A Photo Student › Ways of Seeing - John Berger 1972 - 0 views
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Ways of Seeing is a 1972 BBC four-part television series of 30 minute films created chiefly by writer John Berger and producer Mike Dibb. Berger's scripts were adapted into a book of the same name. The series and book criticize traditional Western cultural aesthetics by raising questions about hidden ideologies in visual images. The series is partially a response to Kenneth Clark's Civilisation series, which represents a more traditionalist view of the Western artistic and cultural canon. The book Ways of Seeing was made by Berger and Dibb, along with Sven Blomberg, Chris Fox, and Richard Hollis. The book consists of seven numbered essays: four using words and images; and three essays using only images. The book has contributed to feminist readings of popular culture, through essays that focus particularly on depictions of women in advertisements and oil paintings. Ways of Seeing is considered to be a seminal text for current studies of visual culture and art history.
Video: Brain Computer Interface Works as Virtual Hands on a Virtual Keyboard - 0 views
Edward Morgan Forster: The Machine Stops (1909/BBC 1966) - 0 views
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The Network Society in a Science Fiction anno 1909/1966: In "The Machine Stops" werden Technologien wie das Fernsehen ("cinematophote"), Videokonferenzen und soziale Netze beschrieben, die erst Jahrzehnte später tatsächlich erfunden wurden. Forster hebt in der Geschichte den Wert unmittelbarer Erfahrungen hervor, die durch den fast ausschließlichen Umgang in virtuellen Gemeinschaften in Frage gestellt werden. Seine Zukunftsvision war ungewöhnlich weitsichtig. In der Geschichte werden viele Nuancen des Online-Lebens beschrieben - und das mehr als 60 Jahre vor den ersten Anfängen des Internet. Erzählt wird von einer Zeit, in der fast alle Menschen unter der Oberfläche der Erde leben. Jedes Individuum lebt isoliert in einer standardisierten "Zelle". Alle körperlichen und geistigen Bedürfnisse werden durch eine allmächtige, globale Maschine erfüllt. Reisen ist zwar erlaubt, aber unbeliebt und selten notwendig. Die gesamte Bevölkerung kommuniziert durch eine Art Instant-Messaging- und Videokonferenz-System, den sogenannten "speaking apparatus". Damit gehen sie ihrer einzigen Aktivität nach, dem Austausch von Wissen und Ideen aus zweiter Hand.
MachineDance Stepping IDO World Championship - 0 views
Gamers Rights Law » Death of an Avatar - 0 views
Super slow-motion camera can follow firing neurons - tech - 28 October 2009 - New Scien... - 0 views
Let the robots do the teaching - 0 views
Forum Mediologie » Editorial - 0 views
Real-Life Iron Man: A Robotic Suit That Magnifies Human Strength: Scientific American - 0 views
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CYBERDYNE was launched in June 2004 to commercialize the cybernetic work of a group of researchers headed by Yoshiyuki Sankai a professor of system and information engineering at Japan's University of Tsukuba. Its newest product: the Robot Suit Hybrid Assistive Limb (HAL) exoskeleton, which the company created to help train doctors and physical therapists, assist disabled people, allow laborers to carry heavier loads, and aid in emergency rescues. A prototype of the exoskeleton suit is designed for the small in stature, standing five feet, three inches (1.6 meters) tall. The suit weighs 50.7 pounds (23 kilograms) and is powered by a 100-volt AC battery (that lasts up to five hours, depending upon how much energy the suit exerts).
Telepolis mnews: Roboter, unsere Freunde und Begleiter - 0 views
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Ein von der EU mit 8 Millionen Euro gefördertes, vierjähriges Forschungsprojekt, an dem 10 europäische Universitäten, u.a. Psychologen von der Universität Bamberg, teilnehmen, soll die Beziehungen zwischen Menschen und Robotern untersuchen und neue Roboter mit emotionaler Intelligenz entwickeln, die als langfristige Begleitung von Menschen dienen können.
Japan's cyborg research enters the skull - 0 views
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Researchers at Osaka University are stepping up efforts to develop robotic body parts controlled by thought, by placing electrode sheets directly on the surface of the brain.
Virtual child passes mental milestone - 0 views
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A virtual child controlled by artificially intelligent software has passed a cognitive test regarded as a major milestone in human development. It could lead to smarter computer games able to predict human players' state of mind. Children typically master the "false belief test" at age 4 or 5. It tests their ability to realise that the beliefs of others can differ from their own, and from reality. The creators of the new character – which they called Eddie – say passing the test shows it can reason about the beliefs of others, using a rudimentary "theory of mind".
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John Laird, a researcher in computer games and Artificial Intelligence (AI) at the University of Michigan in Ann Arbor, is not overly impressed. "It's not that challenging to get an AI system to do theory of mind," he says.
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More impressive demonstration, says Laird, would be a character, initially unable to pass the test, that learned how to do so – just as humans do.
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