• How to use tasks and reminders inside ChatGPT
    www.popsci.com
    Weve seen numerous new features added to ChatGPT in recent months, including updated models, web search capabilities, and the ability to remember what you say to itand the latest software upgrade added to the AI bot by OpenAI makes it more useful as a general-purpose digital assistant.Beginning in beta form, and available initially to paying subscribersthe feature will reach everyone eventually, OpenAI saysChatGPT Tasks lets you request the AI chatbot perform actions regularly on an automated schedule, or remind you about something in the future. Heres everything you need to know about it.How the ChatGPT Tasks feature worksYou can set up notifications for your tasks. Screenshot: OpenAI In this early beta, you can create scheduled tasks that enable ChatGPT to run automated prompts and proactively reach out to you on a scheduled basis, explains OpenAI. Tasks are available on the web, in the mobile apps, and in the macOS desktop app; OpenAI says the feature will make it to the Windows desktop app soon.You could use Tasks to, for example, get an AI-powered news briefing every afternoon or be reminded of an upcoming birthday. Tasks sync across devices through your ChatGPT account, and will run whether or not youre online and using ChatGPT at the designated time.Whenever a task is completed, youll get a notification from ChatGPTso you may need to tweak some of the notification settings on your devices or your web browser to make sure you dont miss anything (or to silence the alerts, if you dont want to be notified every time ChatGPT does something).ChatGPT wont take over your phone or your laptop to tell you it has done something or to display a reminderall the scheduling is done inside the ChatGPT apps, so theyll need to be open or have permission to send notifications when theyre not open.You can essentially schedule anything ChatGPT can do in a conversation, whether thats creating cat images or checking flight prices. Your tasks appear alongside your regular conversations, and can be shared, archived, and deleted in the same way (via the three dots next to them on the desktop, and with a long press on mobile).How to use ChatGPT TasksIn the desktop and web apps, click the model picker in the top left corner to choose ChatGPT-4o with scheduled tasks, then start chatting. If youre using the ChatGPT app on mobile, tap the model picker at the top of the conversation panel to find the same option. The first time you use the Tasks feature inside ChatGPT, you may see some suggestions to get you started.ChatGPT understands natural language just fine, so you dont need to pick dates and times from a menu. Just say something like tell me a funny joke every Thursday at 3 p.m. and ChatGPT Tasks will oblige. Anything from basic reminders to more creative prompts will workso you could get alerts about birthdays or a recap of the weeks tech news.When you create a task, youll see a confirmation on screen, so you know ChatGPT has understood you. If youre using the web or desktop apps, click the three dots next to the task to Edit it or Pause it; if youre on mobile, you can only pause the task. Tasks can be paused and resumed as needed.The Edit window gives you some more control over your task, letting you modify the instructions and set up recurring tasks and reminders. If youre using the ChatGPT web interface, you can click your profile picture (top right), then Tasks to see an overview of the tasks youve got scheduledand you can make changes and delete tasks from here too.One final setting only available on ChatGPT for the web is for notifications: Click your profile picture (top right) and then Settings and Notifications, where you can choose whether tasks trigger push notifications, emails, both, or neither. Email notifications can be a handy way of getting confirmation that tasks are running without the constant interruption of push notifications.
    0 Commentarios ·0 Acciones ·55 Views
  • Ancient Europeans ate the brains of their dead enemies 18,000 years ago, researchers discover
    www.livescience.com
    A study of skeletons from a cave in Poland has revealed widespread evidence of cut marks and fractures suggestive of cannibalism.
    0 Commentarios ·0 Acciones ·52 Views
  • When a 2-second animation takes you 2 weeks to create....
    v.redd.it
    submitted by /u/DansStopMotion [link] [comments]
    0 Commentarios ·0 Acciones ·54 Views
  • x.com
    Roland "STRiFE" Balogh released his Valve's Source-inspired level scripting tool for Unreal Engine 5 in beta, allowing you to connect actor logic through an input/output-style system.Try Actor I/O here: https://80.lv/articles/source-engine-inspired-level-scripting-tool-for-unreal-engine-5-released-in-beta/
    0 Commentarios ·0 Acciones ·62 Views
  • x.com
    Guillermo Moreno Alfaro revealed a gameplay teaser for Project The Witch a dark fantasy game full of mystery and challenges.Enjoy the horror and exploration: https://80.lv/articles/first-glimpse-of-guillermo-moreno-alfaro-s-dark-action-puzzle-game/
    0 Commentarios ·0 Acciones ·66 Views
  • Weirdest Simulator Games On Steam
    gamerant.com
    Simulator games, by their very nature, a weird. They often simulate mundane parts of life or busy work, like power washing a backyard. Or they help players experience something that would otherwise be impossible for them like flying through the Grand Canyon in Microsoft Flight Simulator.
    0 Commentarios ·0 Acciones ·19 Views
  • How Do Collections Work in Dark and Darker Mobile?
    gamerant.com
    Dark and Darker Mobile brings the hardcore dungeon-crawling experience to mobile devices, combining intense PvPvE combat with high-risk, high-reward exploration. Unlike traditional battle royale games, where everyone fights until only one remains, this game focuses on survival and extraction, tasking players with venturing into dangerous dungeons, looting valuable gear, and making it out alive before the darkness consumes everything.
    0 Commentarios ·0 Acciones ·20 Views
  • 0 Commentarios ·0 Acciones ·16 Views
  • We need to change our definition of interactivity
    www.polygon.com
    Can watching video feel more intimate or more engaging than playing a game? In this interview excerpt, Sam Barlow and Justin McElroy explore what makes players and viewers feel like they are making their mark on media.This interview was done in September 2024 as part of the release of our documentary The Great Game: The Making of Spycraft, about one of the most ambitious FMV games of the 90s. Watch the full interview above.Justin McElroy: Early on, a lot of FMV was undone by people who made video games wanting to make movies instead. I think there was a legitimacy they were going for there. I think what you did with Her Story, it sounds like you got to by thinking about mechanics first, and then video was the right fit for that, rather than, We have this ability to put video in something. How can we layer video game mechanics on top of it? which is very much what you see with Sewer Shark. But it sounds like part of the secret sauce with a lot of your games is this lack of changing what you are interacting with. The freedom to just let it be something that you are exploring with very limited progression.Sam Barlow: I think at some point it is terrifying because youre like, Wait a minute, isnt this the stupidest idea? Were taking this medium that ostensibly is about simulation; its what can we program and simulate in a computer? And then youre building that out of something that is entirely fixed. But again, it gets really interesting as a game designer. You go, How much are we using the systemic element?Take Uncharted. Uncharted has so much clever systemic stuff that goes into moment-to-moment making that character animate beautifully, and make it feel like youre in control of them. But then structurally, all you can do with that character is jump on that one pipe, and when you jump on that one pipe, it will break and fall for everybody, dropping you into the marketplace in a surprising Indiana Jones-esque sequence. So youre like, Well, OK, youve harnessed this technology, which is extremely fluid, but youre using it to drive me into a single point.So actually the thing that gets me is, What are you doing with me as a human being? I think there is a whole school of video games thats about making me feel involved, which is cool, which is what Uncharted is doing. And its what all the examples people cite of Half-Life we put this light here, and we put this yellow trim here, so that although you think youre in charge of what youre doing, all players will walk towards this door from this angle, whatever. So theres that thing of, the interactivity is a mood enhancer and an atmosphere booster that is being used to juice up these very linear experiences.But then the thing Im really interested in is, well, if this is an interactive experience, shouldnt it matter whos playing the game? And I want to create things where if 20 different people sit down and play it, theyre getting 20 different experiences, and not necessarily because its entirely sandbox-y, right? Not to say in the way that something like Minecraft is expressive, because people are going and building stuff. But more in the case of, its not just that theyre making different choices and getting different results but, especially in the case of Her Story, the blanks theyre filling in with their imagination is actually the thing thats really boosting the sense of uniqueness. And I think that is the very perverse contradiction at the heart of Her Story. Its live action, so we have these very specific, realistic fixed chunks of content. So theres nothing you can change about that. You cant change the clothes Vivas wearing, you cant look at it from a different angle. You cant do all the things we would normally think of. But because Im never showing the detectives speaking, because you come to these clips from different directions and different contexts, the actual story that youre telling yourself of Her Story is so derived from your own imagination, and inferences, and context, and personal knowledge that it becomes incredibly personal. I made this thing thats very static but feels more engaging.McElroy: Immortality, too. I would almost say it was revealing. It felt intimate to play in a strange way. When the characters would look at me, it felt more vulnerable, I think, because I did have the freedom to look at and interact with what I wanted to in the moment.Barlow: Intimacy is a thing Ive talked about a lot, and I realized during the making of Her Story and then Telling Lies, and I think Immortality came out of this a little bit, was the process of making film is really neat. And the bit where youre in the suite with the editor and youre reviewing footage and you are watching and rewatching little bits, youre trying to choose: Which take do we go with? Which frame do we want to cut out of here? And you are obsessing over the eyes of the actors and their facial expressions. Thats so intimate! Digesting a performance at that level. And its so human, and its so interesting to just be realizing how much is happening on that level. And I was like, Thats what these games are letting you do. To some extent, traditional cinema is so wasteful! You get these incredible performances and they fly over your head 24 frames a second! And obviously now you can pause if you want. But traditionally, youd sit in a cinema and this thing would move you deeply and fly past your head, but only the sort of real cinema nerds and people studying film would get to sit and really dig into things with that level of intimacy. And I think its really cool. And if you have a frame[work] where that isnt breaking the suspension of disbelief its very easy in Her Story going, Hey, its a police database computer, theres a reason youre pulling clips up and watching them again and again.And Immortality, its slightly vaguer, but there is ostensibly the sort of framing of film footage and the editors POV and reviewing things which justifies why you are able to stop time and rewind things. So once youve got that out of the way, then you can just really kind of revel in that sort of intimacy. And that is, like I say, its very personalized. Its why I kind of think of these games as being more novelistic than cinematic, because novels exist mostly in your head. Its an individual thing. I sit with a book and I read it on my own. Im turning the pages at my own pace, its coming alive in my head. So much is subjective and relies on me sort of filtering through my brain. And I think thats what these games do is give you this sense of: There isnt the constant motion of time. The arrow of time is not constant. You can stop and think, you can sit back and just mull on things and then you can drop in, and you have that ability to turn back pages and sort of reread passages and things. So I think for me, the really cool thing is actually going, These feel more novelistic than necessarily cinematic, which is sort of the phrase that were always going for with even normal video games, right? Oh wow, it felt like I was playing a movie! This thing felt so cinematic!McElroy: So you want to further complicate the taxonomy. You want to start calling these things interactive books. Cause if so, Im with you, Sam. I will die on that hill with you.Barlow: Immortality was trying to make it feel a little bit like the thing is surprising, and watching you, and the idea of the rewinding mechanic that actually came out of Telling Lies. With Telling Lies, there was a rewinding mechanic where I deliberately wanted it to be slightly tedious is the wrong word but I wanted the texture of surveillance. In surveillance, there is a lot of watching boring things and minutiae and becoming intimate with a character, to then catch them in the act of something more interesting.And I wanted that feel to Telling Lies. I also wanted it to feel a little bit alive, so have it that you couldnt instantly skip to the start of things because that would make it feel too controllable, and too like fixed video. So we had this mechanic where you could scrub, but it was deliberately slow, the scrubbing, so it kind of forced you to commit to rewinding. There was also a very [Dont Look Back director] Nick Roeg thing I had of like, if someone is scrubbing backwards through a scene, theyre still absorbing whats happening, but in reverse. Hey, this is kind of how memory works. When you remember things, you dont remember them as playing out as a 30-minute conversation. You kind of jump around. But I was really into all this stuff, and I made all these very intentional choices. Then when the game came out, there was a bunch of people [who] played it who are like, This sucks. Does the guy not know how video playback works? Oh, hes such a lazy dev. He cant code rewinding properly. And what I realized was, at this point in time, wed become so accustomed to video players and how a video player should work, whether youre watching it on your phone or on your computer or on your TV, theres a sort of core framework now and an expectation that video will obey me, and that I have a certain level of control over it.And I violated that pact with Telling Lies and it pissed some people off.So that really led to Immortality, of going, OK, can we use this as a cool thing? People have such a baked-in understanding now with video that theyre completely bought into the idea of, If I watch a video clip and rewind it, it will behave and it will always be the same when I play it back again. And it will always behave. And if we break that, it will feel really surprising and weird. And actually, we did some really early experiments, and it was freaking me out. I was like, Oh my God, Im jumping, and Im feeling weird about having these little surprising elements. And I think that theres so much you could do with that. And then I think, the trouble with the TV people [making interactive movies] is there is a lack of game feel, which is a thing Ive always also tried to lean into with my games is, yes, these are FMV games. Yes, they are nonlinear narrative games. But I want some game feel in there because as a Nintendo-head, I know thats really, really important. So, how does the scrubbing work in Immortality? What is the aesthetic of the CRT screen in Her Story? So, the act of clicking when you type in Her Story, the stereo panning on the key noises, to try and make it feel very tactile.These are all things that I know are really important to my games, and making them feel, and work, that doesnt translate onto a television. Right? A TV remote is one of the worst game controllers going. So, there is that.McElroy: Well, after the GameCube.Barlow: [laughs] Oh, man. Dont come for the GameCube controller, man! Im the guy that was playing the Metroid Prime remaster with old-school controls. I want to feel like a robot lady. I dont want to feel like I have fluid controls.Well be running more excerpts from this conversation between Sam Barlow and Justin McElroy each weekend. In the most recent installment, they talked about the history of FMVs and what we lost in our obsession with high-quality video. Before that, they discussed how Netflix killed interactive films.The Great Game: The Making of Spycraft recently won the New York Videogame Critics Circles New York Game Award for Best Games Journalism.
    0 Commentarios ·0 Acciones ·16 Views
  • Humans optional: Tomorrow's Internet of Agents is being planned today and will bypass homo sapiens almost entirely
    www.techradar.com
    Tomorrow's "Internet of Agents" is being planned today by Cisco and Microsoft and will bypass homo sapiens almost entirely.
    0 Commentarios ·0 Acciones ·18 Views