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Sunday, 17 June 2007 |
By Scott Kirsner
Growing up in Gardner in the 1980s, Michael Zarozinski used to stop by the bowling alley after school to play Pac-Man, Q*bert, and Donkey Kong. Once he'd fed a few hundred quarters into the machines, though, he started noticing a central limitation.
"As soon as you learned the pattern the computer characters moved in, the game was beatable," he says. "The experience didn't grow with you." More than two decades later, videogame developers are still hacking away at that same problem: how to create more intelligent, more realistic characters, whether they're foes to fight or allies who'll assist a player. And Zarozinski has joined their ranks, working for a Shrewsbury company called All inPlay as the company's "head geek."
"A lot of the most interesting work in artificial intelligence is being done by game developers," says Bruce Blumberg, senior scientist at Blue Fang Games in Waltham, and formerly a professor at MIT's Media Lab. "You have really bright kids who are dealing with problems they don't realize are insoluble. They're very motivated."
READ IT ALL HERE: http://www.boston.com/...
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Last Updated ( Sunday, 17 June 2007 )
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Saturday, 16 June 2007 |
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Sponsored by: 
By John Trimmer Ars has covered a wide range of studies regarding the potential link between gaming & behaviorial changes The complex and confused literature would seem to preclude any practical action on the current state of the data, but the American Medical Association has waded in with a summary of the research and a set of recommendations for action. Despite the potential for disaster, the AMA recommendations are a measured call for further research and parental involvement. READ IT ALL HERE: http://arstechnica.com/news.ars/post...
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Last Updated ( Saturday, 16 June 2007 )
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Written by Enniv Zarf
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Thursday, 14 June 2007 |
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Sponsored by: Paul Bennun, director of strategy for multimedia production company Somethin Else has kicked off an experiment to live online for a whole week.
The Liquid Living project is being conducted on behalf of BBC Radio 3 for a documentary on how online and virtual relationships differ, to be broadcast later this year. READ IT ALL HERE: http://www.nma.co.uk/Articles/33724...
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Written by Enniv Zarf
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Thursday, 14 June 2007 |
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Sponsored by: For the first time, Second Life users will feature in an important musical event. Those who will have sent applications by 18 June will have the possibility to join the stage and perform their original songs or, alternatively, songs chosen by Festa della Musica on 21, 22 and 23 June, starting at 9pm (Italian time zone).
READ IT ALL HERE: http://www.artxworld.com/recensioni_arte.aspx...
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Written by Enniv Zarf
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Thursday, 14 June 2007 |
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Sponsored by: By Edward Douglas
It's been twelve years since Die Hard with a Vengeance, the third installment in the "Die Hard" adventures of New York Police Detective John McClane, still the most famous and popular character that Bruce Willis has played. Willis has made literally dozens of movies since then but the world of technology has changed a lot as well, and one of the more recent developments in internet communication is Second Life, a 3D virtual environment where people can meet, chat, interact and in this case, hold a global press conference where people from all over the world can ask questions of Bruce Willis himself.
READ IT ALL HERE:
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