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DeepDream is a computer vision program created by Google engineer Alexander Mordvintsev that uses a convolutional neural network to find and enhance patterns in images via algorithmic pareidolia, thus creating a dream-like appearance reminiscent of a psychedelic experience in the deliberately overprocessed images.
Sketchpad ran on the MIT Lincoln Laboratory TX-2 (1958) computer at the Massachusetts Institute of Technology (MIT), which had 64k of 36-bit words.The user drew on the computer monitor screen with the recently invented light pen, which relayed information on its position by computing at what time the light from the scanning cathode-ray tube screen is detected.
Computer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games.
Sad Satan is a horror video game released for Microsoft Windows in 2015. The game was allegedly created by a dark web user operating under the pseudonym "ZK".. In the game, the player walks down dimly lit corridors in a first-person view while being periodically interrupted by flashes of full-screen images.
An image from a blog on the Russian Sleep Experiment that shows a lab. The Russian Sleep Experiment is a creepypasta which tells the tale of 5 Soviet-era test subjects being exposed to an experimental sleep-inhibiting stimulant, and has become the basis of an urban legend. [1]
An image of the Melissa computer virus created by Ukrainian artist Stepan Ryabchenko in 2011. Irrational Geometrics' digital art installation, 2008 by Pascal Dombis Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process.
ASCII Corporation's Nostromo (1981) for the PC-6001, inspired by the science fiction horror film Alien (1979), was a survival horror game that involves escaping from an invisible alien with limited available resources. [18] Another notable early horror video game was Haunted House (1982) for the Atari 2600. At that point, video game technology ...
Art-horror films tend to rely on atmosphere building, psychological character development, cinematic style and philosophical themes for effect – rather than straightforward scares.