Adrian David Cheok, speaker on New Scientist panel on “We can cure heartbreak – but should we?” Join LIVE on YouTube 14 Feb at noon ET/5 pm GMT
Larry Young, Emory University
Julie Carpenter, University of Washington
Brian Earp, University of Oxford
Adrian David Cheok, City University London.
Joined by moderator, Flora Graham, who is based in the New Scientist headquarters in London
Join public Hangout discussion live:
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Event: Ethics in the Digital World – A Closer Look at Clouds, Big Data and the Internet of Things
Date: Tuesday, February 18, 2014
Time: Registration and welcome drink 15.00, seminar 15:30 – 17:00, mingle until 19:00
Venue: L’Atelier, 28 rue Franklin, 1000 Brussels
Please RSVP to email@example.com. Seats are limited.
The emergence of the cloud services, big data and the internet of things could be one of the greatest boons to humankind in history, enabling a paradigm-shift in quality of life. The bad news is that there could be a downside. The development has profound implications for us in terms of surveillance, privacy and consumer rights.
In the midst of the complex and often exciting technical changes that are being developed to help the human condition, we should ensure that humanity itself is not left out of the equation. Netopia invites to an afternoon of discussion, report presentation and mingle.
26 November 2013
Event time: 6:00 – 7:20pm
Drinks reception: 7:20pm – 8:00pm
Daiwa Foundation Japan House, 13/14 Cornwall Terrace, Outer Circle, London NW1 4QP
Organised by The Daiwa Anglo-Japanese FoundationBooking Form
The era of hyperconnected internet allows for new embodied interaction between humans, animals and computers, leading to new forms of social and physical expression. The technologies being developed will in the future augment or mix the real world together with the virtual world. Humans will be able to experience new types of communication environments using all of the senses, where we can see virtual objects in the real environment, virtually touch someone from a distance away, and smell and taste virtual food. Our physical world will be augmented with sensors connected to the internet, buildings and physical spaces, cars, clothes and even our bodies. During the seminar, we will discuss some different research prototype systems for interactive communication, culture, and play. This merging of computing with the physical world may lead to us developing personal feelings for computers, machines and robots, which we will discuss in the second part of the seminar. In the second part, we will be inviting the audience to join us in an exploration of the limits of artificial intelligence. What will it mean for society when artificial intelligence researchers succeed in creating sophisticated artificial personalities, artificial emotions and artificial consciousness? When robots are also endowed with the ability to recognize what we say and what we mean, will they be able to carry on interesting, amusing, intelligent and friendly, even loving conversations with us? How will humans react to this new breed of “person” that can say “I love you” and mean it? These are some of the questions that will touch on the possibility of love, sex and marriage with robots.
Keynote speech at VS-Games 2013
September 11-13, 2013. Bournemouth University, UK.
Keynote Title: Multisensory Feeling Communication in the Hyperconnected Era
Abstract: This talk outlines new facilities that are arising in the hyperconnected internet era within human media spaces. This allows new embodied interaction between humans, species, and computation both socially and physically, with the aim of novel interactive communication and entertainment. Humans can develop new types of communication environments using all the senses, including touch, taste, and smell, which can increase support for multi-person multi-modal interaction and remote presence. In this talk, we present an alternative ubiquitous computing environment and space based on an integrated design of real and virtual worlds. We discuss some different research prototype systems for interactive communication, culture, and play.