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Brain's language center has multiple roles

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A century and a half ago, French physician Pierre Paul Broca found that patients with damage to part of the brain's frontal lobe were unable to speak more than a few words. Later dubbed Broca's area, this region is believed to be critical for speech production and some aspects of language comprehension. However, in recent years neuroscientists have observed activity in Broca's area when people perform cognitive tasks that have nothing to do with language, such as solving math problems or holding information in working memory. Those findings have stimulated debate over whether Broca's area is specific to language or plays a more general role in cognition. A new study from MIT may help resolve this longstanding question.


Alan Kotok, 64, created joystick

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Computer pioneer Alan Kotok, an MIT alumnus who helped create both the first video game and the gaming joystick, died of a heart attack in his home in Cambridge, Mass., on Friday, May 26. A native of Philadelphia, he was 64. Kotok (S.B. 1962) entered MIT at age 16 and became swiftly involved in developing chess-playing computer programs, designing new systems for MIT's Tech Model Railroad and, with a group of friends, coming up with their original video game, Spacewar. Tim Berners-Lee, founder and director of the World Wide Web Consortium (W3C), which is housed in MIT's Computer Science and Artificial Intelligence Laboratory, described Kotok as "one of the early wise men of computer science." The unflappable Kotok was "not only technically adept well beyond the norm, but also possessed a childlike delight in all things ingenious or intriguing. Wit, wisdom and sheer human warmth defined him, yet he commanded total respect. He would humbly take on anything which simply needed doing," Berners-Lee said.


Joseph Weizenbaum, professor emeritus of computer science, 85

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Joseph Weizenbaum, a professor emeritus of computer science at MIT who grew skeptical of artificial intelligence after creating a program that made many users feel like they were speaking with an empathic psychologist, died March 5 in Berlin. Weizenbaum, who was Jewish, fled Nazi Germany with his parents and arrived in the United States in the mid-1930s. At the beginning of his career with computers, in the early 1950s, he worked on analog computers; later, he helped design and build a digital computer at Wayne University in Detroit. In 1955, Weizenbaum became a member of the General Electric team that designed and built the first computer system dedicated to banking operations. Among his early technical contributions were the list processing system SLIP and the natural language understanding program ELIZA, which was an important development in artificial intelligence and cemented his role in the folklore of computer science research.



Marvin Minsky's Home Page

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Marvin Minsky has made many contributions to AI, cognitive psychology, mathematics, computational linguistics, robotics, and optics. In recent years he has worked chiefly on imparting to machines the human capacity for commonsense reasoning. His conception of human intellectual structure and function is presented in two books: The Emotion Machine and The Society of Mind (which is also the title of the course he teaches at MIT). He received the BA and PhD in mathematics at Harvard (1950) and Princeton (1954). In 1951 he built the SNARC, the first neural network simulator.


USC - Viterbi School of Engineering - Programming Commander Data, Coding the Borg

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Milind Tambe and class co-designer Emma Bowring, with some exercise materiels "Science fiction is the spice," says Tambe. Students in a new class offered by the USC Viterbi School of Engineering will be writing computer code for Isaac Asimov's disobedient robot Speedy, and for the sinister many-bodied Star Trek menace, the Borg. Milind Tambe, an associate professor of computer science, will be using science fiction as problem sets in a class on artificial intelligence for undergraduate programmers beginning in the fall, 2006 semester. "Computer science is catching up with the ideas in these stories," says Tambe. "We are using science fiction as the spice for the main dish of teaching an important new area of our discipline." While a number of universities use science fiction to introduce concepts in physics and other fields, Tambe believes his course is the first of its kind in computer science.


Westworld raises uncomfortable questions about A.I., VR, and video games

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Techies and gamers should pay attention to HBO's Westworld, which debuts on Sunday as a major TV show that delves into human artificial intelligence. The sci-fi series explores the morality of creating human-like artificial intelligent beings, how we should treat them, and what the difference is between humans and machines. In a press briefing, I talked with the creators of the show, and during that conversation, video games, virtual reality, and real-world technology came up a lot. The show is a remake of Michael Crichton's sci-fi film of 1973, where rich guests can take a vacation in the almost-real theme park of Westworld, which is full of androids who are instructed not to harm the human guests. The human guests can do anything they want, with no consequences, according to the corporation that runs the technological paradise.


Ubiquity: An Interview with Stuart Russell

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Stuart Russell is a leading researcher in the field of artificial intelligence. He is a Professor of Computer Science at the University of California at Berkeley, Associate Editor of the Journal of the ACM, and author of "Artificial Intelligence: A Modern Approach" (Prentice Hall, 1995, 2003), the leading textbook in the field. His research interests include machine learning, limited rationality, real-time decision-making, intelligent agent architectures, autonomous vehicles, search, game-playing, reasoning under uncertainty, and commonsense knowledge representation. UBIQUITY: The original grand vision of artificial intelligence (AI) in the 1950s and '60s seemed to dissipate into many small, disparate projects. Should this fragmentation be written off as an inevitable Humpty-Dumpty problem or is it possible to bring the fragments back together into a single field? RUSSELL: I think we can put it back together in the sense of being able to join the pieces.


Ubiquity: An Interview with John Markoff

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UBIQUITY: Congratulations on "What the Dormouse Said" it's a fascinating book. MARKOFF: Well, I guess I'd call it a revisionist history. It about things that happened around Stanford University between roughly 1960 and 1975, and is a kind of pre-history of personal computing and the personal computer industry. What I was trying to do was to get at some of the culture through which the technology was developed. MARKOFF: Because technology never happens in a vacuum. The book was an effort to try to pin down how personal computing first emerged around the Stanford campus at two laboratories in the 1960's: one was run by John McCarthy, and was called the Stanford Artificial Intelligence Laboratory; and the other was run by Doug Engelbart and known as the Augmentation Research Center or the Augmented Human Intellect Research Center.


The poker machine

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The World Series of Poker in Las Vegas in 2000 attracted a record 500 players. Over four days, contestants were gradually eliminated until just two men were left to face off in poker's flagship game, Texas Hold'Em. The more experienced player was a living legend named T.J. Cloutier, a 62-year-old Texan road gambler who was regarded by many as the best in the world. His opponent was a 37-year-old computer scientist from California named Chris Ferguson who had only been playing World Series games since 1996, never finishing higher than fourth place. Ferguson might have been a relative newcomer, but he was hard to miss. He had earned the nickname "Jesus" because he hid his face behind a long beard and hair that cascaded over his shoulders, buttressed by wraparound mirror shades and a big cowboy hat. Ferguson never spoke during a game, determined not to show any sign of human emotion; he didn't pay much attention to other players' nervous tics either, preferring to draw all his information from the cards. In Las Vegas that week he had destroyed the field and came to the table with 10 times as many chips as his opponent. More…Cloutier, a former football pro with huge shoulders, paws that dwarfed his cards, and a dominant presence at the table, had seen it all before.