Japanese Virtual Reality arcade VR-Zone Shinjuku is hosting a Field VR multiplayer experience based on Ghost In The Shell:
As a rookie of the special force team created by Motoko Kusanagi, join in the fight against the terrorist organization.
Employ iconic, powerful technology from Ghost in the Shell such as optical camouflage, prosthetic body, cyberbrain, etc. Become fully immersed and experience futuristic warfare for yourself.
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Until now, only an elite handful of computer scientists were aware that the Great A.I. Uprising secretly occurred in the late 1970s, and that we have been living in some jive-ass virtual environment ever since. Any time you hear disco music, it’s really just a glitch in the operational matrix. Can you dig it?
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Installation by teamVOID uses industrial robots to perform life drawings alongside human artists:
‘Way to Artist’ has the purpose of rethinking the process of artistic creation through a comparison of robot and human actions. Drawing is assumed to be a creative activity that only humans are capable of. Nowadays, however, the emergence of artificial intelligence has some believing that artwork could be created by robots. In connection with this, the work involves drawings executed by a robot and a human, each with different drawing skills. In the process, it reconsiders the general meaning of the drawing activity.
Whilst this isn’t the first example of this type of setup, it isn’t clear whether the robots have any visual interpretation model, so this could be a metaphorical rather than technical presentation.
Link
Project from Universal Everything is a series of films exploring human-machine collaboration, here presenting performative dance with human and abstracted forms:
Hype Cycle is a series of futurist films exploring human-machine collaboration through performance and emerging technologies.
Machine Learning is the second set of films in the Hype Cycle series. It builds on the studio’s past experiments with motion studies, and asks: when will machines achieve human agility?
Set in a spacious, well-worn dance studio, a dancer teaches a series of robots how to move. As the robots’ abilities develop from shaky mimicry to composed mastery, a physical dialogue emerges between man and machine – mimicking, balancing, challenging, competing, outmanoeuvring.
Can the robot keep up with the dancer? At what point does the robot outperform the dancer? Would a robot ever perform just for pleasure? Does giving a machine a name give it a soul?
These human-machine interactions from Universal Everything are inspired by the Hype Cycle trend graphs produced by Gartner Research, a valiant attempt to predict future expectations and disillusionments as new technologies come to market.
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Channel your inner #WonderWoman and discover your coding powers! https://goo.gl/n0TMGq
“Making an AI machine play and be naturally curious is key”
- Mark Sagar, Academy Award-winning AI engineer on the future of AI in animation.
What’s next for AI? We spoke with 30 visionaries in AI to learn where they think the technology is heading.
See the full interview →
Coding project from Andrew Hart demonstrates how ARkit for iOS can apply Augmented Reality for geolocation guidance:
ARKit + CoreLocation pic.twitter.com/nTdKyGrBmv
— Andrew Hart (@AndrewProjDent)
July 17, 2017
ARKit + CoreLocation, part 2 pic.twitter.com/AyQiFyzlj3
— Andrew Hart (@AndrewProjDent)
July 21, 2017
Andrew has said that the source code for this project will be up on Github soon (possibly later next week)
Game developed by Glen Chiaccchieri where players lose life bar when opponent’s feet is hit with a laser from a pointer, and is a proof-of-concept implementation of the computing concept ‘Hypercard in the Room’:
In the video above two people are playing Laser Socks, a game I invented in an afternoon using a research programming system, common household items, and a couple lines of code.
Players try to point a laser pointer at their opponent’s socks while dodging their opponent’s laser. Whenever they score a hit, the health meter closest to their opponent’s play area fills up with blue light. Whoever gets their opponent’s meter to fill up first wins.
In August 2015, my research group (The Communications Design Group or CDG) had a game jam — an event where participants create games together over the course of a few days. The theme was to make hybrid physical/digital games using a prototype research system Bret Victor and Robert Ochshorn had made called Hypercard in the World. This system was like an operating system for an entire room — it connected cameras, projectors, computers, databases, and laser pointers throughout the lab to let people write programs that would magically add projected graphics and interactivity to physical objects. The point of the jam was to see what playful things you could make with this kind of system. We ended up making more than a dozen new and diverse games.
I made Laser Socks, a game about jumping around and shooting a laser pointer at an opponent’s feet. It was fun, ridiculous, and simple to make. In some ways, Laser Socks became one of the highlight demonstrations of what could be done if there was a medium of expression that integrated dynamic computational elements into the physical world.
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Say what you want about the animation, but they did add a lot of little cute details in the romances.