Artificial General Intelligence in Second Life Virtual worlds are the golden path to achieving Artificial General Intelligence and positive Singularity, Dr Ben Goertzel’s, CEO of Novamente LLC and author of “The Hidden Pattern: A Patternist Philosophy of Mind” explained in his presentation “Artificial General Intelligence in Virtual Worlds” given at the Singularity Summit 2007 earlier this month. According to Goertzel, Singularity is no longer a far future idea. About a year ago Goertzel gave a talk “Ten Years to a Positive Singularity — If We Really, Really Try.” Whatever happened to Second Life? In the mid-2000s, Second Life was one of the most talked-about things in tech. Singer/songwriter Regina Spektor used the virtual world to conduct listening parties, while rapper Chamillionaire conducted virtual meet and greets. MTV sponsored in-world fashion shows, tech firms set up training centres and hip brands rushed to set up virtual storefronts; in the real world, Second Life was a business magazine cover star and the subject of breathless dozen-page spreads in tech titles.
Limits Summary The Second Life Viewer and simulators have a division of labor, keeping track of the data that makes Second Life run. The Viewer's job is to: Handle locations of objects. Virtual world language learning Virtual worlds are playing an increasingly important role in education, especially in language learning. By March 2007 it was estimated that over 200 universities or academic institutions were involved in Second Life (Cooke-Plagwitz, p. 548). Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in 2009 that "Language learning is the most common education-based activity in Second Life". Many mainstream language institutes and private language schools are now using 3D virtual environments to support language learning. History Virtual worlds date back to the adventure games and simulations of the 1970s, for example Colossal Cave Adventure, a text-only simulation in which the user communicated with the computer by typing commands at the keyboard. Three-dimensional virtual worlds such as Traveler and Active Worlds, both of which appeared in the 1990s, were the next important development.
Second Earth This version of the story contains additional content that was not published in the print edition of the magazine. This bonus content appears in special boxes found throughout the story. The print version of the story can be found here. A thunderhead towers at knee level, throwing tiny lightning bolts at my shoes. I’m standing–rather, my avatar is standing–astride a giant map [SLurl] of the continental United States, and southern Illinois, at my feet, is evidently getting a good April shower. The weather is nicer on the East Coast: I can see pillowy cumulus clouds floating over Boston and New York, a few virtual meters away. A Second Life success story: Nyla Cheeky « Second Arts I’m not sure why Nyla and I met each other – I think it was from our mutual love of SL sculpture (and, in particular, the works of SL sculpture legend Starax Statosky). She told me that she was a designer of high fashion womens wear from Vancouver, Canada, and she showed me a few of her outfits. It was pretty clear that she wasn’t selling the standard SL women’s clothing styles of grunge or princesswear. She had a style and flair all her own as is clear on her website, House of Nyla.
[VIEWER 2 TIP] Shared Media: Show YouTube on a FUL I'm a big fan of narrative arcs, and Shared Media has wrapped up some loose ends very neatly (with other ongoing threads, like privacy, continuing to be covered). I've been asked for YEARS: "How do I play YouTube in Second Life?" Before Shared Media, some very clever Residents devised ways to continually re-fetch the MP4 links that YouTube has made increasingly available for videos on its site. But these dynamic URLs could still be unreliable. Hot Potatoes The Hot Potatoes software suite includes five applications that can create exercises for the World Wide Web. The applications are JCloze, JCross, JMatch, JMix and JQuiz. There is also a sixth application called The Masher, that will compile all the Hot Potatoes exercises into one unit.
From Euro 2012 to Gangnam Style: what Britons Googled most this year Like the Oxford Dictionaries' word of the year (2012: omnishambles), Google's annual Zeitgeist list of the year's top UK internet search terms is becoming a handy barometer of what is on the nation's mind. In 2012 the top UK search terms included Whitney Houston, Kate Middleton, Gangnam Style and April Jones, the Welsh five-year-old who went missing in October. Zeitgeist measures the year's fastest-growing search terms, rather than the largest volume of searches. The top 10 overall list of trending terms features familiar online preoccupations – sport, celebrity, the royal family, viral videos, Apple product launches – along with others relating to big stories of 2012, including NatWest Online, which went down in July leaving customers with no access to their internet accounts and unable to use debit cards, and the disappearance of April Jones, who remains missing despite a massive search effort.
Self access language learning centers Self access language learning centers are educational facilities designed for student learning that is at least partially, if not fully self-directed. Students have access to resources ranging from photocopied exercises with answer keys to computer software for language learning. These centers are an outgrowth of a style of learning that can go by several names: learner-centered approach, learner autonomy or self-directed learning. Will digital addiction clinics be big in 2013? 6 January 2013Last updated at 20:06 ET Mobile and social media are the driving forces of the next wave of digital change. But these advances are reducing our attention spans and creating new dilemmas for the way we live and work, says Nic Newman. It used to be the case that British people had a reputation for buttoned-up restraint. Today we are some of the most active social networkers in the world - sharing our party pictures, our music playlists and our deepest secrets with hardly a moment's thought. More than 60% of online users actively maintain a Facebook profile, and social networking is our favourite activity online in terms of time spent.
Input hypothesis The input hypothesis, also known as the monitor model, is a group of five hypotheses of second-language acquisition developed by the linguist Stephen Krashen in the 1970s and 1980s. Krashen originally formulated the input hypothesis as just one of the five hypotheses, but over time the term has come to refer to the five hypotheses as a group. The hypotheses are the input hypothesis, the acquisition–learning hypothesis, the monitor hypothesis, the natural order hypothesis and the affective filter hypothesis. The input hypothesis was first published in 1977.
MOO A MOO (MUD, object-oriented) is a text-based online virtual reality system to which multiple users (players) are connected at the same time. The term MOO is used in two distinct, but related, senses. One is to refer to those programs descended from the original MOO server, and the other is to refer to any MUD that uses object-oriented techniques to organize its database of objects, particularly if it does so in a similar fashion to the original MOO or its derivatives. Imagine What You Can Do. Kaneva blurs the line between the offline and online world in a 3D virtual world where the virtual you is an extension of the real you. A truly unique online experience, Kaneva brings web profiles and entertainment to life. Join the free 3D virtual world full of real friends and good times An online Virtual World to Make Your Own In our online virtual world, you can invent your 3D avatar that’s as unique and stylish as you are.