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AI-based index that can predict the risk of falls for those over 65 years old – IT in Canada Online

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The second leading cause of accidental injury and death around the world each year is being experienced by 30 per cent of people over the age of 65. Movendo Technology, in partnership with Galliera Hospital in Genoa, Italy has finished a 2-year clinical trial with 150 elderly participants which has resulted in the creation of the Silver Index. This index is an objective measure that predicts the risk of falls in the elderly and suggests specific exercises and protocols to minimize these identified risks. The foundation of this 20-minute evaluation is a proprietary AI-based algorithm which combines the robotic measurements of hunova, a programmable robotic medical device for both objective, functional evaluation and therapy. Through the evaluation of 130 parameters in a routine of seven exercises, the index can predict the risks with 95 per cent accuracy and fifteen per cent improvement for traditional evaluation measures.


AI-Based Finance is the Future We Should All be Prepared For

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However, this overview of saying how great the technology is isn't enough to feel the overall scale of the new trend, therefore we need to look at the part of the financial sector that AI manages to overhaul and turn into a thing of the future.


Company offering AI-based consultancy launched

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Muscat: The very first consultancy service that makes use of artificial intelligence (AI) was launched in Oman on Tuesday. The company, Impact Integrated, was inaugurated by Oman LNG Foundation CEO, Sheikh Khalid Al Massan. Impact Integrated founder and managing director (MD), Khalid Alhraithi claimed that it was a first of its kind venture in Middle East and North Africa (Mena). He said that the firm was an innovation radar that helps nurture said innovations. He added that name of the device they use for the purpose is Salalah 10 X.



Postmortem: MKULTRA, An Experimental AI-Based Game

AAAI Conferences

Games are inherently situated within the cultures of their players. Players bring a wide range of knowledge and expectations to a game, and the more the game suggests connections to that culture, the stronger those expectations are and/or the more problematic they can be. MKULTRA is an experimental, AI-heavy game that ran afoul of those issues. It’s interesting to hear a talk about or to see demonstrated by the author, but frustrating for players who do not already understand its internals in some detail. In this paper, I will give a postmortem of the game, in the rough style of industry postmortems from venues such as Gamasutra or GDC. I will discuss the goals and design of the game, what went right, what went wrong, and what I should have done instead. In my discussions of the game’s problems, I’ll focus on the ways in which it frustrated the players’ cultural expectations, and what we can learn from them for the design of future games.