Marvin Minsky, computing pioneer, cognitive scientist, and a founding father of artificial intelligence known for his relentless ambition and forward thinking, died in late January of this year at age 88, leaving a legacy.
Minsky lived his life on the cutting edge of computer technology, trailblazing the path to discovery and embracing humor in his quest to elucidate the mysteries of the human brain in order to make better machines.
He worked alongside collaborators who were also revolutionizing their fields…
Eight-thousand, two-hundred feet above sea level on the northern slope of Mauna Loa in a place surrounded by the barren, lava-rock landscape of an abandoned quarry, six scientists are living in isolation for 365 days in a roughly 1,000 sq. ft. dome.
That’s tight quarters. That’s a year stuck in a space not much larger than a racquetball court.
The domed habitat is called HI-SEAS, the Hawai’I Space Exploration Analog and Simulation…
Ira Greenberg treats himself like a computer. His is the art + science of using coding as a paintbrush and exploring the iterative process of creation. Working generatively, Ira creates art using code and algorithms that are art themselves. The self-dubbed “coding evangelist” believes that coding is the creative mode of our time.
While he has two degrees in painting Greenberg decided he wanted to start working with software for art-making. But he found the shrink-wrapped variety wouldn’t do, and he decided to teach himself coding so he could work creatively at the level of math and algorithms. Now, he’s spent 25 years working to figure out the physical disconnect of the computational medium versus painting.
If you’re following VR, you’re probably hearing a lot about presence. But what is it?
The definition is elusive. Presence in virtual environments has been described, measured, and theorized in all kinds of ways. Whether they have dedicated decades of their lives to the subject or they are part of today’s new generation with a fresh take on VR, researchers are still struggling to come up with a unified conception of presence.
As a huge new wave of presence-inducing technologies hits the market this year, for the first time many people will experience presence and broken presence in virtual environments, so understanding what works and doesn’t is important.
In 1953, James D. Watson and Francis Crick discovered the double-helix structure of the DNA strand –a ribbon of genetic information that lives in each cell of a living organism. Later, in 1990, a group of organizations including the National Institutes of Health launched the Human Genome Project, a global collaborative effort to identify all the genes in the human DNA strand. At that time, the event was heralded as the largest investigative project in modern science, and it took 13 years and nearly $3 billion to yield a complete human genome.
The Human Genome Project completed in 2003 was followed by a variety of other DNA research projects conducted by various organizations. The widespread study of DNA ushered in a “genomic revolution” characterized by constant technological advances in the fields of genetics and molecular biology. Nearly a decade later, its momentum is still steady as hundreds of new biological tools amass stores of genomic data.