US Student Handcuffed After AI Mistakes Bag of Chips for Gun in Baltimore

A system powered by artificial intelligence (AI) mistakenly identified a high school student’s Doritos bag as a firearm, prompting local authorities to be notified that the student was armed.

Taki Allen was enjoying snacks with friends outside Kenwood High School in Baltimore on Monday night when an armed police officer approached her.

“Initially, I was unsure of their intentions until they started approaching me with weapons drawn, ordering me to ‘Get on the ground,’ and I thought, ‘What is happening?'” Allen recounted to WBAL-TV 11 News.

Allen stated that they forced him to his knees, handcuffed him, and conducted a search but found nothing. They then showed her the image that triggered the alarm.

“I was just holding a bag of Doritos, and they mentioned it resembled a gun because it had two hands with a finger protruding,” Allen explained.

Last year, high schools in Baltimore County began using a gun detection system that leverages AI and school cameras to identify potential weapons. If anything suspicious is detected, both the school and police are notified.

In a letter to families, which was acquired by WBAL TV 11 News, the school stated: “We recognize how distressing this situation must have been for the individual who was searched as well as for other students who witnessed the event. Our counselors are ready to provide direct support to those involved and are available to talk with anyone needing assistance.”

Baltimore County police informed the media: “Officers from Essex Precinct 11 responded to Kenwood High School after a report of an individual carrying a weapon. Upon arrival, they searched the individual and confirmed that he did not possess a weapon.”

“Nobody wants their child to experience this. No one wants such incidents to occur,” said Allen’s grandfather, Lamont Davis, to the news station.

Source: www.theguardian.com

Adam Roberts’ New Scientist Book Club Review: Lakes of Darkness – A Mixed Bag

New Scientist Book Club has just read Adam Roberts’ Lake in the Dark

Laurie photos

Following the journey through Khalian Bradley’s *Time Saving*, the New Scientist Book Club ventured in the opposite direction for our latest read: the far future and some hard science fiction with Adam Roberts’ *Lake of Darkness*. Set in a seemingly utopian society, the narrative revolves around two spacecraft orbiting a black hole, and one captain receiving orders to kill all crew members as commanded by a voice from the depths of that black hole. Not quite utopia, but rather a chilling twist from Roberts’s protagonist, Saccadest in the century, as we delve deeper into this mystical entity.

The reception among our readers is varied; some found it thoroughly enjoyable while others felt its pacing was sluggish. Personally, I resonate with Paul Jonas, a member of the New Scientist Book Club. He shared on Facebook that he was “fascinated by the story” and “appreciated the hard science components relating to space travel, black holes, and utopian societies.” Paul’s insights into the philosophical elements tied to Deleuze’s thinking in this novel truly impress me.

I tend to be quite discerning when it comes to fiction, and rarely find books claiming to be humorous truly engaging (Terry Pratchett being the joyous exception). However, *Lake of Darkness* was different; I found myself intrigued at various moments, particularly appreciating how Roberts’ distant characters grappled with our own history while deciphering what they termed “so-called” *More’s Code*, the ancient system of long and short pulses each symbolizing a single glyph, alluding to the famous Beatles tune, *We All Live in a Yellow Submarine*.

Like Paul, I was captivated by the book’s portrayal of a future utopian society and the dilemmas it presents. During our discussion, Roberts expressed his intention to explore various subgenres of science fiction within his writing. While this perspective on utopia unfolds with its antagonist (spoiler alert – Satan), the idealized vision isn’t as appealing, given that all labor is assigned to “smart machines,” leaving people devoid of functionality. Time becomes filled with hobbies and fandoms, captured in the phrase, “Your people understand the value of everything but the cost. Without a cost, nothing holds worth. The best carries a significant price.” I found it quite delightful to navigate (and read) while contemplating this future society.

Charlotte Sye, another Book Club member, enjoyed listening to the audiobook and shared her enthusiasm: “I love the humor and hard science.” She added, “Life inside a black hole is particularly fascinating, as one character mentions, while there’s tremendous energy, is there really space and time?!”

Barbara Howe, however, had her reservations. She acknowledged the book’s “historical misconceptions” and “utopian critiques,” but felt that the depicted utopia was overly centered on trivial sexual themes, reflecting a male-centric viewpoint, neglecting notions like child-rearing or nurturing that are essential to true progress.

Barbara also pointed out a sentiment echoed by several other readers: she appreciated reading *Lake of Darkness* as an e-book, stating, “I had to look up more words in this single book than in my previous reads.” Alain Pellett echoed this, finding the vocabulary somewhat challenging and “offensive.” Jess Brady shared similar thoughts, enjoying the concept while criticizing the “slow prose.”

While such critiques weren’t particularly noticeable for me—possibly due to my willingness to overlook certain aspects—I did sympathize with Barbara’s assessment regarding the physics: “I tackle explanations of time travel alongside FTL (faster-than-light) travel. I accept these premises; they provide a thin veil of scientific reality over a fantastical plot device.”

Another prevalent criticism among readers was the lack of relatable characters. Alan expressed frustration, noting, “No one seemed sympathetic; their deaths evoked no remorse. They were all insufferable and dim-witted.” Karen Shees concurred, saying, “While the book initially caught my interest, I found the characters so unengaging that I wasn’t invested in their fate.”

I share this sentiment to some extent. Many characters were glaringly absurd, including guunarsonsdottir—distracting. Yet, I believe this serves a purpose, as I relished witnessing the turmoil of these intellectually lazy individuals as they navigated actual threats—through the seemingly redundant formation of another committee discussing their next steps. Moreover, I’m intrigued by the character Bartle Wasp; even the name piques curiosity.

Paul likely feels similarly. “Saccade was a compelling character. Living in a utopia surrounded by AI shapes her perspective. There’s no obligation to fully connect with every character; following their journey can be engaging even if they’re not traditional heroes.”

After finishing *Lake of Darkness*, I found numerous substantial concepts lingering in my thoughts. Did the black hole narrative hold coherence? Was the conclusion truly comprehensible? I’m still pondering—much like Barbara, who concluded that the novel “took unexpected turns and provoked thought.”

“In the latter part, I felt transported back to the 1980s,” she remarked, referencing Douglas Hofstadter’s *Godel, Escher, Bach: Eternal Golden Braid*. “It was a brief throwback, but the ending confuses me. Why did Joins act as she did? Did the entity achieve its desires?”

Paul similarly found the conclusion perplexing. “The ending likely bewildered many due to the complexities of black hole physics,” he noted. “Additionally, the geometric concepts about the inside/outside of infinite structures were truly mind-bending.”

However, let’s shift from the complexities of black holes to the anticipation for our next read. We’ll be diving into Circular Motion by Alex Foster. This captivating debut envisions a gradual acceleration of Earth’s spin, with increasingly disastrous consequences. I’m excited to share it and can’t wait to hear your thoughts! You can preview excerpts here. The narrative examines how this accelerated state might be humanity’s doing. I’ll be discussing the novel with him later this month, so feel free to drop any questions you have in our Facebook group.

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Source: www.newscientist.com

10 Must-Play Classic Seaside Arcade Machines: Punch Bag, Penny Pusher, and Hillbilly Shootout

This beach excursions remain a vital part of school summer vacations. While the sprawling beachfront arcades have evolved considerably over the last ten years, they still attract young children and nostalgic adults eager to find the classic space invader cabinets tucked away in the back. Growing up in the 1980s, I was entranced by Coinop’s video games, but it was the electromechanical phenomena of that digital era that truly captivated me. Here are my top ten picks—feel free to share yours in the comments!

Electric Machine Driving Game

Before the era of computer chips and CRT screens, arcade driving games used projected imagery and scrolling paintings to create the illusion of movement along a road. The first iterations appeared in the 1930s, with various models populating seaside arcades up until the 1980s, including iconic titles like Chicago Coin Speedway and Sega Grand Prix. I distinctly remember playing Casco’s incredible 1979 arcade game, The Driver, on the Blackpool pier, featuring actual 16mm footage of real races to immerse you in the action.

Air Hockey

The sharp sound of plastic pucks against tables echoed throughout larger arcades, providing a constant backdrop. Air hockey emerged in 1969, created by US-based Brunswick Billiards, and quickly spread worldwide as a thrilling alternative to traditional pool and foosball. You can still find these nostalgic tables in retro arcades, especially in classic seaside destinations like Great Yarmouth, Blackpool, and Southend.

Derby Game

These grand setups feature tin horses lined up on a racetrack. Six to eight players position themselves in front of the course, tossing balls at targets to guide their horse racers across the finish line, with accuracy determining the winner. The original iteration, the Kentucky Derby, was reportedly introduced to Blackpool Pleasure Beach in the 1920s by Irish-American soldiers and concessionaire George Valentine Toner. Over time, variations replaced horses with donkeys and camels. The Whittaker Brothers’ derby, a smaller variant, allowed multiple players to place bets on the outcomes of automated horse races for modest winnings.

Egg Vending Machine

Vending machines for toys became common in American shops in the 1930s, although the first documented egg machine was established in 1965 in Tokyo by Ryuzo Shigeta. These machines dispense products in adorable plastic capsules, a concept that gained immense popularity. Many seaside arcades in the UK, often referred to as egg machines, feature these enticing devices near their entrances. Glendale orange and lemon machines distribute prizes from whimsical crumpled chickens that spin.

Basketball Hoop

You often find a row of these sizable machines at the back of arcades, where players shoot basketballs through hoops. The setup typically includes an enclosed play area to capture wayward shots. Classics like Hoop Shot, Triple Jam, and Full Court Fever feature elements such as moving hoops and multiplayer capabilities, making these machines hot spots for energetic teens.

Fortune Teller’s Machine




“I want to grow up”… a fortune-telling arcade machine in Zoltal, Coney Island, New York. Photo: Edward Westmacott/Aramie

These boardwalk-style entertainment machines trace their origins back to the late 19th century and typically feature animated automata, often depicted as gypsies, witches, or ancient royalty. After inserting coins, users can watch as the characters move and predict their fortunes, sometimes aided by special effects like a sparkling crystal ball or cards detailing the player’s traits. Notable machines include Mrs. Zita, an eerie 1977 creation, and Morgana, which features a video projection onto a non-characteristic form, as well as Zoltar, which inspired the movie Big in 1988. Other automaton machines often feature dancing puppets and unsettling laughing clowns.

Punch Ball

A favorite among young men looking to prove their strength, punch ball machines have been around since at least 1900, initially released by Mills Novelty Co. from Chicago. Modern iterations boast digital displays for measuring strength, but the goal remains to hit the punching bag as hard as possible. Variants like the MR Muscle machine from Italian maker Zamperla have also gained popularity.

Crane Grabber




“I want a teddy”… Duchess of Cambridge plays crane grabber games at Island Leisure Amusement Arcade on Bally Island Photo: Ben Birchall/PA

Commonly known as claw machines, these remain a quintessential part of arcades. Insert coins and maneuver a joystick to guide the grabber to your desired toy. Often, the claw makes a futile attempt to grip before dropping the prize just shy of the chute—mainly because it’s set to grasp with minimal strength for just a few tries. Historically, the first commercial claw machines are thought to have originated in the U.S. during the 1920s, with many notable examples produced by Sega and Barry. The 1980s introduction of UFO catcher machines revolutionized the scene, providing larger prizes and a more colorful appearance, which continues to attract players today.

Lightgun Shooting Gallery

Every arcade in the ’70s and ’80s featured a Lightgun Shooting Gallery. My favorite installation had expansive scenes to shoot at, located—if I recall correctly—in the Coral Island Arcade in Blackpool, where players engaged in Hilly Billy Moonshine. Players shot at life-sized mannequins in overalls, a large copper still, and an array of barrels and creatures. If you dared to shoot at Billy’s on the hill, they returned fire with water pistols! You can still stumble upon these gems at the Coinophouse, which is definitely worth the visit.

Coin Pusher




Cost Recovery… Penny Falls Machine. Photo: Alastair Balderstone/Alamy

Invented in 1966 by the Ramsgate-based manufacturer Crompton (albeit with earlier variations), the Coin Pusher game reigns supreme in seaside arcades, captivating players as they navigate the mountainous piles of glittering treasures. Originally named Penny Falls, hundreds of variations now exist, including a virtual coin pusher that transitions the action onto screens with a slew of special effects. My summer days spent exploring the arcades in Blackpool and Morecambe are filled with memories of scrutinizing these tempting machines, having two plastic cups in hand. “Penny Pushers are pivotal to the success of British entertainment arcades,” notes historian Alan Meads, author of a social history on British amusement arcades. “They, alongside fruit machines, are where arcades generate revenue. Penny Pushers can endure for decades—they’ve been adjusted for currency changes and continue to yield profits time and again.”

Source: www.theguardian.com