News inhibits thinking. Thinking requires concentration. Concentration requires uninterrupted time. News pieces are specifically engineered to interrupt you. They are like viruses that steal attention for their own purposes. News makes us shallow thinkers. But it’s worse than that. News severely affects memory. There are two types of memory. Long-range memory’s capacity is nearly infinite, but working memory is limited to a certain amount of slippery data. The path from short-term to long-term memory is a choke-point in the brain, but anything you want to understand must pass through it. If this passageway is disrupted, nothing gets through. Because news disrupts concentration, it weakens comprehension. Online news has an even worse impact. In a 2001 study two scholars in Canada showed that comprehension declines as the number of hyperlinks in a document increases. Why? Because whenever a link appears, your brain has to at least make the choice not to click, which in itself is distracting. News is an intentional interruption system.

No. ›

Google Instant (& Auto-Complete) is like someone annoying standing over your shoulder and talking while you’re trying to think.

Did you mean this?
Or this? How about this?
Or this too?

No, Google. Shut up.

Speaking of*pushing the boundaries of what games can achieve“…

Don’t skip over this video. Not so much for the technology, even, as the storytelling in just this short segment. I hope it becomes something interesting.

*(see also: BioShock: Infinite).

They look like Pollocks…

But actually, these are two simulations of a whole cortical column, and 1000 pyramidal cells (a type of neuron) during a network simulation (blue cells are silent, red cells are firing), respectively, left—›right.

via EPFL, at Henry Markram’s Human Brain Project.

Kurtzweil AI:

a number of scientists have expressed serious reservations about Markram’s project.

Some say we don’t know enough about the brain to simulate it on a supercomputer. And even if we did, these critics ask, what would be the value of building such a complicated “virtual brain”? Some researchers say it is premature to invest money in a simulation while important principles of brain function remain to be discovered.

Haim Sompolinsky, a neuroscientist at the Hebrew University of Jerusalem, said: “The rhetoric is that in a decade they will be able to reverse-engineer the human brain in computers. This is fantasy. Nothing will come close to it in a decade.”

But those who say “it’s fantasy” and “never” have consistently been proven wrong. Although I agree with Sompolinsky, I do hope he will be, as well.

Meanwhile, despite all this, Itskov and the 2045 project

Kurtzweil AI:

“Amazingly realistic digital screen characters are finally here”

[I beg to differ.]

Meet Zoe: a digital talking head. She can express a range of human emotions on demand with “unprecedented realism” and could herald a new era of human-computer interaction …

Zoe, or her offspring, could be used as a visible version of Siri, as a personal assistant in smartphones, or to replace mobile phone texting with “face messaging” in which you “face-message” friends.

[What? Why?]

The lifelike face can display emotions such as happiness, anger, and fear, and changes its voice to suit any feeling the user wants it to simulate.

Dear, sweet Jesus. Watch the video. Not because it’s “unprecedentedly realistic” but because it’s actually really frightening. The part where she recites “Don’t forget mum’s birthday!” in an angry tone… *shudder*

Oh well. WIP, I suppose.

P.S.
According to Kurtzeil’s Law of Accelerating Returns, it may be possible to see such avatars mature in just two years. Once can only hope.

Something greater?

jocreativearts:

olena:

I used to be an artist…

and now? Paint something? Why? That’s the whole thing about art. There’s no reason. Except when you feel the reason with all your being, and have to do it.

But now, I’d rather practice Trig.

Life has funny ways of fucking with you.

I enjoy your art.

Now you might be trolling a little with your statements, but there’s no more reason to do art than there is to do trigonometry. They are different forms of expression. Perhaps you find greater value in trigonometry right now, but that doesn’t mean there’s no value in art. 

It sounds like you prefer the medium of math/scientific expression now. If true, I’m a little bummed because I am not in an environment that lets me spend the necessary time to explore and engage with your scientific variety of exploration, and because I enjoy your visual art.

I hope you don’t really feel like you “used” to be an artist, and that you’ve given up entirely on creating the visual variety of art. Surely the meditative/explorative process of art is excuse/value enough, “reason” enough, to paint? 

The life bit sounds about right to me : )

Anyways… you’re work is always interesting, enlightening, and enjoyable. Keep on keepin’ on. 

Hello!

Thank you! Your response is funny. Especially that it seems like I’m trolling. Oh, I often do… :D But not now. (And the following response got a little too long, sorry. It’s also not totally directed at you; just general, if anybody feels like reading.)

You never know how something will be taken when you write it, although you can do your best with tone and so on. It wasn’t intended to sound negative or even depressing. Especially the part about art being pointless. I mean that in the most sincere, “factual”, dry way — that’s what makes Art: its “uselessness”.

Art is not design, it’s not commercial, it’s not utilitarian. It must be free. That’s what separates “fine” art from “low brow”, easily-marketable stuff like Pop Surrealism, illustration, and vinyl toys. (Not that any of these are bad, but they are not necessarily, always Capital-A-Art.) At least, ideally. We all know the reality of the art world is different, and it’s a total commodity. A sham even, depending on the situation.

But as for art “vs” science:

I always created art because that’s kind of all I knew. I felt that I had to do it; sometimes not only for myself, but also to perpetuate an image, and/or due to others’ encouragement. I felt bad if I “wasn’t inspired” and couldn’t make. And it wasn’t always so romantic: sometimes it was all about money. I’ll be damned if I didn’t recognize early on that I was good at something and didn’t want to offer quality work for naught.

But mostly, it’s not something I can ever part with. “Ideal Art” is one of the only things in this world (that I know of) that offers a true mode of exploration, past anything we can do in other fields. And science needs that.

This is always something I struggle to explain: the merge of art and science. It’s not about expression, it’s not about “art drawing inspiration from science”. (I really hate the idea and presumptuousness of the latter.) It is like living (hard) science fiction: taking what we know about the natural world and running with it, in a way that we cannot do in science/tech fields because they’re too focused on Products and Practicality. (Have you heard/seen the comments after a new discovery is made? “Oh but what can we DO with it? Can we SELL it?”) Art is wonderfully impractical, it doesn’t need to “work”, thus it offers avenues to test the ridiculous, the far-out, the futurist, the truly sci-fi.

But about science:
It has this connotation for people that it’s like any other subject that one learns in school and “you need it for jobs”. But it stemmed from the most vital questions we’ve ever had about life itself. When I talk about science, I mean Nature. It’s inescapable. To think one could continue through life without learning about that… I don’t understand. Call me undemocratic, but I really don’t think it’s up for debate. How can someone ignore everything that surrounds them, that makes up their very being? And yet we’re encouraged to only think about the world as we’ve made it: pants, phone, bank, celebrities, whatever. It can even be seen as negative: “nerdy”.

What I mean to say is, it’s not a hobby, nor a passing phase. It can’t be, and it can’t be forgotten: it’s too important. Even Art — despite a strong relationship with and propensity towards it — is something I can put down, because it’s not, literally, essential. It’s not basic. It figures highly in human history, but outside of us? Eh.

Anyway… “I ‘used’ to be an artist”. Well, I joke. Sort of. But it honestly feels that way sometimes. I don’t know what I’m doing. I don’t do it anymore, despite that being my strongest skill-set, so far. So what kind of thing is it to say “I’m an artist” if all I have to show for it is sketchbooks filled with math homework and hopes and dreams? Pretentious, or just silly?

^___^

fin.

I used to be an artist…

and now? Paint something? Why? That’s the whole thing about art. There’s no reason. Except when you feel the reason with all your being, and have to do it.

But now, I’d rather practice Trig.

Life has funny ways of fucking with you.

#art  #math  #science  #what  

wildcat2030:

Testosterone pumps up threats for tough guys

-

The higher a man’s testosterone level, the more macho he’s likely to act when his masculinity is threatened, a new study finds.

Robb Willer, an associate professor of sociology at Stanford University, has been studying masculinity since he was a graduate student, lending empirical data to the popular beliefs about emasculation.

In one of his first inquiries into the subject, back in 2005, he found that men whose masculinity is threatened express more masculine traits and behaviors. For example, Willer has found that threatened men show stronger support for war and greater interest in buying an SUV—attitudes and behaviors culturally associated with masculinity.

Willer’s new research, published in the American Journal of Sociology, follows up on that earlier study, finding that men higher in testosterone are more easily threatened, engaging in masculine overcompensation in response.

The paper includes four studies examining the theory of male overcompensation—that men react to the undermining of their masculine status with bold demonstrations of strength and masculinity. The most recent study investigates testosterone’s role.

War and homosexuality..


“Masculine overcompensation in men appears to be driven by men with moderate to high testosterone levels,” Willer says. “Their levels of support for war and homophobia practically doubled on the scale that we measured them on, where lower testosterone men were unaffected by threats.”

But what came first — the outlook or the chemistry?

2045... or not. ›

fivekeys:

olena:

Dmitry Itskov thinks we can have inhabitable avatars for our minds by 2045.

I’m not convinced.

I agree.

The philosopher David Chalmers argues that there is an “explanatory gap” between the physical and the mental. It is not clear how our best theories of how the physical universe operates (the standard model of quantum particle physics and general relativity) would generate subjective experience. Chalmers calls this “the hard problem of consciousness.”

All interesting stuff. More on Wikipedia of course…

http://en.wikipedia.org/wiki/David_Chalmers#Work

http://en.wikipedia.org/wiki/Hard_problem_of_consciousness

Things. And Stuff, too.

The re-evaluation of what constitutes “a thing”, or whether “things” as we think of them even exist. Certainly it’s easy to define objects in our macroscopic world — we can call a set of visible parameters “a person” or ” a planet”. But it seems that “things” are vastly more blurry, the smaller the reference scale — the closer you get to the basics of life’s constituents.

If “things” don’t quite hold up, then neither do some traditional ideas about them. Perhaps some of it is “slippery slope” reasoning, but for example: why should something have a static make-up (gender), how can anyone reasonably think that Mercury affects refrigerators or that cats affect luck, and if what we imagine to be “a person” is actually a tree of possibilities spread out over space-time, why do we think we’re able (at this time) to compress all that into a container?

That’s cool,

Tumblr, how should one write a post if it’s impossible to format correctly? The “i” to italicize button does nothing or emphasizes the wrong things, while opening up the HTML deletes some of the text. Same with “b” to bold, and possibly other functions.

*Or is it FireFox that’s the culprit… makes me want to convert to luddism.

*Also thanks for deleting half of my post, god knows why. Damn it.

Dmitry Itskov thinks we can have inhabitable avatars for our minds by 2045.

I’m not convinced. Our understanding of the brain is limited, and even what we think we know is constantly in flux.

Besides that, we have no idea what it is to be a brain without a body. Is it really possible to extract thoughts, emotions, personality, etc. — all of which are epiphenomena? Perhaps it’s possible to map something that mimics neuron activities (we don’t even have that figured out) but how will that thing fare without the rest of what those neurons are normally connected to (the body)?

There’s also the question of The Uncanny Valley. It’s not unreasonable to think that this can be solved by 2045, but personally I doubt I’m going to want to interact with an avatar in 2015. A robot is fine, but when there’s supposed to be a “human” inside and one should take whatever face it has seriously, that’s a different story.

http://acalc.tumblr.com/post/47930406476/olena-bioshock-infinite-finished-this-title ›

acalc:

olena:

BioShock: Infinite


Finished this title today. It was not what I expected — from the amazing previews, I’d gathered only that it’d be a fun Steampunk adventure. And it was that, in part…

But… well, if you’ve played BioShock games before (I hadn’t), you’re probably laughing at me now. I had no idea what I was getting myself into. Mostly, the level of darkness was totally unexpected, although not unwelcome. In the end, it was so much more AWESOME than anything I thought it’d be.

The criticism of video games put forth most often, by those hopeful that the genre can mature but not yet convinced it has, is that games (especially popular games) — partly because they are games, foremost — lack substance: a story with morals and difficult questions, something to think about after you’ve finished shooting everything in sight. BioShock: Infinite has exactly that.

Possibly because I don’t game that often, I’m not yet numb to the level of intensity that built up in this one. It reminds me of T.S. Elliot’s lines:

This is the way the world ends
This is the way the world ends

This is the way the world ends
Not with a bang but a whimper.

I’m sitting here with this feeling of mental overload. Similar to the kind felt after consuming more respected, traditional content: viewing a piercing art film, a heavy documentary, reading an enlightening-if-difficult book… or, thinking about quantum mechanics.

This last is an actual, primary theme in BS:I, alongside those of jarring racism, elitism, fundamentalism, bigotry, religious zealotry, violence and resulting questions of guilt and forgiveness, and forgive me if I’ve left any off the list but holy shit. Even this is a lot to take in over just a few hours, and I’ve never seen real issues like these addressed in a game (not including the indie realm), and this much in-your-face, loudly and apologetically, at that. It’s as if, for once, an account team somewhere didn’t care if a major company released something “politically incorrect” in a non-comedic, non-ironic way…

That’s too many ellipses already. I’m just shocked and impressed, let’s leave it at that.

Well said. :) Yours is an interesting perspective, and it got me thinking.

One of the main threads of game criticism is that games have always had trouble reconciling interactivity with narrative. For Bioshock Infinite, I think they could have gone a long way towards that goal by expanding the existing framework of Elizabeth’s tears as the main gameplay hook, as opposed to the safe and relatively average first-person shooting. It actually looked like they would feature more prominently in the early demo videos, but that particular reality never materialized.

There is also that element of relative experience at play. You said you don’t game often. As for me, I’ve played so many games for so long that it’s hard to not see—sense—them as a collection of mechanical systems sometimes. So the first-person shooting of BI, for instance, is really, really familiar and not that exciting to me. (The Halo series does this better for my tastes.) So it ends up being kind of a shame that it’s such a prominent part of an otherwise brilliant experience.

Anyway, I think you would appreciate playing the original Bioshock. It does some things better than Infinite, and vice-versa. As for Bioshock 2, that’s kind of a toss up. It’s what I would consider an obligatory sequel, but it has some interesting elements.

Thanks for this response!

I’d been thinking about the FPS element of it earlier; just got so caught up in writing the above that I forgot to address it altogether.

I agree with you, it’s actually very boring. I’ve played games that are solely about being FPS, like COD, wherein that style of play held up better.

But then, I realized that the dull shooting actually worked in this case: it allowed the story (and all the side-details) to be at the forefront of the experience. I’m not saying it would’ve been less interesting if the play-style was more intricate (haven’t seen the demos, sounds cool), just that maybe it’s not necessarily a bad thing.

I hate to admit this, but this is one of the only games I’ve gone through fairly — no cheats, walk-throughs, glitch exploits, etc. I played on Medium: don’t care to challenge myself when it comes to games, and frankly hate when shit chases after “me”, thus would rather have less of it. It was easy enough that I could get through the thing and pay more attention, again, to the story, rather than to game-play details like bosses or leveling up.

Anyway, just another perspective.

BioShock: Infinite


Finished this title today. It was not what I expected — from the amazing previews, I’d gathered only that it’d be a fun Steampunk adventure. And it was that, in part…

But… well, if you’ve played BioShock games before (I hadn’t), you’re probably laughing at me now. I had no idea what I was getting myself into. Mostly, the level of darkness was totally unexpected, although not unwelcome. In the end, it was so much more AWESOME than anything I thought it’d be.

The criticism of video games put forth most often, by those hopeful that the genre can mature but not yet convinced it has, is that games (especially popular games) — partly because they are games, foremost — lack substance: a story with morals and difficult questions, something to think about after you’ve finished shooting everything in sight. BioShock: Infinite has exactly that.

Possibly because I don’t game that often, I’m not yet numb to the level of intensity that built up in this one. It reminds me of T.S. Elliot’s lines:

This is the way the world ends
This is the way the world ends

This is the way the world ends
Not with a bang but a whimper.

I’m sitting here with this feeling of mental overload. Similar to the kind felt after consuming more respected, traditional content: viewing a piercing art film, a heavy documentary, reading an enlightening-if-difficult book… or, thinking about quantum mechanics.

This last is an actual, primary theme in BS:I, alongside those of jarring racism, elitism, fundamentalism, bigotry, religious zealotry, violence and resulting questions of guilt and forgiveness, and forgive me if I’ve left any off the list but holy shit. Even this is a lot to take in over just a few hours, and I’ve never seen real issues like these addressed in a game (not including the indie realm), and this much in-your-face, loudly and apologetically, at that. It’s as if, for once, an account team somewhere didn’t care if a major company released something “politically incorrect” in a non-comedic, non-ironic way…

That’s too many ellipses already. I’m just shocked and impressed, let’s leave it at that.

But the 8-hour workday is too profitable for big business, not because of the amount of work people get done in eight hours (the average office worker gets less than three hours of actual work done in 8 hours) but because it makes for such a purchase-happy public. Keeping free time scarce means people pay a lot more for convenience, gratification, and any other relief they can buy. It keeps them watching television, and its commercials. It keeps them unambitious outside of work.

We’ve been led into a culture that has been engineered to leave us tired, hungry for indulgence, willing to pay a lot for convenience and entertainment, and most importantly, vaguely dissatisfied with our lives so that we continue wanting things we don’t have. We buy so much because it always seems like something is still missing.