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Earth 2050: memory chips for kids, telepathy for adults

An astonishing set of predictions for the next 30 years includes a major challenge to the privacy of our thoughts.

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By 2050, most kids may be fitted with the latest memory boosting implants, and adults will have replaced mobile devices with direct connectivity through brain implants, powered by thought.

These are some of the more dramatic forecasts in Earth 2050, an award-winning, interactive multimedia project that accumulates predictions about social and technological developments for the upcoming 30 years. The aim is to identify global challenges for humanity and possible ways of solving these challenges. The website was launched in 2017 to mark Kaspersky Lab’s 20th birthday. It comprises a rich variety of predictions and future scenarios, covering a wide range of topics.

Recently a number of new contributions have been added to the site. Among them Lord Martin Rees, the UK’s Astronomer Royal, Professor at Cambridge University and former President of the Royal Society; investor and entrepreneur Steven Hoffman, Peter Tatchell, human rights campaigner, along withDmitry Galov, security researcher and Alexey Malanov, malware analyst at Kaspersky Lab.

The new visions for 2050 consider, among other things:

  • The replacement of mobile devices with direct connectivity through brain implants, powered by thought – able to upload skills and knowledge in return – and the impact of this on individual consciousness and privacy of thought.
  • The ability to transform all life at the genetic level through gene editing.
  • The potential impact of mistakes made by advanced machine-learning systems/AI.
  • The demise of current political systems and the rise of ‘citizen governments’, where ordinary people are co-opted to approve legislation.
  • The end of the techno-industrial age as the world runs out of fossil fuels, leading to economic and environmental devastation.
  • The end of industrial-scale meat production, as most people become vegan and meat is cultured from biopsies taken from living, outdoor reared livestock.

The hypothetical prediction for 2050 from Dmitry Galov, security researcher at Kaspersky Lab is as follows: “By 2050, our knowledge of how the brain works, and our ability to enhance or repair it is so advanced that being able to remember everything and learn new things at an outrageous speed has become commonplace. Most kids are fitted with the latest memory boosting implants to support their learning and this makes education easier than it has ever been. 

“Brain damage as a result of head injury is easily repaired; memory loss is no longer a medical condition, and people suffering from mental illnesses, such as depression, are quickly cured.  The technologies that underpin this have existed in some form since the late 2010s. Memory implants are in fact a natural progression from the connected deep brain stimulation implants of 2018.

“But every technology has another side – a dark side. In 2050, the medical, social and economic impact of memory boosting implants are significant, but they are also vulnerable to exploitation and cyber-abuse. New threats that have appeared in the last decade include the mass manipulation of groups through implanted or erased memories of political events or conflicts, and even the creation of ‘human botnets’. 

“These botnets connect people’s brains into a network of agents controlled and operated by cybercriminals, without the knowledge of the victims themselves.  Repurposed cyberthreats from previous decades are targeting the memories of world leaders for cyber-espionage, as well as those of celebrities, ordinary people and businesses with the aim of memory theft, deletion of or ‘locking’ of memories (for example, in return for a ransom).  

“This landscape is only possible because, in the late 2010s when the technologies began to evolve, the potential future security vulnerabilities were not considered a priority, and the various players: healthcare, security, policy makers and more, didn’t come together to understand and address future risks.”

For more information and the full suite of inspirational and thought-provoking predictions, visit Earth 2050.

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Google announces its ‘Netflix for gaming’

The new gaming platform, Stadia, promises high-definition gaming on TVs, computers, and mobile devices, writes BRYAN TURNER.

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Google has announced that it has moved into the gaming space, and it focuses on two big aspects of gaming: streaming of games for gamers, which will allow gamers to game anywhere with a fast, low-latency Internet connection; and audiences that watch gamers in-game.

This is a big move in making gaming accessible to more gamers, as it reduces hardware costs, by utilising the benefits of low-latency cloud computing. This will be achieved by using a globally connected network of Google data centres. Gamers who stream games are most likely already using a high-speed, low-latency Internet connection, so access to the Stadia platform will be an added expense.

Through the Stadia platform, gamers will be able to access a large library of games at all times, with no installation time, on virtually any screen. Scaling of hardware like CPU, GPU, memory, and storage is also possible, as one would for cloud server resources.

Google will be leveraging its other platforms, like YouTube, with Stadia streaming. It claims that 200-million people are watching game-related content daily on YouTube. This allows, for example, Stadia players to jump in with other Stadia players – no downloads, no updates, no patches, and no installs.

For console players, Google has designed a custom controller.

The controller was designed to establish a direct connection from the Stadia controller to Google’s data centre through Wi-Fi for the best possible gaming performance. The controller also includes a button for instant capture, saving, and sharing gameplay in 4K resolution. It sports a Google Assistant button and built-in microphone, as many Google products do, for voice control. 

The device is expected to be released later this year, pending FCC approval.

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Nintendo announces Stranger Things 3 game

The Netflix Original show is set to launch a retro-style game on the Nintendo Switch.

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In collaboration with Netflix, developer BonusXP has created Stranger Things 3: The Game. It is the official companion game to Season 3 of the hit original series. The game and latest season are expected to launch on US Independence Day, the 4th of July, a date that will, of course, stick in American gamers’ memories.

This adventure game blends a distinctively retro 16-bit art style, reminiscent of games from the time when the series was set. It is claimed to have modern gameplay mechanics to deliver nostalgic fun with a fresh new twist. Players will be able to experience their favourite show through a mix of exploration, puzzles, and combat.

Just ad in the show, teamwork is at the heart of Stranger Things 3: The Game. Players can team up in a two-player local co-operative, or in single player mode alongside an AI partner. Players can choose to play as one of twelve characters from the show, each with different abilities and attributes. Together, they’ll play through familiar events from the series, while also uncovering never-before-seen Stranger Things secrets, ensuring a fun experience for those new to the world of Stranger Things as well as for those familiar with the series.

Key Features:

  • Experience the show in a new way, exploring the eerie world of Hawkins to uncover new mysteries beyond what’s seen in Season 3.
  • Jump right into the action of this pick-up-and-play adventure: gameplay mechanics that allow players from beginner to advanced skill levels to get in on the fun.
  • Take your game to a higher level by trying out different character combinations and collecting all the secrets the expansive world of Hawkins has to offer.
  • Team up with a friend, leveraging drop-in/drop-out local co-op to take on the mysterious monsters of Hawkins together. While playing solo, use a collection of “buddy commands” to control both characters and still experience all the fun.
  • Choose from 12 playable characters, each with their own unique talents and stats.

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