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Google launches Wallet option for kids

Mashable

Look Up Say More Versus Creator Hub Switch Off Mashable's Best: E-readers, robovacs, laptops, earbuds, smart home and more Trending Now Safety Net In My Bag VidCon with Mashable Back to School Furtastic All Series Weekly allowances just got a little easier. Chase joined Mashable's Social Good team in 2020, covering online stories about digital activism, climate justice, accessibility, and media representation. Parents can set spending limits and lock down wallets as needed. Google Wallet users can now manage money for their kids, with a new expansion that lets parents set up balances and monitor purchases for supervised accounts. The tool allows account managers to transfer funds, set up purchase notifications, and set daily spending limits for minor tap-to-pay Wallet accounts connected to their profiles.


Crumple.News : The Oregon Trail: Simple Game with a Big Impact

#artificialintelligence

In 1971, three student teachers at Carleton College in Minnesota created a computer game to teach their students about the westward expansion. Don Rawitsch, Bill Heinemann, and Paul Dillenberger programmed the game in BASIC language on an HP 2100 minicomputer with only 32 kilobytes of memory. The game was designed to simulate the experience of a family traveling from Missouri to Oregon in 1848 and teach students about the challenges faced by pioneers on the Oregon Trail. The game became popular in classrooms across the United States and eventually was published by MECC (Minnesota Educational Computing Consortium) in 1985. Over the years, "The Oregon Trail" has undergone numerous updates and re-releases for various platforms. The original version of the game was text-based, and players had to use the arrow keys to navigate their wagon.


Council Post: 16 Things Pop Culture Gets Wrong About Artificial Intelligence

#artificialintelligence

Tech experts are sold on the benefits of leveraging artificial intelligence to help humans handle cumbersome and sometimes complex tasks in applications ranging from business to healthcare to education and entertainment--and beyond. And while they're optimistic about the future capabilities of artificial intelligence, their projections pale in comparison to the sentient robots and super technologies often depicted on TV and movie screens and predicted in science fiction. In truth, AI is a far more practical tool than a glamorous one--and whether we know it or not, most of us use it or are impacted by it every day. Conversely, there are also many things AI is credited with that it can't do (at least, not yet). Below, 16 members of Forbes Technology Council discuss some of the things popular culture and the public at large often get wrong about AI and what the truth of the matter actually is.


Vatican meeting explores challenge of artificial intelligence - Vatican News

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The symposium on Artificial Intelligence โ€“ or AI โ€“ organized by the Pontifical Council for Culture, in cooperation with the German Embassy to the Holy See, will open in Rome on Thursday. The theme for the gathering is, "The Challenge of Artificial Intelligence for Human Society and the Idea of the Human Person". The aim of the meeting is to promote a better awareness of the profound cultural impact AI is likely to have on human society. The symposium will feature six experts from the fields of neuroscience, philosophy, Catholic theology, human rights law, ethics and electrical engineering. Experts from the Allen Institute for Brain Science, Goethe University, Boston College, and Google will discuss questions regarding AI and whether it can reproduce consciousness, AI and philosophical challenges, and AI and religion, and what it would mean in relation to Catholic doctrine.


Ready Player Two is a warning about artificial intelligence. An AI could write a better book

#artificialintelligence

There's a long-running line of children's books where you provide the kid's details โ€“ name, age, favourite hobbies โ€“ and they all get mail-merged into the narrative, making the youngster the central character in their own story and providing the illusion of personalisation at a low cost. Ready Player Two, the sequel to the hugely popular Ready Player One, offers a similar experience. Like its predecessor, it's a tedious slog through arcane pop culture references โ€“ The Silmarillion, the music of Prince, the movies of John Hughes โ€“ sprinkled in so lazily that you could replace them with your own favourites, or swap them right out and be left with a much shorter, and probably better book. The action picks up immediately after the events of Ready Player One, which is set in the near-future, in a world where vast swathes of the population spend most of their day living inside a virtual reality simulation called the OASIS, to escape from the poverty, crime and general awfulness of life on Earth. The protagonist, Wade Watts, is a nerdy teenager living in the'stacks' outside Oklahoma City โ€“ a shanty-town comprised of literal stacks of trailers and RVs โ€“ who devotes all of his time to an in-OASIS treasure hunt devised by billionaire James Halliday, the late co-creator of the simulation, as a Willy Wonka-esque means to find an heir to his fortune.


AI in Popular Culture: How Much Do You Remember?

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The appeal of thinking machines, particularly those that seem human, is understandable. If we could create an intelligent being, it might relieve our loneliness, protect us from our enemies, cure our illnesses, comfort our griefs. Then again, it might just as easily turn on us, destroy us, and take over the world. Books, movies and other cultural representations of AI are shot through with this tension: Will the being we create be our savior or our crucifier? But the actual title was, "Frankenstein, orโ€ฆ" Or what?


AI in Popular Culture: How Much Do You Remember?

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Artificial intelligence has been a feature of popular culture since long before the term was coined in 1955. It makes an appearance in "The Iliad" of โ€ฆ


The Matrix Conspiracy updates (The Matrix Dictionary)

#artificialintelligence

With my concept of The Matrix Conspiracy I put myself in the risk of being accused of being a paranoid conspiracy theorist. This is not the case. I m just making aware of that there exists a conspiracy theory which is called The Matrix Conspiracy, and that this conspiracy in fact is a global spreading ideology. My critique is in that way ideology critique, or cultural critique. The concept of the Matrix comes from mathematics, but is more popular known from the movie the Matrix, which asks the question whether we might live in a computer simulation. In The Matrix though, there is also an evil demon, or evil demons, namely the machines which keep the humans in tanks linked to black cable wires that stimulates the virtual reality of the Matrix. Doing this the machines can use the human bodies as batteries that supply the machines with energy. It is the fascination of the virtual reality that deceives the humans. The philosophy behind the movie comes from especially two philosophers: Rene Descartes and George Berkeley. Descartes was very dubious concerning how much we can trust our senses. Therefore he took up the question Is life a dream? However, his intention with this was in his Meditations to develop a confident cognition-argument. In his Meditations Descartes presents the problem approximately like this: I frequently dream during the night, and while I dream, I am convinced, that what I dream is real. But then it always happens, that I wake up and realize, that everything I dreamt was not real, but only an illusion. And then is it I think: is it possible, that what I now, while I am awake, believe is real, also is something, which only is being dreamt by me right now? If it is not the case, how shall I then determinate it? Precisely because Descartes not even in dreams can doubt, that 2 plus 3 is 5, he leaves the dream-argument in his Meditations and goes in tackle with the question, whether he could be cheated by an evil demon concerning all cognition, also the mathematics. This radical skepticism leads him forward to the cogito-argument: Cogito ergo Sum (I think, therefore I exist). But he didn t deny the existence of the external world. The external world he described in a way that resembles what would later be known as modern natural sciences. In the view of nature in natural science, nature is reduced to atomic particles, empty space, fields, electromagnetic waves and particles etc., etc. I have called this the instrumental view of nature. Berkeley is famous for the sentence Esse est percipi, which means that being, or reality, consists in being percepted (to be is to be experienced). The absurdity in Berkeley s assertion is swiftly seen: If a thing, or a human being for that matter, is not being perceived by the senses, then it does not exist. In accordance with Berkeley there therefore does not exist any sense-independent world. He ends in solipsism, the consequence that only I, and my perceptions, can be said to exist.


Should robots ever look like us?

#artificialintelligence

Humanoid robots are a familiar trope in popular culture, but is making machines look like us a little bit creepy and even potentially dangerous? Whether it is Isaac Asimov's robotics novels, 1980s movie character Johnny 5, Hollywood's Avengers: The Age of Ultron or Channel 4's sci-fi drama Humans, there has long been a fascination in popular culture with robots becoming sentient - beings that can experience feelings and human-like consciousness. But how realistic - and desirable - is the prospect of robots that become almost indistinguishable from humans? Dr Ben Goertzel, who developed the AI software for Sophia, a social humanoid robot made by Hong Kong-based Hanson Robotics, believes robots should look like humans to help "break down suspicions and reservations people might have" about interacting with them. "You will have humanoid robots because people like them," he tells the BBC.


Video Game Hall of Fame inducts 'Tomb Raider' and 'Final Fantasy VII'

Engadget

The Strong museum has announced this year's inductees to the World Video Game Hall of Fame -- Spacewar!, John Madden Football, Tomb Raider and Final Fantasy VII. They were selected from 12 finalists that also included Asteroids, Call of Duty, Dance Dance Revolution, Half-Life, King's Quest, Metroid, Minecraft and Ms. Pac-Man. "The four inductees span multiple decades, countries of origin, and gaming platforms, but all have significantly affected the video game industry, popular culture, and society in general," said The Strong museum in a statement. Tomb Raider and Final Fantasy VII were finalists last year. The four inductees will be featured in a permanent display at the museum.