22 posts categorized "Games"

August 25, 2007

Virtual Out of Body Experiences

A very cool experiment in virtual reality has shown it is possible to trick the mind into identifying with a virtual body:

Through these goggles, the volunteers could see a camera view of their own back - a three-dimensional "virtual own body" that appeared to be standing in front of them.

When the researchers stroked the back of the volunteer with a pen, the volunteer could see their virtual back being stroked either simultaneously or with a time lag.

The volunteers reported that the sensation seemed to be caused by the pen on their virtual back, rather than their real back, making them feel as if the virtual body was their own rather than a hologram.

Volunteers

Even when the camera was switched to film the back of a mannequin being stroked rather than their own back, the volunteers still reported feeling as if the virtual mannequin body was their own.

And when the researchers switched off the goggles, guided the volunteers back a few paces, and then asked them to walk back to where they had been standing, the volunteers overshot the target, returning nearer to the position of their "virtual self".

This has implications for next-generation video games and virtual reality. It also has interesting implications for consciousness studies in general.

Continue reading "Virtual Out of Body Experiences" »

February 20, 2007

Very Cool Laser Graffitti Technology

Josh sent me this link. It's a video of a new technology for doing laser graffitti on the sides of buildings at night. Josh and I have been discussing how to do this for years. You could also project onto clouds. And of course with a computer to control the image you could make some very nice looking pictures, and ads...

January 17, 2007

This Freaks Me Out... Self-Referential Formula Reproduces Itself...

Umm...... take a look at this formula's output.....

OK. That must be some kind of a cosmic joke.

October 28, 2006

A Statistical Approach for Winning Lottery -- Group Wins $13M!

A group of scientists and academics in Britain have come up with an approach for picking lottery numbers that appears to have a higher probability of success than picking randomly. After several years of playing the numbers, at a total investment of $8700, they finally just won $13M. I wonder what their method is and if they can reproduce it on a larger scale. Conceivably they shuld be able to increase their efforts using their winnings in order to win again in less time. If they can pull that off then it looks like lotteries are dead, unless someone invents a new kind of game that is immune to this solution.

October 17, 2006

Sign of the Times - View from the Top of World of Warcraft

This critical article by an ex-World of Warcraft player is a real sign of the times -- the kind of article that people will read in a few hundred years as a window into our particular moment in history. The author reached the highest levels of the game and found that it was ruining his life as well as the lives of other players. Eventually he left the game for good. His article details how the game ate up more and more of his time, ruined relationships, and created a false sense of accomplishment in players. Now don't get me wrong, I'm all for online gaming, but it is interesting and not necessarily healthy when people start spending more of their time, and investing more of their identity, in an imaginary world rather than the real one. Generally people who spend most of their time living out fantasies in imaginary worlds are called "crazy" -- unless they are online gamers.

January 26, 2006

Internet Game Provides Breakthrough in Predicting Epidemics

Where's George, an internet game in which people track the spread of dollar bills as they move around, has yielded an unexpected breakthrough in the science of predicting the spread of epidemics.

November 17, 2005

Colored Bubbles

After 11 years of painstaking research and inventor has finally achieved the "holy grail" -- colored soap bubbles that don't stain anything. But that's just the beginning -- his invention is based on a completely new kind of dye chemistry that could open the door to a wide range of new products. Read this excellent article, and also click here to view some pictures of these extraordinarily beautiful new bubbles.

August 07, 2005

Remote Control Humans

Japanese researchers have developed a technology for the remote control of humans. Hmm... sounds kind of creepy. The system uses weak electrical stimulation of the vestibular system, causing the subject to shift balance and change direction. This technology can also be used to create vestibular illusions -- for example, it can be used to make a person playing a computer game think they are experiencing motion.

June 03, 2005

Driving Interface for Music

An experimental driving interface enables a user to control the performance of a composition by driving through a landscape using a game-controller. This system is similar in some respects to my idea for driving through soundscapes of last year.

March 18, 2005

How to Talk to Aliens

Here is an interesting article, written by a chess grandmaster, on how to trade information with alien civilizations, assuming they are ever contacted. The article proposes that at interstellar distances, the only realistic form of trade would be a trade in information -- such as technology and scientific knowledge. He suggests that the best way to effect such trade would be for civilizations to send one another the code for artificial intelligences that would act as their "brokers" of sorts. But there is a problem with his proposal. While it certainly is based on less anthropomorphism than the current SETI and NASA idea of sending binary encoded pictures back and forth, it still makes a number of unwarranted assumptions about our potential alien correspondents. In particular, I question the assumption that there would be any need for trade or negotiations at all! For example, given that we establish contact with an alien civilization that is, say, 300 light years away, and given that there is no form of faster-than-light travel available, then it would take at least 300 years (but most likely much, much longer) for either civilization to send a physical spaceship to the other. At time-scales of that length it would probably not make sense to visit one another at all. Given that, why withold anything from one another? Instead, it would make more sense for both civilizations to just send each other everything they know to date, as a gift of sorts.

It would still take 300 years for this data-gift to arrive, but that at least would save both civilizations a lot of time in their respective futures (assuming they did not already know everything in the content of the respective messages). It seems to me that if there is little possibility of ever physically interacting, advanced civilizations would be likely to adopt a policy of altruistically sharing all their knowledge rather than withholding it from one another. Why? Because there is little to no risk of doing so, but at least there is a near-guarantee of benefiting the recipients. In a situation where taking an action is unlikely to cause harm but guaranteed to bring about at least some benefit, advanced civilizations would very likely take the action (assuming the cost to them is not on a scale where it is harmful to them).

Why would they take such action? First of all by demonstrating good-faith to that degree the senders of such a "gift of knowledge"  would have at least some chance of receiving a reciprocal gift from the recipients, which would result in eventual reciprocal benefit to them. But even if no benefit was ever expected or recieved, by the senders, they would at least be benefiting the recipients, which, to a truly advanced civilization (i.e. one that is advanced on social dimension as well as technological dimensions) might be satisfying enough in-itself.

This also makes sense from a sociobiological perspective. According to sociobiology altruism is ultimately selfish and based on the drive to spread one's genes to future generations. But this argument doesn't explain cross-species altruism -- for example, where a person or an animal takes care of an orphaned baby animal of a different species. In such cases of altruism there is no direct or indirect genetic benefit to the initiator. So why does it take place? Perhaps it is due to a desire to spread Life itself, an even deeper motive than just spreading the genes of one's own family or one's species. Perhaps truly advanced civilizations identify with all Life to some degree, and are motivated to help it evolve and prosper in the universe. They might also have a spiritual/religious perspective on generosity -- for example, they might believe that helping others is both "the meaning of life" and the most satisfying reward of living. Even the religions that have arisen within our own quite primitive and violent civilization all suggest that kindness is the highest ideal, and perhaps alien civilizations have also come to similar conclusions.

March 12, 2005

Creator of Sim City Previews Amazing New Game

Many years ago I spoke with Will Wright -- one of the most interesting visionaries I've met (and who happens to be the creator of Sim City) about his dream of a universe game -- one in which the player could evolve life from the simple cellular level all the way up through galactic scale civilizations. Well it seems he has been busy working on this dream, and it sounds fascinating. He previewed it recently at a meeting of game designers, where he discussed the emergent, unpredictable and open-ended nature of the game, which is called Spore. When I spoke to Will about this years ago, I remember that he spoke of wanting to create a game that would enable players to experience the wonder and creative potential of the universe at all levels of scale. It sounds amazing, I can't wait to try it.

October 28, 2004

Cool AI Visualization

Watch the thought process of an AI as it struggles to cope with the onslaught of your genius (or ineptitude, as the case may be). Check out the "spheres of influence" too. Very nice.

October 24, 2004

Flying by Brain

This is pretty cool stuff -- growing brains using live tissue and then teaching them to control software:

from an article in Slashdot: "Scientists at the University of Florida made a living 'brain' by extracting 25,000 neurons from a rat's brain and culturing them inside a glass dish. Then, the neurons began to extend lines to each other, creating a living neural network between them. The dish had a grid of 60 electrodes connected to a computer running a flight simulator. The scientists were able to train the 'brain' to control the plane in the simulator and to react to conditions of the plane. Are we getting closer to create an artificially made conscious being, or perhaps, a living computer?" AlphaJoe was one of several readers to add a link to Wired's article on the experiment.

August 04, 2004

GoMeme 2.0 - Help Test This Meme

Note: This experiment is now finished.


GoMeme 2.0 -- Copy This GoMeme From This Line to The End of this article, and paste into your blog. Then follow the instructions below to fill it out for your site.

Steal This Post!!!! This is a GoMeme-- a new way to spread an idea along social networks. This is the second generation meme in our experiment in spreading ideas. To find out what a GoMeme is, and how this experiment works, or just to see how this GoMeme is growing and discuss it with others, visit the Root Posting and FAQ for this GoMeme at www.mindingtheplanet.net .

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August 03, 2004

FAQ for GoMeme 2.0

This posting is the FAQ and introduction for a new, improved, second-generation meme experiment that is designed to spread faster and more broadly than the first meme experiment. We call this kind of meme a "GoMeme" (pronounced Go-Meem), because it is a meme that is designed to Go. The actual GoMeme, which you can add to your Website is located, here. Before you do this, please read this FAQ so you know how it works.

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June 23, 2004

Artificial War

Here is a book that readers who are interested in multi-agent systems will find useful. The author, Andrew Ilachinski is also a reader of this blog, by the way -- it's called "Artificial War: Multiagent-Based Simulation of Combat" and provides an examination of the thesis that what happens on a battlefield (though the arena can be much more general of course) is a self-organized emergent phenomenon that can be understood, at least in part, by examining relatively "simple" underlying rules. In essence, mobile cellular automata. The book summarizes work that dates back to 1997 and was sponsored at different times by the US Marine Corps and Office of Naval Research. Among many applications of this research -- consider the applications for computer games and simulations, as well as for visual effects (think, even more realistic epic battle scenes and crowds).

Anyway, here's the link

TOC and index can be downloaded here

May 04, 2004

How to Build a Network Automaton

Here is a cool new kind of complex system I am thinking about a lot that we might call a "network-automaton" or a "graph automaton" -- a system that evolves networks (graphs) over time. This rule is similar to cellular automata rules such as the famous "Life" rule discovered by John Conway, however instead of computing the states of cells on a grid, it computes the shape of a network. In a nutshell this system applies a simple local rule at each node in a network that determines what other nodes it should connect to in the next step of time as a function of the connections each of those nodes had in the previous step of time. This yields complex network structures and interesting dynamical emergent behaviors over time -- networks that grow and change as time goes by, networks in which there may even be stable or cyclical topological patterns that move across the network, as well as interactions between such patterns (topological interactions) that resemble the interactions between fundamental particles.
 
Network automata of the sort I propose here may be useful for modeling the structure and dynamics of a wide range of systems from physical systems, to biological systems, to the growth and development of computer networks, to social networks, business networks, and other types of higher-order networks.
 
(By the way -- I would really like an open-source application -- in Java perhaps -- for generating and visualizing network automata rules such as those in this article. If you are a good programmer and would like to volunteer to make some software that can simulate the dynamics of the class of systems I propose here, please email me! I think this will be a very interesting avenue of exploration, and such a tool could be extremely useful.)

See the rest of this article for a detailed description of how to build a working network automaton....

Continue reading "How to Build a Network Automaton" »

March 30, 2004

Spatial and Audio Visualizations of Prime Number Distributions

I have been thinking a lot recently about the distribution of prime numbers -- in particular, I've been trying to figure out if there is a way to predict the sequence of gap sizes between primes. But anyway, in the course of that investigation I came across a really cool site about number spirals in which the author develops a set of formulas and insights from them based on a particular way of aligning numbers in spirals. It's a very interesting, visual, site that anyone who knows basic algebra can understand. I wonder if some of the properties of these spirals relate to physics -- particularly the orbits of planets or the positions of particles?

I also found this site which has several illustrations on it of various spatial visualizations of primes -- the one I found most interesting is the "Golbach Folding at Multiples of 30," a way to make the primes line up (with one minor catch!).

This is another interesting site that provides music generated by prime number sequences that sounds suspiciously like free-jazz.

As long as we're on the subject -- I just found this obscure research paper that shows the prime numbers at work in nature -- they find that predator-prey interactions obey patterns that tend to favor prime numbers. Interesting. This adds to my hunch that the primes play an important role in nature -- and that they may be fundamental to understanding the patterns at work in chaotic dynamical systems.

March 29, 2004

Finding Primes Using Cellular Automata

It just occurred to me that distribution of primes looks VERY much like the output of a cellular automaton rule. This makes me wonder whether it might be possible to use a cellular automaton to generate prime numbers. If we can find the rule that generates the prime numbers, perhaps this rule has other important properties. Just a hunch. In any event, it would help to explain the distribution of primes. Below I discuss some approaches to doing exhaustive searches for CA rules that generate the primes.

Continue reading "Finding Primes Using Cellular Automata" »

March 24, 2004

Brainwave Helmet Controls Video Game

Wow. This is a very cool new project -- controlling video games with a braincap.

January 07, 2004

Virtual Currency Exchange Between Gameworlds Goes Live

A new online exchange for trading virtual cash between different online virtual gaming worlds goes online. This is cool -- trading virtual currencies that have no meaning in the physical world but can buy things in virtual worlds. And of course, this is already convertible to cash because people resell virtual stuff for cash on eBay. Fascinating development. Is this a sign of economic changes to come. Is currency going virtual?

September 30, 2003

All About Machinima: Shooting Movies in Virtual Reality

Couldn't sleep. Woke up at around 4 AM. Channel surfing, I end up at a show about Machinima -- a new form of moviemaking. Here is what Wordspy says about Machinima. It's really cool stuff. Basically the idea is to use game engines such as Quake etc. for a purpose they were never designed for -- to create and produce recorded or even live dramas. Quake and other game engines allow you to create your own worlds and characters, so why not use them to make entirely virtual movies? Now there is even an Academy of Machinima Arts and Sciences that sponsors a Machinima film festival. Interesting new trend...the future of film?

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Nova's Trip to Edge of Space

  • Stepsedgestratosphere
    In 1999 I flew to the edge of space with the Russian air force, with Space Adventures. I made it to an altitude of just under 100,000 feet and flew at Mach 3 in a Mig-25 piloted by one of Russia's best test-pilots. These pics were taken by Space Adventures from similar flights to mine. I didn't take digital stills -- I got the whole flight on digital video, which was featured on the Discovery Channel.

Nova & Friends, Training For Space...

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    In 1999 I was invited to Russia as a guest of the Russian Space Agency to participate in zero-gravity training on an Ilyushin-76 parabolic flight training aircraft. It was really fun!!!! Among other people on that adventure were Peter Diamandis (founder of the X-Prize and Zero-G Corporation), Bijal Trivedi (a good friend of mine, science journalist), and "Lord British" (creator of the Ultima games). Here are some pictures from that trip...

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