If the original clip scared moviegoers, this one would’ve blown their minds.
Category: entertainment – Page 52
According to a new study, the mood of background music in a movie scene affects a person’s empathy toward the main character and their interpretation of the plot, environment, and character’s personality traits. The findings were published in Frontiers in Psychology.
While researchers have long studied the impact of music on human behavior, fewer studies have explored how music can affect a person’s interpretation of film. Study authors Alessandro Ansani and team aimed to explore this by experimentally manipulating the soundtrack of an ambiguous movie scene.
“I’ve always been interested in music and cinema, since I was a baby; my mother told me she used to put me in front of our stereo to calm me down when I was crying, for some reason,” said Ansani, a PhD student at Sapienza University of Rome and research assistant at the CoSMIC Lab.
JetPlay has launched Ludo, a game creation platform that uses artificial intelligence to accelerate the creative process.
The Seattle-based JetPlay has launched the open beta of Ludo, following a successful closed beta with participation from independent studios around the world. It will be a big test about whether automation can be useful in the domain of creativity, where humans have dominated so far.
Ludo is a game ideation platform that helps teams come up with ideas for games as well as images that can help them generate concept art. To me, this could go either way depending on the quality of the results. If it doesn’t work well, it could be a terrible idea, spitting out clones of popular games or otherwise leading creators astray. If it works well, however, it could accelerate creative moments and put your imagination on turbocharge, giving you a place to start your creative work.
Brink Bionics completed a very successful [Indiegogo](https://www.indiegogo.com/projects/impulse-neuro-controller-for-pc-gaming#/) crowdfunding campaign in 2020 and gained the confidence to [take part in the CES](https://twitter.com/BrinkBionics/status/1349458342087954433) just last week. The Waterloo, Canada-based startup has a single signature product for now, the Brink Bionics Impulse. It is described as a * neuro-controller for PC gaming, *and takes the form of a glove that uses built-in sensors to read your muscle bio-signals and applies AI to accurately predict your clicking intentions. They key claim for the product is that it can improve your gaming reaction speeds by as much as 80ms. Thus, the Impulse could be a boon to FPS, MOBA and RTS gamers on PC.
ToughDesk 500L RGB Battlestation is said to be a good choice for multi-monitor setups.
HEXUS® is a registered trademark.
George Will, a political commentator for nearly half a century at The Washington Post, is known to also enjoy weighing in on sports on occasion, most notably baseball. He is fond of repeating the simple but critical observation that these games are a matter of “seconds and inches.”
In digital games, the same maxim applies, but even more so. Fractions of inches matter when targeting the enemy. And critical time is not measured in seconds but in thousandths of seconds.
With that in mind, developers at Canadian startup Brink Bionics have developed a device that promises to boost gamer proficiency by slashing the delay time between an intent to act and execution of the actual action.
Albert Einstein once said, “You have to learn the rules of the game, and then you have to play better than anyone else.” That could well be the motto at DeepMind, as a new report reveals it has developed a program that can master complex games without even knowing the rules.
DeepMind, a subsidiary of Alphabet, has previously made groundbreaking strides using reinforcement learning to teach programs to master the Chinese board game Go and the Japanese strategy game Shogi, as well as chess and challenging Atari video games. In all those instances, computers were given the rules of the game.
But Nature reported today that DeepMind’s MuZero has accomplished the same feats—and in some instances, beat the earlier programs—without first learning the rules.
Movie ratings can determine a movie’s appeal to consumers and the size of its potential audience. Thus, they have an impact on a film’s bottom line. Typically, humans do the tedious task of manually rating a movie based on viewing the movie and making decisions on the presence of violence, drug abuse and sexual content.
Now, researchers at the USC Viterbi School of Engineering, armed with artificial intelligence tools, can rate a movie’s content in a matter of seconds, based on the movie script and before a single scene is shot. Such an approach could allow movie executives the ability to design a movie rating in advance and as desired, by making the appropriate edits on a script and before the shooting of a single scene. Beyond the potential financial impact, such instantaneous feedback would allow storytellers and decision-makers to reflect on the content they are creating for the public and the impact such content might have on viewers.
Using artificial intelligence applied to scripts, Shrikanth Narayanan, University Professor and Niki & C. L. Max Nikias Chair in Engineering, and a team of researchers from the Signal Analysis and Interpretation Lab (SAIL) at USC Viterbi, have demonstrated that linguistic cues can effectively signal behaviors on violent acts, drug abuse and sexual content (actions that are often the basis for a film’s ratings) about to be taken by a film’s characters.
Intel PR rep Mark Walton unveiled the new chicken-warming KFConsole on Twitter on Tuesday, reassuring confused gamers that the KFConsole is real and not a hoax. The official KFC Gaming Twitter account also released a new video on Tuesday showing off the chicken-warming chamber.
“Yes, it’s real,” Walton tweeted. “Yes, it’s powered by Intel. And yes, it has a chicken warmer.” Walton also revealed that the Cooler Master is behind the unusual console.”
The fast-food chain unveils a real gaming console powered by Intel that keeps your fried chicken warm while you play video games.
https://music.youtube.com/watch?v=bAdqazixuRY&list=RDAMVMbAdqazixuRY
► Album & 4k Video: http://NigelStanford.com/y/a-/Automatica.
► Spotify: http://NigelStanford.com/y/Spotify.
Subscribe and like to see more Robot videos, as I release them for my album Automatica.
Robots rock, they were fun to work with. My favorite is the robotic drummer. More work to be done, and maybe I could play with them live. Stay tuned smile Thank you to Kuka, Sennheiser and Roland.
Second, we chose 2 major Appraisals with well-established roles in emotion elicitation, but interactive game paradigms could also investigate the neural basis of other appraisals (e.g., novelty, social norms). Furthermore, our study did not elucidate the precise cognitive mechanisms of particular appraisals or their neuroanatomical substrates but rather sought to dissect distinct brain networks underlying appraisals and other emotion components in order to assess any transient synchronization among them during emotion-eliciting situations. Importantly, even though different appraisals would obviously engage different brain networks, a critical assumption of the CPM is that synchronization between these networks and other components would arise through similar mechanisms as found here.
Third, our task design and event durations were chosen for fMRI settings, with blocked conditions and sufficient repetitions of similar trials. The limited temporal resolution of fMRI did not allow the investigation of faster, within-level dynamics which may be relevant to emotions. Additionally, this slow temporal resolution and our brain-based synchronization approach are insufficient to uncover fast and recurrent interactions among component networks during synchronization, as hypothesized by the CPM. Nonetheless, our computational model for the peripheral synchronization index did include recurrence as one of its parameters, allowing us refine our model-based analysis of network synchronization in ways explicitly taking recurrent effects into account (see S1 Text and Table J in S1 Table). In any case, neither the correlation of a model-based peripheral index nor an instantaneous phase synchronization approach could fully verify this hypothesis at the neuronal level using fMRI. To address these limitations, future studies might employ other paradigms with different game events or other imaging analyses and methodologies with higher temporal resolution. Higher temporal resolution may also help shed light on causality factors hypothesized by the CPM, which could not be addressed here. Finally, our study focused on the 4 nonexperiential components of emotion, with feelings measured purely retrospectively for manipulation-check purposes. This approach was motivated conceptually by the point of view that an emotion can be characterized comprehensively by the combination of its nonexperiential parts [10] and methodologically by the choice to avoid self-report biases and dual task conditions in our experimental setting. However, future work will be needed to link precise moments of component synchronization more directly to concurrent measures along relevant emotion dimensions, without task biases, as previously examined in purely behavioral research [20].
Nevertheless, by investigating emotions from a dynamic multi-componential perspective with interactive situations and model-based parameters, our study demonstrates the feasibility of a new approach to emotion research. We provide important new insights into the neural underpinnings of emotions in the human brain that support theoretical accounts of emotions as transient states emerging from embodied and action-oriented processes which govern adaptive responses to the environment. By linking transient synchronization between emotion components to specific brain hubs in basal ganglia, insula, and midline cortical areas that integrate sensorimotor, interoceptive, and self-relevant representations, respectively, our results provide a new cornerstone to bridge neuroscience with psychological and developmental frameworks in which affective functions emerge from a multilevel integration of both physical/bodily and psychological/cognitive processes [62].