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Education

NASA and Google To Back New "Singularity University" 294

Slatterz and Keith Kleiner were among several readers to send in word of Singularity University, announced at TED today by Ray Kurzweil. He and X Prize founder Peter Diamandis began talking about creating the school last year, after Diamandis read Kurzweil's 2005 book The Singularity is Near. NASA and Google are both supporting the project, NASA with space and Google with cash. The school aims to foster "disruptive innovation." As envisioned, Singularity U. will sponsor 3-day and 10-day courses for executives year-round, and its main offering will be a single 9-week course of study over the summer for 120 students, each of which will pay $25,000 for the privilege. Announced faculty so far includes Nobel Prize winning physicist George Smoot, NASA Ames chief scientist Stephanie Langhoff, Vint Cerf, and Will Wright, creator of the video games Spore and The Sims.
Windows

The Downsides of Software as Service 326

JustinBrock writes "Dvorak's article yesterday, entitled Don't Trust the Servers, argues that the danger of software as a service was highlighted when 'the WGA [Windows Genuine Advantage] server outage hit on Friday evening and was finally repaired on Saturday. It was down for 19 long hours.' The whole fiasco raises an interesting perspective on the software as a service 'fetish'. Dvorak highlights it hypothetically: What if the timeline were reversed, and we were moving from online apps to the desktop. Hear his prophecy of the marketing: 'You can image the advertising push. "Now control your own data!" "Faster processing power now." "Cheaper!" "Everything at your fingertips." "No need to worry about network outages." "Faster, cheaper, more reliable." On and on. I can almost hear the marketing types brag about how much better "shrink wrap" software is than the flaky online apps. The best line for the emergence of the desktop computer in a reverse timeline would be "It's about time!"'"
Games

Game Essentials - 20 Difficult Games 130

Last week, in a discussion of the essentials of game design by John Harris, Gamasutra posted a list of twenty really difficult games. It's interesting not only for the purposes of the article (examining the concept of challenge in game creation) but also simply as a personal scorecard for your own gaming career. My personal albatross: "8. Monkey Ball, a.k.a. Super Monkey Ball. Putting that monkey in the ball may have been a whimsical masterstroke, but don't let it fool you. This game is hard. Design lesson: If you're going to make a super hard game, make it fair. No one thinks Monkey Ball is unfair. There is no randomness. Everything that happens is a direct result of the player's actions, and there are no hidden portions of the level waiting to destroy the player. It's not like a boss enemy with secret attacks the player couldn't possibly survive the first time seeing it. It's not only possible to reach and finish Monkey Ball's Master levels, but it could be done on one's first try. Winning the lottery is more likely, but it's possible." How many have you mastered?

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In seeking the unattainable, simplicity only gets in the way. -- Epigrams in Programming, ACM SIGPLAN Sept. 1982

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