Virtual Worlds Make AI Apps 'Smarter'
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An artificial intelligence company next month will unveil plans for a program that will help its AI software "learn" by interacting with humans in virtual worlds.
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Daphne Koller is pushing the limits of building computer programs that learn efficiently and reason intelligently. Third in a series profiling this year's MacArthur 'genius award' winners. By Kari Lynn Dean.
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New voice recognition program, shown at Macworld Expo, borrows technology from Dragon Naturally Speaking.
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A new report advises companies to prepare strategies that take into account their goals and projected costs before foraying into virtual worlds.
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London's Science Museum shows off technologies that may one day make computer games more fun to play.
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TradersÂ quest for a competitive edge has lead some of them to look at the outer frontier of trader: computer programs that use artificial intelligence.
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Dryad's new user interface aims to make it easier for novices to create realistic objects for virtual worlds.
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Children have always enjoyed make-believe. Now, some new Web sites are letting them live out their fantasies in virtual worlds using self-designed avatars.
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From MIT's hallowed halls to tiny digital art academies in San Francisco, innovative new programs are changing the way game designers learn their craft. By Chris Kohler.
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BBC Radio 4's Click On programme explores how virtual worlds are helping people overcome real-world fears.
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Forget Second Life. The real virtual world gold rush centers on the grammar-school set.
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A report says the search giant is testing a virtual world at Arizona State University.
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While human chess masters now have silicon overlords, players of Go -- an ancient Chinese game of territory -- are still far ahead of the programmers. The computers are catching up, though, thanks to some tricky innovations. Brendan Borrell talks with computer scientist RÃ©mi Coulom.
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A number cruncher wants to use the cost of in-world oral gratification to compare virtual worlds' economies. In Game|Life.
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Many companies are already dabbling in one or more virtual worlds or closely observing them.
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Teen-friendly virtual world books musicians for in-world appearances.
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Researchers in England and Switzerland use video cameras and virtual-reality goggles to make subjects observe "themself" from elsewhere in the room. They learn: "The brain can trick itself."