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#31 status - Ghost

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Posted 21 November 2016 - 06:03 PM

A modern game developer is on a mission to slaughter innocent intelligent processes wherever possible.
 
A game AI developer tries as hard as he can (usually at the bidding of a project manager) to minimize intelligence. One reason is that intelligent processes are massive processing-power hogs. Thus, like an obese overeater the systems must forcibly give away every other meal to accommodate an average person’s desktop PC — and those machines don’t have much elbow-room to replicate the massive crimson jelly residing in the heads of animals. Human or other.
 
And then there are graphics, another obese overeater, who also need a place at the table. And because games are governed by the laws of commerce, Game AI must leave at least five chicken wings more than it ate itself for its obese, graphics rendering sibling. Beautiful games get a lot of coverage and attention, and developing graphics is a question of engineering. In a business plan it’s therefore rational to emphasize graphics. Both in terms of predicting the amount of effort required to implement it and the potential payoff.
 
Game AI is just one of many different subfields of AI and is governed heavily by the laws of commerce, entertainment value and modern desktop computing resources. While it may seem it must intersect with other subfields, the truth is that its a somewhat isolated field with its own sets of tricks and tools. (Mostly tricks.)
 
At times, games may also feel like they are the only commercial products successfully employing AI. But this is largely because of too high consumer expectations to AI in other products, and the consequent fact that companies don’t like mentioning that their product uses, what is by definition, artificial intelligence.
 
And finally, a difference between apparent intelligence and actual intelligence is that the latter figures out solutions to problems, while the former doesn’t care about what happens under the hood as long as an observer thinks it’s intelligent. A lot of the times—that doesn’t involve intelligence at all.
 
 
 
 

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#32 Feathers

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Posted 21 November 2016 - 08:15 PM

 

This Sex Game Could Help Oculus Sell Virtual Reality in Japan
 
When Facebook spent $2 billion to acquire Palmer Luckey’s Oculus VR company in 2014, virtual reality sex games probably weren’t a top priority. But just as the porn industry has embraced Oculus Rift and virtual reality across Google Cardboard, Samsung Gear VR, and Valve/HTC Vive, now so has the adult video game industry.
 
 
Don't think for a minute that Facebook, Google, and the rest don't have a heavy stake in the adult industries. It HAS always been a high priority. Even in denial. The profits are too hard to ignore.

 

 

Sex Games?

 

http://forum.chicken...of-pornography/

 

:popcorn:


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#33 Digger

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Posted 29 November 2016 - 01:29 PM

 

It's turning us into telly tubbies hooked into a matrix that sucks the very soul of humanity. 
 
 
GMZRdJU.gif

 

 

:Laughing-rolf:  :Laughing-rolf:  :Laughing-rolf:


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#34 status - BFM

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Posted 29 November 2016 - 02:42 PM

Did this kid fry his brain on video games? You be the judge....

 

Boy, 11, leads police on wild chase on Hwy 400 after game of Grand Theft Auto
 
The boy had been playing the Grand Theft Auto video game at home and "wanted to see what it was like to drive a car."
 
"Here we have an influence of a video game making kids try things without their parents' knowledge or consent," 
 
 

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#35 status - Guest

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Posted 29 November 2016 - 07:12 PM

That's valuable to learn too. I'm thinking the media doesn't live up to its best standards to truly educate the public. Not scare them or show them facts chosen to push propaganda scripts forward. People need to know about the effects of the hyper realistic nature all media influences and how it affects an individuals emotional level. That constant hyper flow of clicks and twists on the controller gives the illusion of control. 

 

:bumpsmall:

 

That just doesn't apply to video games either.


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#36 status - Videodome

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Posted 05 January 2017 - 01:22 PM

How Video Games Satisfy Basic Human Needs
 
In a 2012 study, titled “The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be,” a team of five psychologists more closely examined the way in which players experiment with “type” in video games. They found that video games that allowed players to play out their “ideal selves” (embodying roles that allow them to be, for example, braver, fairer, more generous, or more glorious) were not only the most intrinsically rewarding, but also had the greatest influence on our emotions. “Humans are drawn to video and computer games because such games provide players with access to ideal aspects of themselves,” the authors concluded. Video games are at their most alluring, in other words, when they allow a person to close the distance between how they are, and how they wish to be.
 
“It’s the very reason that people play online RPGs,” Bartle said. “In this world we are subject to all kinds of pressures to behave in a certain way and think a certain way and interact a certain way. In video games, those pressures aren’t there.” In video games, we are free to be who we really are—or at least find out who we really are if we don’t already know. “Self-actualization is there at the top of Maslow’s Hierarchy of Needs, and it’s what many games deliver,” Bartle added. “That’s all people ever truly want: to be.”
 
For these researchers, incredibly, enjoyment is not the primary reason why we play video games. Enjoyment is not the primary motivation—“it is rather,” they wrote, “the result of satisfaction of basic needs.” Video game worlds provide us with places where we can act with impunity within the game’s reality. And yet, freed of meaningful consequence, law abiders continue to abide the law. The competitive continue to compete. The lonely seek community. Wherever we go, there we will be.
 

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