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OpenAI Adds Parental Safety Controls for Teen ChatGPT Users. Here's What to Expect
OpenAI Adds Parental Safety Controls for Teen ChatGPT Users. OpenAI's review process for teenage ChatGPT users who are flagged for suicidal ideation includes human moderators. Parents can expect an alert about alarming prompts within hours. Starting today, OpenAI is rolling out ChatGPT safety tools intended for parents to use with their teenagers. This worldwide update includes the ability for parents, as well as law enforcement, to receive notifications if a child--in this case, users between the ages of 13 and 18--engages in chatbot conversations about self harm or suicide.
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AI chatbot safety bills under threat as Newsom ponders restrictions tech groups say would hurt California
Things to Do in L.A. Tap to enable a layout that focuses on the article. A teenager demonstrates Character.AI, an artificial intelligence chatbot platform that allows users to chat with popular characters. This is read by an automated voice. Please report any issues or inconsistencies here . Gov. Gavin Newsom has until mid-October to decide whether to sign AI chatbot safety bills into law but faces opposition from tech companies.
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Baroque breakout hit Clair Obscur: Expedition 33 is unlike any game you've played before
Much has been made of the fact that the year's most recent breakout hit, an idiosyncratic role-playing game called Clair Obscur: Expedition 33, was made by a small team. It's a tempting narrative in this age of blockbuster mega-flops, live-service games and eye-watering budgets: scrappy team makes a lengthy, unusual and beautiful thing, sells it for 40, and everybody wins. The Guardian's journalism is independent. We will earn a commission if you buy something through an affiliate link. Sandfall Interactive, the game's French developer, comprises around 30 people, but as Rock Paper Shotgun points out, there are many more listed in the game's credits – from a Korean animation team to the outsourced quality assurance testers, and the localisation and performance staff who give the game and its story heft and emotional believability.
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Playing Kafka review – a well-intentioned but sanitised attempt at adapting the unadaptable
If Franz Kafka had lived to give notes on Playing Kafka, a new video game adaptation of his work, a big one might have been: where's the sex? What this interactive version of The Trial has in branching narrative, it lacks in sexuality: one can imagine the author-cum-playtester apoplectic at the absence of sadomasochism and lust. Overall, the choices made in this literal and lightly interactive adaptation seem calibrated to what is appropriate to leave running on a museum iPad. Simple binary choices and touchscreen controls set the bar to entry low, and there is no imagery to scandalise a visiting classroom. Playing Kafka, released just weeks before the centenary of Kafka's death, is a collaboration between the Goethe-Institut and the developer Charles Games (a studio, not a person).
'Miss AI' is billed as a leap forward but feels like a monumental step backwards Arwa Mahdawi
She doesn't actually exist, but, if things go my way, she's going to be the world's first "Miss AI". I recently created her image on a website that generates AI faces and then entered her into a beauty pageant. Now I am sitting back in anticipation of netting the 20,000 grand prize. What fresh hell is this, you ask? Well, I regret to inform you that AI beauty pageants are a thing now.
AI Is Becoming More Conversant. But Will It Get More Honest?
On a recent afternoon Jonas Thiel, a socioeconomics major at a college in northern Germany, spent more than an hour chatting online with some of the left-wing political philosophers he had been studying. These were not the actual philosophers but virtual recreations, brought to conversation, if not quite life, by sophisticated chatbots on a website called Character.AI. Mr. Thiel's favorite was a bot that imitated Karl Kautsky, a Czech-Austrian socialist who died before World War Two. When Mr. Thiel asked Kautsky's digital avatar to provide some advice for modern-day socialists struggling to rebuild the worker's movement in Germany, Kautsky-bot suggested that they launch a newspaper. "They can use it not only as a means of spreading socialist propaganda, which is in short supply in Germany for the time being, but also to organize working class people," the bot said. Kautsky-bot went on to argue that the working classes would eventually "come to their senses" and embrace a modern-day Marxist revolution.
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Venba, a video game about the emotional resonance of food
Food is much more than mere sustenance. Venba isn't so much a cooking game as it is a game about cooking – a narrative puzzle about restoring an old cookbook that made its way into the titular character's hands. Venba is a Tamil woman who left India for Canada with her husband to start over; they're already thinking about leaving when she gets the news of her pregnancy. The very first dish you make in the game, a savoury rice cake called idli, becomes a way for Venba to break the news to her husband, a clever way to show how food can be part of any memory. "Regardless of what's happening on any particular day, the kitchen is always busy in south Asian homes," says the lead designer, who goes by the name Abhi.
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A model that can create realistic animations of talking faces
In recent years, computer-generated animations of animals and humans have become increasingly detailed and realistic. Nonetheless, producing convincing animations of a character's face as it's talking remains a key challenge, as it typically entails the successful combination of a series of different audio and video elements. A team of computer scientists at TCS Research in India has recently created a new model that can produce highly realistic talking face animations that integrate audio recordings with a character's head motions. This model, introduced in a paper presented at ICVGIP 2021, the twelfth Indian Conference on Computer Vision, Graphics and Image Processing, could be used to create more convincing virtual avatars, digital assistants, and animated movies. "For a pleasant viewing experience, the perception of realism is of utmost importance, and despite recent research advances, the generation of a realistic talking face remains a challenging research problem," Brojeshwar Bhowmick, one of the researchers who carried out the study, told TechXplore.
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Pedagogical Agent Research at CARTE
This article gives an overview of current research on animated pedagogical agents at the Center for Advanced Research in Technology for Education (CARTE) at the University of Southern California/Information Sciences Institute. Animated pedagogical agents, nicknamed guidebots, interact with learners to help keep learning activities on track. They combine the pedagogical expertise of intelligent tutoring systems with the interpersonal interaction capabilities of embodied conversational characters. They can support the acquisition of team skills as well as skills performed alone by individuals. At CARTE, we have been developing guidebots that help learners acquire a variety of problem-solving skills in virtual worlds, in multimedia environments, and on the web.
Lessons Learned from Virtual Humans
Over the past decade, we have been engaged in an extensive research effort to build virtual humans and applications that use them. Building a virtual human might be considered the quintessential AI problem, because it brings together many of the key features, such as autonomy, natural communication, and sophisticated reasoning and behavior, that distinguish AI systems. This article describes major virtual human systems we have built and important lessons we have learned along the way. Early on, we decided to focus on training human-oriented skills, such as leadership, negotiation, and cultural awareness. These skills are based on what is sometimes called tacit knowledge (Sternberg 2000), that is, knowledge that is not easily explicated or taught in a classroom setting but instead is best learned through experience.