Archive for the ‘entertainment’ category: Page 8

Dec 16, 2020

Computational imaging during video game playing shows dynamic synchronization of cortical and subcortical networks of emotions

Posted by in categories: computing, entertainment, neuroscience

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].

Dec 11, 2020

This Woman Makes Silicone Babies For Movies

Posted by in category: entertainment

Don’t be fooled, these ‘babies’ are silicon dolls used for films and for therapy. 😃

Very realistic! 😃

Susan’s silicone dolls look so real, they’re often mistaken for real babies! 😳👶

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Nov 29, 2020

The Arrow Of Cosmic Time And Space Remains Vital To Our Sanity

Posted by in categories: entertainment, futurism

To those who saw it in its very first theatrical run, the opening crawl at the very top of the original 1977 “Star Wars” film automatically dispelled any notions about cosmic civilizations and a linear march of time. We all got the reference to a “galaxy far, far away” at the outset, but “a long time ago” was all at once brilliant and mind-blowing.

Inherent in that notion is the idea that civilizations outside our own solar system have been living and dying since time immemorial. And the civilizations depicted in this bit of space cinema also appear to have become masters of their own galactic quadrants, if not their whole galaxy.

Yet here on parochial Earth, we are wedded to the linear march of time in a way that is not likely to change until the very far future. Here, we are guided by our own history of technological advancement in a way that extraterrestrial civilizations may find antiquated. They may already be inured to the fact that they are mere technological babes in the woods when compared to much more advanced civilizations they, themselves, may have encountered.

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Nov 23, 2020

Upcoming Video Game Will Generate New Levels Using Qiskit and a Quantum Simulator

Posted by in categories: computing, entertainment, quantum physics

By Christopher Sciacca

The first video games debuted in the1950s, later reaching mainstream popularity in the 1970s and 80s with arcades and home video systems like Atari and Commodore 64. Remember SpaceWar! and Pong? While limited by the capabilities of the hardware, they laid the foundation for the games we develop and play today, which by 2025 is expected to be a whopping $256 billion industry.

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Nov 20, 2020

Iconic Arecibo Alien-Hunting Observatory Will Be Demolished

Posted by in categories: alien life, entertainment, mathematics

It’s a sad day. The observatory has not only been used to observe radio wave signals in deep space. It’s also become an iconic landmark over the decades after being featured in countless films and TV shows including the 1995 James Bond blockbuster “GoldenEye.”

The observatory has also made significant contributions to the Search for Extraterrestrial Intelligence (SETI), spotting mysterious radio signals emanating from distant corners of the universe.

“This decision is not an easy one for NSF to make, but safety of people is our number one priority,” Sean Jones, the assistant director for the mathematical and physical sciences directorate at NSF, told reporters today over a conference call, as quoted by The Verge.

Nov 4, 2020

Overwatch toxicity has seen an ‘incredible decrease’ thanks to machine learning, says Blizzard

Posted by in categories: entertainment, robotics/AI

Blizzard president J. Allen Brack said the system has dramatically reduced toxic chat and repeating offenses.

In April 2019, Blizzard shared some insights into how it was using machine learning to combat abusive chat in games like Overwatch. It’s a very complicated process, obviously, but it appears to be working out: Blizzard president J. Allen Brack said in a new Fireside Chat video that it has resulted in an “incredible decrease” in toxic behavior.

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Nov 4, 2020

Teaching AI agents to communicate and act in fantasy worlds

Posted by in categories: entertainment, robotics/AI

Woah o,.o!

In recent years, artificial intelligence (AI) tools, including natural language processing (NLP) techniques, have become increasingly sophisticated, achieving exceptional results in a variety of tasks. NLP techniques are specifically designed to understand human language and produce suitable responses, thus enabling communication between humans and artificial agents.

Other studies also introduced goal-oriented agents that can autonomously navigate virtual or videogame environments. So far, NLP techniques and goal-oriented agents have typically been developed individually, rather than being combined into unified methods.

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Oct 25, 2020

Axiom will soon finalize contract for first Space Tourist flight aboard SpaceX’s Crew Dragon

Posted by in categories: biotech/medical, entertainment, space travel

SpaceX launched its first crewed mission to ISS in May this year. The company demonstrated its spacecraft is safe and reliable to carry humans to space and back. Axiom’s space tourist mission with SpaceX is scheduled to be a 10-day journey that will launch civilians aboard Crew Dragon to the space station atop a Falcon 9 rocket. The space tourists will stay at ISS for 8 days, where they will experience microgravity and amazing views of our planet.

SpaceX’s first private civilian flight will carry three Axiom customers who will fly alongside former NASA Astronaut Michael Lopez-Alegria, he will be commander during the mission. Earlier this year, NASA and SpaceX announced Hollywood actor Tom Cruise will film a movie at the space station and fly aboard Crew Dragon. Then, reports surfaced about Cruise and his film production agency working with Axiom is responsible for providing ‘training, mission planning, hardware development, life support, medical support, crew provisions, hardware and safety certifications, on-orbit operations and overall mission management.’ However, Axiom has not officially disclosed who their private passengers will be on their first mission in collaboration with SpaceX.

Oct 25, 2020

OpenAI’s GPT-3 Wrote This Short Film—Even the Twist at the End

Posted by in categories: entertainment, robotics/AI

Now there’s another feat to add to GPT-3’s list: it wrote a screenplay.

It’s short, and weird, and honestly not that good. But… it’s also not all that bad, especially given that it was written by a machine.

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Oct 21, 2020

Robot trained in a game-like simulation performs better in real life

Posted by in categories: entertainment, information science, robotics/AI

A robot controlled by a neural network algorithm that was trained in a video game-like simulation is better able to navigate difficult terrain in real life.

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