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Ray Kurzweil Responds To PZ Myers 238

On Tuesday we discussed a scathing critique of Ray Kurzweil's understanding of the brain written by PZ Myers. Reader Amara notes that Kurzweil has now responded on his blog. Quoting: "Myers, who apparently based his second-hand comments on erroneous press reports (he wasn't at my talk), [claims] that my thesis is that we will reverse-engineer the brain from the genome. This is not at all what I said in my presentation to the Singularity Summit. I explicitly said that our quest to understand the principles of operation of the brain is based on many types of studies — from detailed molecular studies of individual neurons, to scans of neural connection patterns, to studies of the function of neural clusters, and many other approaches. I did not present studying the genome as even part of the strategy for reverse-engineering the brain."
NASA

The Sun Unleashes Coronal Mass Ejection At Earth 220

astroengine writes "Yesterday morning, at 08:55 UT, NASA's Solar Dynamics Observatory detected a C3-class flare erupt inside a sunspot cluster. 100,000 kilometers away, deep within the solar atmosphere (the corona), an extended magnetic field filled with cool plasma forming a dark ribbon across the face of the sun (a feature known as a 'filament') erupted at the exact same time. It seems very likely that both eruptions were connected after a powerful shock wave produced by the flare destabilized the filament, causing the eruption. A second solar observatory, the Solar and Heliospheric Observatory, then spotted a huge coronal mass ejection blast into space, straight in the direction of Earth. Solar physicists have calculated that this magnetic bubble filled with energetic particles should hit Earth on August 3, so look out for some intense aurorae — a solar storm is coming."
Games

How Game Gimmicks Break Immersion 228

The Moving Pixels blog has brief discussion of how gimmicky game mechanics often break a player's sense of immersion, making it painfully obvious that he's simply jumping through carefully planned hoops set up by the developers. The author takes an example from Singularity, which has a weapon that can time-shift objects between a pristine, functional state and a broken, decayed state. Quoting: "The core issue with this time control device is that it's just not grand and sweeping enough. It doesn't feel like it's part of a world gone mad. Instead it's just a gameplay tool. You can only use it on certain things in certain places. You can 'un-decay' this chalkboard but not that desk. You can dissolve that piece of cover but not most of the walls in the game. The ultimate failure of such cheap tricks is that they make the game world less immersive rather than more compelling. The world gets divided into those few things that I can time shift, that different set of things I can levitate, and that majority of things that I can't interact with at all. ... I'm painfully aware that all that I'm really doing is pushing the right button at the right place and time. Sure, that's what many games are when you get down to it, but part of the artistry of game design comes from trying to hide this fact."

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