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Artificial consciousness - Wikipedia. Artificial consciousness[1] (AC), also known as machine consciousness (MC) or synthetic consciousness (Gamez 2008; Reggia 2013), is a field related to artificial intelligence and cognitive robotics.

Artificial consciousness - Wikipedia

The aim of the theory of artificial consciousness is to "define that which would have to be synthesized were consciousness to be found in an engineered artifact" (Aleksander 1995). Neuroscience hypothesizes that consciousness is generated by the interoperation of various parts of the brain, called the neural correlates of consciousness or NCC, though there are challenges to that perspective. Proponents of AC believe it is possible to construct systems (e.g., computer systems) that can emulate this NCC interoperation.[2] Artificial consciousness concepts are also pondered in the philosophy of artificial intelligence through questions about mind, consciousness, and mental states.[3] Philosophical views[edit] Plausibility debate[edit] Computational Foundation argument[edit] Ethics[edit] 61.

Bloodbath of B-R5RB - Wikipedia. The Bloodbath of B-R5RB or the Battle of B-R5RB was a massive-scale virtual battle fought in the MMORPG space game Eve Online, and was possibly the largest player versus player battle in history.

Bloodbath of B-R5RB - Wikipedia

Pitting the Clusterfuck Coalition and Russian alliances (CFC/Rus) against N3 and Pandemic Legion (N3/PL), the 21-hour-long conflict involved over 7,548 player characters overall and a maximum of 2,670 players in the B-R5RB system at one time. The in-game cost of the losses totalled over 11 trillion InterStellar Kredit (ISK), an estimated theoretical real-world value of $300,000 to $330,000 USD. This theoretical value is derived from PLEX, an item purchasable with real currency that can be redeemed either for subscription time or traded for in-game currency. To commemorate the sheer size and cost of the battle, the game's creators, CCP Games, erected a permanent monument in the system B-R5RB named "The Titanomachy", consisting of non-salvageable capital ship wrecks.

The incredible journey to build EVE Online's first Death Star. Few corporations in EVE Online will ever have a reputation like Hard Knocks Inc.

The incredible journey to build EVE Online's first Death Star

More than just a group of elite soldiers, they routinely infiltrate alliances, blow up their most prized assets, and steal everything that isn't bolted down—and that's just on a Monday. Their ranks are made of brigands, thieves, scammers, and all the other refuse that slowly filters out of the more upstanding corporations of EVE. But instead of falling into chaos, Hard Knocks have become a weaponized nightmare. If EVE Online is a sandbox, these are the players who like kicking down all the sandcastles. And now they've just finished building the biggest sandcastle the galaxy of New Eden has ever seen. Last month, EVE Online released its latest update, Citadel, introducing indomitable new structures that pilots could build to better defend their space.

Welcome to Fort Knocks Meet the Keepstar citadel (above), the first of its kind anywhere in New Eden. The road to citadels The arrangement was simple.


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Related Army Wallpaper High Resolution #g1s9 DISCLAIMER : All pictures posted in this site are believed found in the "public domain". If you sure that any of pictures posted in this site belongs to you and do not want it to be displayed on our site, please contact us and we will take action immediately, we will either remove the pictures soon. Naval Air Station Keflavik. Naval Air Station Keflavik (NASKEF) is a former U.S.

Naval Air Station Keflavik

Navy base at Keflavík International Airport, Iceland. It is located on the Reykjanes peninsula on the south-west portion of the island. Built during World War II by the United States Army as part of its mission to maintain the occupation of Iceland and secure northern Atlantic air routes, it served to ferry personnel, equipment, and supplies to Europe. Designing Better Levels Through Human Survival Instincts. [In this article, Westwood College faculty member and trained architect Christopher Totten explores how human psychology is understood by architects, how that can apply to level design, and explores games that use these techniques effectively.]

Designing Better Levels Through Human Survival Instincts

What is the difference between a good game level and a bad game level? According to American writer and philosopher Robert M. Pirsig, "quality" is indefinable, yet we have intuitive knowledge of its existence. If something is good, and therefore of high "quality", we invariably know it -- whether or not we can give a textbook definition of what makes it good. Therefore with our game levels, as with anything in design: if the level is good, gamers will know. The mysterious definitions of "quality" and "fun" are something that stump many a designer: how can a game designer determine whether their level is good?

The most amazing and inspiring vision of the future I've ever seen.