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Archive for the ‘entertainment’ category: Page 31

Oct 19, 2022

NASA telescope takes 12-year time-lapse movie of entire sky

Posted by in categories: entertainment, mapping, space travel

Pictures of the sky can show us cosmic wonders; movies can bring them to life. Movies from NASA’s NEOWISE space telescope are revealing motion and change across the sky.

Every six months, NASA’s Near-Earth Object Wide Field Infrared Survey Explorer, or NEOWISE, completes one trip halfway around the Sun, taking images in all directions. Stitched together, those images form an “all-sky” map showing the location and brightness of hundreds of millions of objects. Using 18 all-sky maps produced by the spacecraft (with the 19th and 20th to be released in March 2023), scientists have created what is essentially a time-lapse movie of the sky, revealing changes that span a decade.

Continue reading “NASA telescope takes 12-year time-lapse movie of entire sky” »

Oct 19, 2022

As turbulence ramps up, Xsolla solutions unlock new strategies for game developers

Posted by in categories: business, climatology, economics, entertainment

This GB Live News is in partnership with VB Lab funded by Xsolla.

Video games have always been resilient, even in an increasingly volatile geopolitical climate. Long-time game players are fiercely loyal, and enthusiastic new gamers keep pouring into the market, says Chris Hewish, president of Xsolla. In the first half of 2022 alone, more than 651 deals were announced or closed, for a value of $107 billion. But in a fiercely competitive market, clouded by less economic certainy, studios and indie developers are exploring an increasing number of ways to reach the audiences.

“Game companies do need to look at how their business models can function in a macroeconomic climate, heading into a recession,” he added. “Capital is going to become tighter. If you have a business model based upon growth over profitability, it’s going to be harder to find fuel for that growth. Readjusting to focus on profitability is probably one of the biggest things game companies can do right now, if they haven’t already, to weather the storm in a macro sense. But the opportunity with players and the number of people playing and spending, that’s still looking good.”

Oct 15, 2022

Terasem: My interpretation

Posted by in category: entertainment

I have been collaborating with Terasem for many years. Here is my personal interpretation of Terasem.

Oct 15, 2022

Brain cells in a lab dish learn to play Pong — and offer a window onto intelligence

Posted by in categories: computing, entertainment, neuroscience

A dish of living brain cells has learned to play the 1970s arcade game Pong.

About 800,000 cells linked to a computer gradually learned to sense the position of the game’s electronic ball and control a virtual paddle, a team reports in the journal Neuron.

The novel achievement is part of an effort to understand how the brain learns, and how to make computers more intelligent.

Oct 13, 2022

Meta and Ray-ban are working on new AR glasses

Posted by in categories: augmented reality, entertainment

Interested in learning what’s next for the gaming industry? Join gaming executives to discuss emerging parts of the industry this October at GamesBeat Summit Next. Register today.

Meta CEO Mark Zuckerberg said that his company is working with Ray-ban on creating new augmented reality glasses.

This product is coming sometime in the future, and it’s in addition to the existing partnership that Meta and Ray-ban have on Ray-ban Stories glasses. Zuckerberg said that AR glasses will get more sophisticated over time. Rocco Basilico of Luxotica showed off a demo of the new tech. And Ray-ban Stories will get a Spotify update.

Oct 12, 2022

Lab-grown brain cells play video game Pong

Posted by in categories: entertainment, neuroscience

Australian and UK researchers grow brain cells in a lab that have learned to play a 1970s video game.

Oct 12, 2022

Human Brain Cells in a Dish Learn to Play Pong

Posted by in categories: computing, entertainment, neuroscience

Summary: Brain cells grown in a petri dish can perform goal-directed tasks, such as learning to play a game of Pong.

Source: Cortical Labs.

A Melbourne-led team has for the first time shown that 800,000 brain cells living in a dish can perform goal-directed tasks – in this case the simple tennis-like computer game, Pong.

Oct 9, 2022

Starlifting: Starlifting is the process of removing matter from stars, and in this episode we will look at how you would do this and why you would do this

Posted by in category: entertainment

We will see there are a lot of reasons, and that the methods are not very high tech at all.

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Oct 5, 2022

Saudi Arabia’s $500 billion megacity NEOM will host winter games in desert

Posted by in categories: entertainment, futurism

The event will take place in a man-made city with a year-round winter sports complex.

Can you make snow in the desert? It seems you can, as Saudi Arabia will be hosting the 2029 Asian Winter Games, according to a report.


The games will take place at an under-construction US$500 billion megacity called Neom that is set to boast a year-round winter sports complex along with other futuristic amenities and features.

Oct 5, 2022

Inter-brain synchronization occurs without physical co-presence during cooperative online gaming

Posted by in categories: biotech/medical, entertainment, neuroscience

Increased inter-brain synchrony has been linked with social closeness (Kinreich et al., 2017), rapport (Nozawa et al., 2019), agreement (Richard et al., 2021), sense of joint agency (Shiraishi and Shimada, 2021), prosociality (Hu et al., 2017), similarity of flow states (Nozawa et al., 2021), shared meaning-making (Stolk et al., 2014), and cooperation (Cui et al., 2012; Toppi et al., 2016; Szymanski et al., 2017; Cheng et al., 2019). Phase-coupled brain stimulation has led to increased interpersonal synchrony (Novembre et al., 2017), as well as improved interpersonal learning (Pan et al., 2020b). Furthermore, preceding a learning task with synchronized physical activity led to both better rapport and increased inter-brain synchrony, although task performance was unaffected (Nozawa et al., 2019). Nonetheless, learning outcomes (Pan et al., 2020a) and team performance in a variety of tasks (Szymanski et al., 2017; Reinero et al., 2020) can be predicted with the amount of inter-brain synchrony occurring between interacting individuals. Even though collaboration is a dynamic phenomenon, previous studies reporting connections between positive social outcomes and inter-brain synchronization have not explored the temporal aspects of this phenomenon, as recently pointed out by Li et al. (2021). Their fNIRS study revealed differences in the time courses of inter-brain synchronization during two different cooperative tasks. The connection between temporal changes in inter-brain synchronization and the success of collaboration is, however, still not clear.

EEG and fNIRS allow freer movement and more natural interaction compared to magnetic imaging such as fMRI and MEG, arguably lending themselves most easily to actual interactive situations. However, interpersonal synchronization and mirroring between people engaged in social interaction involve quite fast timing precision. For example, participants’ movements were synchronized to less than 40 ms in the mirror game, in which participants improvise motion together (Noy et al., 2011). As EEG measures the electrical activity of the brain, it represents a faster changing signal than hemodynamic measurement, i.e. measures of blood flow, such as fNIRS. This makes EEG a suitable method for investigating fast changes in phase synchronization of oscillatory activity during dynamic social interaction, when taking into account the limitations of the method in regards to signal-to-noise ratio.

In this study, we wanted to investigate whether cooperative action of physically isolated participants would lead to inter-brain phase synchronization. We were especially interested in the temporal dynamics of inter-brain synchrony and its connection to performance in a collaborative task. We attempted to create an experimental setup which would facilitate the occurrence of inter-brain synchrony, while removing any bodily cues and controlling, as much as possible, for spurious synchronization. We also wanted to create a granular performance measure that could be calculated for any segment of the data, to make it possible to investigate dynamic changes in synchrony during the measurement and their connection to dynamic changes in collaborative success during the task.

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