FILMMAKER
The Magazine of Independent Film

FILMMAKER BLOG Blog RSS Feed

Tuesday, June 07, 2005
HERE ARE THE LAWS OF PHYSICS. GO FOR IT. 

According to the promotional material for Robots: From Science Fiction to Technological Revolution, "The 1980s were the PC years, [and] the 1990s the Internet years, [but] the first decade of 2000 will belong to the robot."

"When people think about the future, they envision a world of robots. Robots intrigue, amaze, worry and disconcert. Now on the cusp of the 21st century, they are poised to saturate every aspect of our culture, from medicine, science and industry to artworks, toys, and household appliances.

Robots by Daniel Ichbiah (Harry N. Abrams, June 2005, $37.50) is the first visual survey to focus on this increasingly important, always newsworthy scientific development and its effects on society.

"Covering automatons, androids and all maner of artificial intelligence, both fictional and real, this massive, comprehensive volume describes the robot's fascinating history and speculates on its probable future. Interviews with scientists, surgeons, manufacturers, science fiction writers, artists, toy creators, and a host of other experts bring tremendous insight to the subject, and the copious illustrations provide visual examples of robots in every environment. As entertaining as it is informative, this one-of a kind book is an indispensable guide to approaching the Robot Age."

As Will Wright, creator the video games Sims and Sims City writes in his Foreward to Robots, " The primary challenge facing robotics today is that of situational awareness. We can build capable hardware that can perform useful tasks under human control. But the hard part in automating that control is giving computers the same level of awareness that the human has... We need to give our robots the ability to build better models of the real world.

"Ironically, though, as we build robots that are, in some sense, models of ourselves, we begin to glimpse that one of the fundamental skills that we must learn is to give them the ability to build models of their own."

On a related note, Seth Schiesel writing in the New York Times reports that gaming's future, as exemplified by the interactive drama "Facade" (pictured right), lies in the creation of "virtual characters powered by artificial intelligence techniques, which allow [characters] to change their emotional state in fairly complicated ways in response to the conversation being typed in by the human player."

..." 'For a long time, games have been judged largely on their graphics,' " echoes Lane Davis, one of the organizers of the first Artificial Intelligence and Interactive Digital Entertainment conference, and chief executive of Mad Doc Software. ... 'The graphics hardware is...getting powerful enough that basically everything looks good now. So what is starting to differentiate games is what is happening inside the characters, how the opponents behave and make plans, how comprehensively and realistically the worlds respond to what the players want to do.' "

..."As put by Chris Crawford, a legendary game designer of the 1980's who now focuses on interactive storytelling technology: 'As a game designer you are an absolute god. One kind of god says, "O.K., now this leaf will fall a little bit here, and then this wind will blow a bit over there." The other kind of god says, "Here are the laws of physics. Go for it." ' "
.


Bookmark and Share
# posted by Steve Gallagher @ 6/07/2005 01:44:00 PM
Comments (1)

 
Hello,

I'm the writer of the book. Me too, I was impressed by the foreword of Will Wright !

Glad youb enjoy the book

Take care,

Daniel Ichbiah
# posted by Anonymous Ichbiah Daniel @ 7/03/2005 5:00 PM  


This page is powered by Blogger. Isn't yours?



FALL 2009

Fall 2009 Cover

RECENT POSTS

LUNCH HOUR SPACE OPERA
CHIP SHOTS, PART TWO
AUGMENTED REALITY
CHIP SHOTS
THE BROKEN WINDOW THEORY PART TWO
THE BROKEN WINDOW THEORY
JUNE 13 -- ANOTHER DAY ON EARTH
SWAP MARKET
DUAL PHOTOGRAPHY
JULY IN JUNE


ARCHIVES

Current Posts
January 2004
February 2004
March 2004
April 2004
May 2004
June 2004
July 2004
August 2004
September 2004
October 2004
November 2004
December 2004
January 2005
February 2005
March 2005
April 2005
May 2005
June 2005
July 2005
August 2005
September 2005
October 2005
November 2005
December 2005
January 2006
February 2006
March 2006
April 2006
May 2006
June 2006
July 2006
August 2006
September 2006
October 2006
November 2006
December 2006
January 2007
February 2007
March 2007
April 2007
May 2007
June 2007
July 2007
August 2007
September 2007
October 2007
November 2007
December 2007
January 2008
February 2008
March 2008
April 2008
May 2008
June 2008
July 2008
August 2008
September 2008
October 2008
November 2008
December 2008
January 2009
February 2009
March 2009
April 2009
May 2009
June 2009
July 2009
August 2009
September 2009


blog | back issues | buy print subscription | buy digital subscription | subscription FAQ | advertise | contact
© 2009 Filmmaker Magazine