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Archive for the ‘entertainment’ category: Page 48

Jun 29, 2021

New AI Can Make Actors Look Like They’re Speaking Any Language

Posted by in categories: entertainment, robotics/AI

A new AI dubbing technology syncs actors’ mouths with recorded dialogue to make the experience of watching a movie in an unknown language less jarring.

The challenge: If you want to watch a movie in a language you don’t understand, you have two choices: you can either read subtitles, which can be distracting, or you can watch a dubbed version of the film.

During the dubbing process, voice actors who do speak your language record all of the film’s dialogue in a sound booth. The original dialogue is then replaced with that audio.

Jun 28, 2021

Video Game Voice Actors Alarmed

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

Part of the problem mirrors the rise of automation in any other industry — performers told Input that they’re nervous that game studios might try to replace them with sophisticated algorithms in order to save a few bucks. But the game modder’s decision also raises questions about the agency that performers have over their own voices, as well as the artistry involved in bringing characters to life.

“If this is true, this is just heartbreaking,” video game voice actor Jay Britton tweeted about the mod. “Yes, AI might be able to replace things but should it? We literally get to decide. Replacing actors with AI is not only a legal minefield but an utterly soulless choice.”

“Why not remove all human creativity from games and use AI…” he added.

Jun 18, 2021

Commercial Video Games Could Help Treat Mental Illness

Posted by in categories: entertainment, health, neuroscience, virtual reality

Perhaps better than medication.


Summary: Inexpensive, commercial video games may help those suffering from anxiety and depression to combat their symptoms. Researchers found that, in addition to conventional games, virtual reality games could help people overcome mental health problems.

Source: Lero

Continue reading “Commercial Video Games Could Help Treat Mental Illness” »

Jun 6, 2021

Stella the dog learned to ‘talk’ and she will change the way you think about pets l GMA

Posted by in category: entertainment

Christina Hunger is a speech pathologist who realized her new puppy was showing signs of wanting to communicate with her. What she discovered is starting a new movement of ‘talking dogs.’

https://bit.ly/2Zq0dU5

Continue reading “Stella the dog learned to ‘talk’ and she will change the way you think about pets l GMA” »

Jun 2, 2021

La primera GPU gaming de Intel en imágenes: ¿NVIDIA y AMD en peligro?

Posted by in categories: computing, entertainment

La Intel Xe-HPG cada vez es más real y después de varios rumores se han podido ver las primeras imágenes de esta GPU gaming.

Jun 2, 2021

Intel’s image-enhancing AI is a step forward for photorealistic game engines

Posted by in categories: entertainment, robotics/AI

For reference, we can go back to the HRNet paper. The researchers used a dedicated Nvidia V100, a massive and extremely expensive GPU specially designed for deep learning inference. With no memory limitation and no hindrance by other in-game computations, the inference time for the V100 was 150 milliseconds per input, which is ~7 fps, not nearly enough to play a smooth game.

Development and training neural networks

Continue reading “Intel’s image-enhancing AI is a step forward for photorealistic game engines” »

Jun 1, 2021

Graphics-Chip Maker Nvidia Touts Gaming, AI Advancements

Posted by in categories: entertainment, robotics/AI

Graphics-chip maker Nvidia announced its latest gaming processors and artificial intelligence initiatives at Computex. But Nvidia stock fell.

May 27, 2021

AI Made a Movie With a ‘Silicon Valley’ Star—and the Results Are Horrifyingly Encouraging

Posted by in categories: entertainment, robotics/AI

Benjamin, as the AI is known, assembled ‘Zone Out’ from thousands of hours of old films and green-screen footage of professional actors—in 48 hours.

May 15, 2021

Riding bosonic qubits towards fault-tolerant quantum computation

Posted by in categories: entertainment, quantum physics

A guide to bosonic codes and error correction in a photonic platform.


Ilan Tzitrin, J. Eli Bourassa, and Krishna Kumar Sabapathy

You and two of your friends, Judit and Gary, are on a long-awaited trip in southern India. On a leg of your journey, you find yourselves on a luxurious train ride through the Deccan Plateau, about to meander through the breathtaking Western Ghats. Before the scenery captures your attention, your friends decide to entertain themselves with a game of chess, while you continue to devour Carl Sagan’s Contact.

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May 13, 2021

The brain game: What causes engagement and addiction to video games?

Posted by in categories: entertainment, health, neuroscience

History tells us that games are an inseparable facet of humanity, and mainly for good reasons. Advocates of video games laud their pros: they help develop problem-solving skills, socialize, relieve stress, and exercise the mind and body—all at the same time! However, games also have a dark side: the potential for addiction. The explosive growth of the video game industry has spawned all sorts of games targeting different groups of people. This includes digital adaptations of popular board games like chess, but also extends to gambling-type games like online casinos and betting on horse races. While virtually all engaging forms of entertainment lend themselves to addictive behavior under specific circumstances, some video games are more commonly associated with addiction than others. But what exactly makes these games so potentially addictive?

This is a difficult question to answer because it deals directly with aspects of the human , and the inner workings of the mind are mostly a mystery. However, there may be a way to answer it by leveraging what we do know about the physical world and its laws. At the Japan Advanced Institute of Science and Technology (JAIST), Japan, Professor Hiroyuki Iida and colleagues have been pioneering a methodology called “motion in mind” that could help us understand what draws us towards games and makes us want to keep reaching for the console.

Their approach is centered around modeling the underlying mechanisms that operate in the mind when playing games through an analogy with actual physical models of motion. For example, the concepts of potential energy, forces, and momentum from are considered to be analogous to objective and/or subjective -related aspects, including pacing of the game, randomness, and fairness. In their latest study published in IEEE Access, Professor Iida and Assistant Professor Mohd Nor Akmal Khalid, also from JAIST, linked their “motion in mind” model with the concepts of engagement and addiction in various types of games from the perceived experience of the player and their behaviors.

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