original VR and 360-degree media, some things can get lost in the shuffle especially if you find yourself attached to just one or two content specific mediaapps or platforms. RE:NEWpoints you to wellness apps from different platforms and gives you the option to filter via platform and whether or not the application is free or paid.
On the home page right now youll find apps such as Google Cardboard stress-reliever Happinss, rhythmic casual game Thumper for PS VR, and Fearless which gives you a chance to overcome your own fears on Oculus Rift and Gear VR. In addition to the immersive media, RE:NEW will also link users to articles, podcasts, events, and insight revolving around immersive wellness and even content unrelated to tech like the recently published blog on meditation. If the NewPathVR team remains consistent with the content that will be supplementary to VR, this will position website as a one-stop-shop forwellness tools.
RE:NEW serves as an effort to efficiently gather the tools to harness the potential for positive change, a primary goal for transformative technology company NewPathVR. It also has a partner program in place to better raise awareness of projects from developers and content creators.
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Virtual reality system helps surgeons, reassures patients – Stanford Medical Center Report
Posted: at 10:13 pm
The three-dimensional aspect of the imagery eases surgeons planning and improves the accuracy of the surgery, with the aim of producing safer procedures. We can plan out how we can approach a tumor and avoid critical areas like the motor cortex or the sensory areas, said Steinberg, professor and chair of neurosurgery. Before, we didnt have the ability to reconstruct it in three dimensions; wed have to do it in our minds. This way its a three-dimensional rendering.
Steinberg noted that in Rodonis case, an artery was attached to the top of the aneurysm. You couldnt see it on conventional imaging, he said. Had I not known about it, it could have been a real disaster.
To show patients whats going on inside their skulls, Malie Collins, MS, senior program lead for the VR program, rolls a mobile unit, complete with headset, into an examination or hospital room. Being able to see the problem in three dimensions reassures them, she said, adding that its especially useful for young patients or those who dont understand English well. She can also download the imagery onto a thumb drive and give it to the patient as a souvenir.
Traditionally, doctors can show their patient a standard physical model of the brain or of the spine and say, On this model, imagine your tumor is located here, she said. But with VR, we are able to immerse patients in their own anatomy, so they can very clearly get a sense of whats going on.
Stanford Medicine doctors are using the VR technology for the brain and spinal cord because these organs are stable and lend themselves to imagery unlike other body parts, which move with blood flow and breathing. Collins said the technology may soon be available for the rest of the body.
Surgeons typically use video feeds while they are operating, but the new VR technology adds a three-dimensional view which they can superimpose on the real-time video. It has much, much more detail, said Steinberg, the Bernard and Ronni Lacroute-William Randolph Hearst Professor in Neurosurgery and Neurosciences. For Rodonis surgery, I had the 3-D rendering of her anatomy and could match that up with the surgical microscopic view, something I cant do with any other technology.
Veeravagu said some patients have chosen Stanford over other nearby hospitals solely because of the VR technology. This software really helps them understand what it is they are about to undergo, he said. Seeing it on the screen, in 3-D, really helps put a patients mind at ease.
It certainly did for Rodoni. Knowing where her aneurysm lay, and how Steinberg would repair it, helped calm her as she faced her third brain surgery. I knew that Dr. Steinberg would be able to see the same thing I saw, and he wasnt going to run into any surprises, she said. Rodonis surgery went smoothly and she was discharged from the hospital within two days, her aneurysm gone.
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Is Video a Game Changer for Virtual Reality? – eMarketer
Posted: at 10:13 pm
Adoption of virtual reality (VR) headsets hasnt grown by leaps and bounds. For one, the devices arent cheap. While there are affordable options out there, some can leave a substantial dent in a consumers wallet.
And many consumers dont want to shell out money for a device they feel doesnt have enough content. But video may change their perception.
A study of VR device users worldwide by Ericsson found that more than half (54%) of respondents felt that VR devices will be the new screens for video. And almost as many (53%) said video will be one of the most popular uses of VR.
Just over half of respondents think video in VR will become popular because it will combine with social networking.
But not everyone had a positive attitude toward video in VR. In fact, over a third of respondents (38%) felt that watching video via a VR headset was restrictive, because they would only watch it alone and not share the experience with anyone else.
And theres also the question of quality. A third of VR device users felt their video experience via a headset would be restricted because of poor resolution.
VR has been slower to catch on in the US, and will not reach mass adoption in the foreseeable future, according to eMarketer.
eMarketer expects just 22.4 million people in the US will engage with a form of VR at least monthly this year, with that figure increasing to 49.2 million by 2019.
But while VR headsets provide a more immersive experience, engagement will remain low due to their often high cost. This year, only 2.9% of the US population will use a VR headset at least monthly, eMarketer estimates, with that number growing to just 5.2% by 2019.
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3 Virtual Reality Stocks (That Aren’t Facebook or Sony) – Investorplace.com
Posted: at 10:13 pm
Jul 11, 2017, 3:29 pm EDT |By Samuel Rae, InvestorPlace Contributor
Recent analysis suggests that the global augmented and virtual reality market will reach nearly 100 million annual units sold during 2021. For perspective, less than 10 million units were sold during 2016, meaning the space will grow at a CAGR of more than 57%. Its an explosive industry, sure, but ask someone to name the top virtual or augmented reality stocks available today and youll no doubt get the same standard response Facebook Inc (NASDAQ:FB) and Sony Corp (ADR) (NYSE:SNE).
Source: Shutterstock
Facebooks Oculus Rift hashaving sold just shy of 250,000 unitsby the end of 2016, and Sony just announcedthat it has topped 1 million sales of PlayStation VR. Both companies are indeed some of the front runners in the space, pioneering what amounts to a brand new industry and doing so with some degree of success.
These arent the only exposures available to an investor looking to get in on the action, however.
Here are three companies set to benefit from the growth of the VR/AR market, none of which are Facebook or Sony.
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Article printed from InvestorPlace Media, http://investorplace.com/2017/07/three-virtual-reality-stocks-arent-facebook-sony/.
2017 InvestorPlace Media, LLC
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3 Virtual Reality Stocks (That Aren't Facebook or Sony) - Investorplace.com
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NPR wins award to experiment with virtual-reality audio – Current
Posted: at 10:13 pm
A team at NPR is the winner of a grant to develop virtual-reality stories that will transport listeners to audio-rich soundscapes.
The NPR project is among 11 winners of the Journalism 360 Challenge awards announced Tuesday. Presented by the Knight Foundation, Google News Lab and the Online News Association, the grants of $15,000$30,000 support the use of immersive storytelling in news.
Other winners include efforts to make immersive storytelling more accessible to community and ethnic media and to help journalists and others create location-based data visualizations in a virtual-reality format.
NPRs video team includes Bronson Arcuri, CJ Riculan, Maia Stern and Nick Michael, who worked on the Knight Foundation grant application.
NPRs team is receiving $15,000 to develop best practices for immersive storytelling audio by producing two virtual reality stories with a particular focus on sound-rich scenes, according to a statement from the grantors.
Place is important in 360-degree video, NPR Video Producer Nick Michael told Current. And audio is also crucial for understanding; spatial audio allows users to see and hear themselves in space. 360 experiences tend to focus on digital immersion, Michael said, but audio immersion has lagged behind. That gives NPR and the world class audio experience in our building an opportunity, Michael said.
NPR has already been dabbling in 360 experiments. Last year, NPR Music partnered with immersive media company RYOT to produce a 360-degree Tiny Desk concert featuring the band Wilco.
A not-yet-published experience for the program Jazz Night in America captured an immersive field-recording performance in Glendora, Miss., with trumpeter Wadada Leo Smith playing at the site where Emmett Tills murderers dropped the youths body into a river. Smith, a Mississippi native, played a selection from a songhe had written in Tills honor. The trumpeterfloated down the river in a canoe at sunset.
Los Angeles NPR station KCRW has also experimented with 360 music performances.
Most virtual reality experiences dont include audio that changes, Michael said. A little over a year ago, YouTube introduced spatial audio for 360-degree and virtual reality videos.
Thats really valuable for locating people in a scene, Michael said. But a work of journalism may want to add a host or reporters voice. Unless that person is physically in the environment talking to the viewer, it doesnt make sense for their voice to be in the space, Michael said.
Producers can work with both spatialized and non-spatialized audio fields, according to Michael. One challenge they face is how to set up audio and video in editing software when one field is spatialized and the other is not.
Weve been interested in trying to figure out lower-touch ways to do 360, and as an audio organization, were particularly interested in how these different spatial and traditional audio components might mix together, Michael said.
NPRs team isnt the first to experiment with dual audio fields, Michael said, but it aims to figure out how to easily gather audio and process it via dual fields. The team plans to share its findings through NPR training team sites and other mediums.
NPR is also considering the level of resources to devote to 360 presentations. Its very cool, but even as a team internally, weve been asking ourselves, in theory, How many stories have we seen that can only be told through 360, as opposed to flat video? Michael said.
Theyve concluded most stories dont need 360 but do benefit from the technology. Stories about energy lend themselves to 360 one could transport listeners to the installation and maintenance of wind turbines. But the team has yet to settle on stories to experiment with.
NPRs team also wants to discover and standardize production practices so the work feels less experimental.
Michael expects the team will include three producers, possibly one reporter, and a larger crew that reviews and troubleshoots. Audio engineers may also consult and travel.
Grantees will build on their ideas over the next six to 12 months, attend the ONA conference in Washington, D.C., in October and share their findings at a demo day early next year.
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Virtual reality baseball a hit at the All-Star FanFest – Daily Commercial
Posted: at 10:13 pm
By RONALD BLUM, AP Baseball Writer
MIAMI BEACH Nicholas Montes put on goggles and a catcher's mitt and crouched.
The 13-year-old will never catch a 104 mph pitch from Aroldis Chapman. But at the All-Star FanFest, he felt what it's like to be Buster Posey snagging virtual strikes.
"It like I was actually in the game. When I was catching, I felt the ball move and everything," the 13-year-old from Miami said enthusiastically Sunday. "And then when I saw it go in my glove, I tried touching the ball, but I felt the remote control thing. So it was pretty cool."
Developed by GMR Marketing, the Esurance Behind The Plate With Buster Posey VR Experience allows fans to "catch" fastballs, curveballs and sliders from a generic pitcher at velocities ranging from 86-93 mph.
"I've always said that I thought it would be cool for the average fan to either step in the box or like this get behind the plate and get the same sense of what it's like to see a 90-plus, 95-mile an hour fastball coming your way," Posey explained last week.
Esurance Insurance Services Inc., a subsidiary of Allstate Corp., became a sponsor of Major League Baseball in 2015 and signed Posey as a brand ambassador. The company had a 180-degree photo experience at the 2015 FanFest in Cincinnati, then provided 360-degree videos of fans taking swings last year in San Diego.
In a dual setup at FanFest, which opened Friday and runs through Tuesday, people get to signal for three pitches over about 90 seconds as Posey's recorded voice offers tips. They can choose the pitch type by pointing their glove toward an icon on the screen, triggering a sensor. When a pitch is successfully caught, the person hears and feels the mitt snap.
"It is as real as it can be," Danny Devarona, a 48-year-old who coaches youth baseball in Miami Lakes, said after taking his turn.
Commercial and social media content was shot over two days during spring training in Scottsdale, Arizona, where Posey's San Francisco Giants train. Posey's voice-over was recorded after the season started.
"Are you ready? All right, let's see what you've got," Posey's voice tells fans. "This guy throws a nasty curve. The trick is to keep your glove below the ball and your eye on it. ... Keep your chin down and be ready to slide to your right, because this one might hit the dirt."
"Nice job! Right in the pocket," he tells fans when they succeed.
"Yeah, that was a tricky one," he says when they fail.
Based on PITCH f/x data, breaks of 38-to-52 inches are simulated.
"Fans will receive a social-sharable video for them that they can then distribute to their friends," said Kristen Gambetta, Esurance's brand partnerships manager. "With VR, there's something really entertaining about seeing people's facial reactions and kind of seeing their movements and how they react to having a ball flying at their face."
Several thousand fans were expected to put on the electronic "tools of ignorance" over the five days. And unlike real catchers, they won't have to stuff sponges in the glove to absorb the impact.
"Let's just say I'm pretty impressed. I don't think I can ever catch or hit for that matter a Major League Baseball curveball," said Pablo Souki, a 38-year-old from Venezuela who lives in Miami. "That was pretty eye-opening."
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Google’s new PAIR project wants to rethink how we use AI – CNET
Posted: at 10:12 pm
Google's AI program, AlphaGo, went up against -- and defeated -- Chinese Go champion Ke Jie (on the left) at the Future of Go Summit in May in China. The match took place a year after AlphaGo bested Lee Sedol, world number two Go player.
AlphaGo may have defeated humans at board games, but its creators really just want us to be buddies.
In a new project named the People + AI Research Initiative (PAIR), Google's researchers are looking at the relationship between humans and artificial intelligencein the hopes of making the latter more useful to the former, the tech giant announced on its blogon Monday.
The company says it'll rethink AI on three levels: How we can use it as a tool in everyday life, how professionals in all fields can use it to make their jobs easier and how practical AI development can be taught to engineers.
Google isn't the only one making big moves to help develop the nascent field. On Monday, the Ethics and Governance of Artificial Intelligence Fund, helmed by Harvard University's Berkman Klein Center for Internet & Society and the MIT Media Lab, pledged $7.6 million to support the creation of AI that serves public interest. Plus,the tech giant last year partnered with Amazon, Facebook, IBM and Microsoft to create a new not-for-profit called the Partnership on Artificial Intelligence to Benefit People and Society.
Google says, as part of PAIR, it will introduce new open-sourced tools and educational material as well as publish research to help push AI along.
Tech Enabled: CNET chronicles tech's role in providing new kinds of accessibility.
Batteries Not Included: The CNET team reminds us why tech is cool.
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5 AI-powered companies gaining traction for 2017 – VentureBeat
Posted: at 10:12 pm
AI is becoming a way of life for many of us. We check on flights using a chatbot like Mezi, we benefit from the AI within the booking engine used at Hoppers website, and we are sending messages to businesses easier thanks to the machine learning at Yelp.
It should not come as a big surprise when the AI improves, advances, and becomes even more helpful. After all, taking a cue from the human brain, AI is always adapting, looking for new ways to help us on a constant iteration cycle. The engineers behind AI are keen to make the technology more powerful and integrated into our daily workflow, even when things get really complex.
Thats why several companies are not interested in spinning their wheels when it comes to AI. Today at MB 2017, four companies made a splash with announcements that are intended to make their services even more competitive and help make your life easier.
One interesting upgrade has to do with the Mezi chatbot. The app uses AI algorithms to help with flight searches and other duties but is also powered by human agents. Today, they have announced Mezi for Business. The new service, intended for travel agents and corporate travel reps, will improve efficiency and productivity.
Similar to the consumer app, it employs algorithms to help with travel booking and managementand much more.
We have decided to go all-in on travel, saysSwapnil Shinde, the CEO and founder of Mezi, speaking at MB 2017. We empower businesses with a suite of travel bots that automate requests. For travel agents we offer a state-of-the-art travel dashboard.
Another example of gaining traction Yelp is using machine learning to facilitate and improve the interactions between customers and businesses. Its fine-tuned behind the scenes by an AI. 35,000 messages are fed through their machine learning tech. They use data from service companies to find out about geo-fencing parameters. They extract data about the services as well. Yelp is also using machine learning to weed through content and verify it, making sure that five star review of an auto repair business is valid.
The last feature, requesting a quote from a business, is also AI enabled. For example, it makes sure a business matches the request.
We estimate that every month, Yelp sends billions of dollars of leads to local service businesses listed on our site through the Request A Quote feature, says Jim Blomo, the director of engineering at Yelp. Growth of this feature has been through the roof, and a lot of that progress can be attributed to the machine learning work on this product, allowing us to surface the most useful and relevant businesses when a consumer types iPhone 7 screen repair or overflowing toilet into Yelp.
Another company, GobTech, is using AI in its iOS and Android app called Neural Sandbox. The apps let you experiment with neural networks. At MB 2017, the startup is launching a way to compare neural networks called Gauntlet. Users can compare their score against other users using the Google Play leaderboard.
GobTech is exploring new frontiers in AI for gaming using a unique combination of neural networks and genetic algorithms, says Gabriel Kauffman, the CEO of GobTech. This combo, known as neuroevolution, is a way for neural networks to evolve through natural selection, in our case to learn to play a game by itself.
Meanwhile, Hopper is using machine learning to improve its back-end booking agent. Its an effort to make booking work more like you have a human helping you find the best travel deals. Maggie Moran, the Head of Product at Hopper, explained how the AI bunny empowers travelers about how to find the best deals.
GoPro revealed how they are using AI.Meghan Laffey, the VP pf Product at GoPro, explained how the app is central to their product offering. The phone has made it easy to go from capturing to sharing, she says. Its been a challenge to go from the experience to the actual playback.
A new feature called Quik Stories allows users to film and edit videos without the hassle of watching all of your footage. With a single tap, stories are generated automatically. Algorithms analyze content and find the best moments, syncing them to music.
These announcements show how AI will ultimately gain traction by iterating, improving, and capturing new audiences.
The ability to use AI within an app is nothing new. What will create a differentiator in the long run is when companies keep enhancing the AI, when the machine learning power an app or website is so compelling that it attracts new users.
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5 AI-powered companies gaining traction for 2017 - VentureBeat
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