"The construction of computer programs that simulate aspects of social behaviour can contribute to the understanding of social processes."
– Nigel Gilbert. Computational Social Science: Agent-based social simulationCentre for Research on Social Simulation, University of Surrey. Guildford, UK. 6 November 2005; revised and updated 20 May 2007.
Two years ago, Google made an internal video that didn't stay internal for long. Recently acquired by The Verge, it tells the speculative story of how the technology giant might develop a universal model of human behavior by collecting as much data from people as possible. The video, titled "The Selfish Ledger," is a thought experiment that shows how a major institution like Google could make use of the complex data profile built up by each person as they buy, browse, and communicate online. Then in true form to tech monoliths' disregard for data privacy, the video suggests the following: What if the ledger could be given a volition or purpose, rather than simply acting as a historical reference? What if we focused on creating a richer ledger by introducing more sources of information?
We are on the verge of another revolution in health care: deeply personalized medicine. It's the next computerized step in tailoring medical treatments and medical drugs to your specific body, your very unique anatomy, the specific ways your body works and doesn't, and your path to live your life and keep healthy. But we may soon run into problems of ethics and personal privacy that could make the recent furor over Facebook and data mining look small by comparison. Personalized health and wellness comes from the intersection of improved body-worn sensors, data science, computational physiology, individually customized health assistance and -- if necessary -- highly targeted medical treatment, all coming together at once. As a computer scientist with an interest in complex biological systems -- such as the human body -- I have been working for some time toward this future alongside medical researchers, physicians, and health practitioners.
A new algorithm in artificial intelligence enables a 3D model of a person to be created in just a few seconds after videoing their features. Artificial intelligence is used during video games and virtual reality to create 3D objects of people and objects. But typically it requires special equipment when filming in order to transfer the video of someone into a 3D figure. New video software is able to take the footage and transfer it into the model in seconds from just one angle. A minute-and-a-half long video shows how the algorithm is able to transform the images of men and women into a 3D character after they turn around themselves, Science Magazine reported.
Transporting yourself into a video game, body and all, just got easier. Artificial intelligence has been used to create 3D models of people's bodies for virtual reality avatars, surveillance, visualizing fashion, or movies. But it typically requires special camera equipment to detect depth or to view someone from multiple angles. A new algorithm creates 3D models using standard video footage from one angle. The system has three stages.
If the environment is included in the simulation, this will require additional computing power -- how much depends on the scope and granularity of the simulation. Simulating the entire universe down to the quantum level is obviously infeasible, unless radically new physics is discovered. But in order to get a realistic simulation of human experience, much less is needed -- only whatever is required to ensure that the simulated humans, interacting in normal human ways with their simulated environment, don--t notice any irregularities. The microscopic structure of the inside of the Earth can be safely omitted. Distant astronomical objects can have highly compressed representations: verisimilitude need extend to the narrow band of properties that we can observe from our planet or solar system spacecraft.
Stay tuned for additional content in this series. So you want to build a cognitive application, but you want it to be great. You want it to be useful, exciting, and inspiring -- in essence, to create a truly cognitive experience. You might be wondering what is a cognitive experience? Should the application I'm designing be cognitive?
Should Artificial Intelligence strive to model and understand human cognitive and perceptual systems? Should it operate at a more abstract mathematical level of characterizing possible intelligent action, independent of human performance? Or, should it focus on building working programs that exhibit increasingly expert behavior, irrespective of theoretical or psychological conccrlls? These questions lie at the heart of most current, debate on whether AI is a science, an art, or a new branch of engineering In fact, some researchers believe it is all three and consequently build systems that perform some interesting task, arguing for the "theoretical significance" and "psychological validity" of the approach. In fact, it assumes the cognitive psychology paradigm as central and suggests that AI research would benefit from closer adherence to the data and methods of psychological research We welcome contributions in support of other research methodologies in AI, as well as discussions com-Rcscarch for this paper was conducted at the LJniversity of Chicago Center for Cognitive Science under a grant.
Telltale's original Walking Dead game was special, blending a gut-wrenching storyline with interesting, believable characters. Five years and two seasons later (four if you count 400 Days and Michonne) the adventure has started to show its age. So for The Walking Dead Collection -- a new bundle that launches on December 5th -- the developer has given everything a visual upgrade. To explain the changes, Telltale has released a video comparing the two versions during a pivotal scene -- Lee and Clementine's first meeting.