Movies featuring heroes with superpowers, such as flight, X-ray vision or extraordinary strength, are all the rage. But while these popular characters are mere flights of fancy, scientists have used nanoparticles to confer a real superpower on ordinary mice: the ability to see near-infrared light. Today, scientists report progress in making versions of these nanoparticles that could someday give built-in night vision to humans.
The researchers will present their results at the American Chemical Society (ACS) Fall 2019 National Meeting & Exposition.
“When we look at the universe, we see only visible light,” says Gang Han, Ph.D., the project’s principal investigator, who is presenting the work at the meeting. “But if we had near-infrared vision, we could see the universe in a whole new way. We might be able to do infrared astronomy with the naked eye, or have night vision without bulky equipment.”
The following is a white paper on the Metagame concept and meme. Metagame means “above” or “beyond” the game. The core idea of the Metagame is that voluntary participation in life itself constitutes a Divine Game with rules, purpose, and feedback. The Game asserts the existence of a Divine Science at the original root of the philosophical and religious tradition and at the root of coordinative social self organization. The Metagame is a shared learning community of people who are involved in research or creative projects that deal with these areas. Such areas are important to the health of the social fabric. Herein, we propose two phases and explore several areas of research that may be relevant to the Game.
Introduction:
“According to our social science, we can be or become wise in all matters of secondary importance, but we have to be resigned to utter ignorance in the most important respect: we cannot have any knowledge regarding the ultimate principles of our choices, i.e., regarding their soundness or unsoundness; our ultimate principles have no other support than our arbitrary and hence blind preferences. We are then in the position of beings who are sane and sober when engaged in trivial business and who gamble like madmen when confronted with serious issues — retail sanity and wholesale madness.” — Leo Strauss, Natural Right and History (1953)
When speaking about robots, people tend to imagine a wide range of different machines: Pepper, a social robot from Softbank; Atlas, a humanoid that can do backflip made by Boston Dynamics; the cyborg assassin from the Terminator movies; and the lifelike figures that populate the television series — West World. People who are not familiar with the industry tend to hold polarized views. Either they have unrealistically high estimations of robots’ ability to mimic human-level intelligence or they underestimate the potential of new researches and technologies.
Over the past year, my friends in the venture, tech, and startup scenes have asked me what’s “actually” going on in deep reinforcement learning and robotics. The wonder: how are AI-enabled robots different from traditional ones? Do they have the potential to revolutionize various industries? What are their capabilities and limitations? These questions tell me how surprisingly challenging it can be to understand the current technological progress and industry landscape, let alone make predictions for the future. I am writing this article with a humble attempt to demystify AI, in particular, and deep reinforcement learning enabled robotics, topics that we hear a lot about but understand superficially or not at all. To begin, I’ll answer a basic question: what are AI-enabled robots and what makes them unique?
The question of whether the Animus still belongs in the Assassin’s Creed series comes up with the release of each new game, but Assassin’s Creed Odyssey makes me even more sure that Ubisoft should take a simple, but obvious, step: Remove the Animus from future games completely and pretend it never existed.
People play Assassin’s Creed games to travel through time and kill a bunch of people; the framing device that explains how and why characters in our own time are themselves taking that journey has never felt so archaic and vestigial.
I don’t want to relitigate the past of the series or guess about the future, but the lore of the franchise itself is a mess, as you’d expect from any pop culture property that stretches across 20 games and 11 years. The easiest way to clean it all up would be to simply cut the line that holds all the games together, and that line is the Animus.
Twenty years ago, entertainment was dominated by a handful of producers and monolithic broadcasters, a near-impossible market to break into.
And now, over 50 years later, AI is bringing stories to life like we’ve never seen before.
Converging with the rise of virtual reality and colossal virtual worlds, AI has begun to create vastly detailed renderings of dead stars, generate complex supporting characters with intricate story arcs, and even bring your favorite stars—whether Marlon Brando or Amy Winehouse—back to the big screen and into a built environment.
While still in its nascent stages, AI has already been used to embody virtual avatars that you can converse with in VR, soon to be customized to your individual preferences.