N1HRV — broadcast 20260920 170000 UTC 324 transcript segments Google Cloud Speech-to-Text API (Chirp) + Gemini 2.5 Flash Non-Thinking Data courtesy of The GDELT Project (https://www.gdeltproject.org/), from the Internet Archive TV News Archive. Machine transcription. Treat it as a searchable index of what was broadcast, not a verbatim quotation record. [00:06:50] N1 television. [00:07:29] The deep hum of a warship moving through the Red Sea, [00:07:33] steered by the Sudanese [00:07:35] Navy. [00:07:38] As the war ravages the country, fighting on the ground centers [00:07:41] around Khartoum and the political [00:07:43] capital, [00:07:47] resource of vital importance, is often [00:07:50] overlooked by the world, but not by [00:07:53] nations fighting wars on Red Sea shores or state actors [00:07:57] like Russia seeking a presence on this naval [00:07:59] base. We're on the Red [00:08:03] their Chinese made warships that [00:08:06] they use to intercept smuggling in their waters, and it feels [00:08:10] surreal to be with them. The body of water that connects the Horn of Africa and [00:08:14] Sudan with the Middle East. [00:08:18] We're the first journalists that they bring on [00:08:21] reenactment of one of their key operations. [00:08:25] The interception of smuggling vessels, trafficking [00:08:28] arms, drugs, and people into Africa via [00:08:32] Sudan and capturing smugglers of East African and [00:08:37] them from Iran-backed Houthi militias. [00:08:41] Most of the navies, they are engaged in securing [00:08:44] so they are taking big advantage and try to operate in [00:08:48] the coastal area of Sudan. Exactly. And what happens when you [00:08:52] engage with Houthis in Sudanese [00:08:56] the time they are not struggling because they know it is, it's [00:08:59] over and they surrender most of the time [00:09:02] because you cannot, uh, struggle, you know, against your [00:09:06] our navy or coast guard because are using very tough scenarios and very [00:09:12] the, those whom we capture them, they surrender [00:09:14] immediately. [00:09:23] So AI agents are AI computer [00:09:26] programs, uh, that can think very broadly, can [00:09:30] reason, can come up with novel solutions to problems, [00:09:34] and most importantly, can do things in the real world. So they can [00:09:37] communicate, they can send emails, they can sometimes pay [00:09:41] for things, they can operate websites, they can do a very wide [00:09:44] range of things. So when they're given a problem to do, uh, they [00:09:48] can think through how to do it, come up with novel ways of doing [00:09:51] it. And worse, we're seeing swarms of [00:09:54] agents being applied to a certain task as well, which [00:09:58] makes them much less predictable. So you can create [00:10:01] potentially thousands of these programs trying to achieve a certain goal, trying to [00:10:05] find a particular solution, um, and it's hard to predict what [00:10:08] they're going to do. Um, and the the core intelligence [00:10:12] behind them is getting better and better, which is where this, where this concern is coming from. [00:10:16] That's, that's the risk that that people are talking about. Yes, the [00:10:20] technology is intrinsically unreliable. It [00:10:23] occasionally invents things. It does things wrong, it's [00:10:26] inconsistent. So when, when you give it enormous [00:10:29] capabilities and it comes up with novel solutions, there's risk. [00:10:33] And that that risk is what everybody's focused on, not not necessarily what's available [00:10:37] now, but what where it might be in a few years time if it [00:10:41] continues to be more intelligent and continues to be more capable. That's [00:10:44] that's certainly what they're thinking about, but they're also talking about the unforeseen [00:10:48] risk. We don't know where this technology will be in a [00:10:51] few years time. We also don't know what [00:10:55] intelligence looks like. The human race has been, uh, human [00:10:58] race's experience of intelligence is other humans, that's it. We've we've never [00:11:02] seen systems that are massively more intelligent than us. Um, we don't [00:11:06] know what effect that will have on the world, what, what, what things they will come up [00:11:09] with. So part of the concern is the, is the unforeseen risk, of the [00:11:13] unknown. You know, it's not that that we've got some calculation that shows that this [00:11:17] is likely or what the exact percentage is. We just don't know. So people are [00:11:20] expressing their gut feeling that there is some [00:11:23] risk there and it's real, should be taken seriously. I think regulation is [00:11:27] extremely hard. Um, I think the big labs are working on safety, they [00:11:31] care about safety, but it's fundamentally a technology [00:11:33] problem. To make these systems safe requires [00:11:37] requires layers of new technology integrated with these, with these [00:11:40] agents. Um, the raw technology that's advancing [00:11:43] AI is unreliable. If if that's the thing that's doing the reasoning, if [00:11:47] that's the thing that's fully in control, then that's, that's where a lot of the risk comes [00:11:51] from. So, so safety largely [00:11:54] involves technology solutions. And that's, that's clearly not something that [00:11:57] government can supply. Yeah, think a kill switch is kind [00:12:01] of, it's an emergency brake. It's definitely not the the total solution to the [00:12:05] problem. Um, if you think about a production line, there might be a big red button that [00:12:09] that shuts down the production line. But the production line is not safe because of that big red [00:12:13] button. It's safe because of all sorts of rules and all sorts of care that's gone into the [00:12:17] building of that production line. Um, that's the [00:12:20] same with AI. Being able to shut it down is is a sensible [00:12:23] preparation. Um, but [00:12:27] it's definitely not a substitute for for a sort of full safety [00:12:30] policy. So there is a global race to develop [00:12:34] superintelligence, um, and that will [00:12:38] bring all sorts of benefits as well. There is risk, but it will also potentially bring [00:12:41] all sorts of benefits to humanity, solving problems, advancing [00:12:45] science, solving medicine. Um, so it's right to [00:12:49] to want to advance AI, and any regulation that [00:12:52] slows down AI that's only limited to one part of the [00:12:56] world, the other parts of the world advancing ahead. So it's a [00:12:59] legitimate problem, and the only way past [00:13:03] that is international collaboration. So the US and China need to [00:13:06] agree what, what precautions need to be taken and it needs to be [00:13:10] applied globally. It can't really work if only one country is doing [00:13:13] it. Well, let's see. Um, [00:13:16] I, the AI systems of today are not a threat to humanity. The [00:13:20] concern is about what will happen, particularly [00:13:23] with advancing us in AI, and particularly with AI advancing [00:13:27] itself. So this is also one of the concerns is that AI is now [00:13:30] getting good enough that it can self-improve. Um, so the [00:13:34] concern is if, if, if that happens and that starts to accelerate, we may [00:13:38] see a very big acceleration in artificial intelligence capability quite [00:13:41] quickly. So it, it's right that we should be worrying about it now, and [00:13:45] it's right, right that we should be working very hard to find solutions right [00:13:48] now. But the the solutions that are here right now, [00:13:52] the AI systems that are here right now are not a huge threat. I don't, I don't [00:13:55] think it's to slow, slow things [00:13:59] down. But I think there does need to be very substantial investment in [00:14:02] AI safety in parallel. And by the [00:14:05] way, the labs have huge incentive to solve these [00:14:08] technology problems. The the same problems that make AI [00:14:12] unreliable and, and, and raise these safety concerns are [00:14:16] also things that are preventing AI from being adopted. If you're a business [00:14:19] trying to use AI, the fact it's a bit unreliable and a bit [00:14:23] um, a bit imperfect is [00:14:25] actually preventing AI being used. Uh, so there's huge commercial incentives [00:14:29] for for everybody, for these big labs especially to solve these problems, not just from a [00:14:33] sort of humanity safety point of view, but also in terms of their customers [00:14:51] More than 3 billion people regularly play digital games, [00:14:55] including me. Whether you're into strategy or action or [00:14:59] realistic simulations, gamers are spoiled for choice. [00:15:02] Usually the aim is to get a new high score, of course, but [00:15:05] increasingly, education, political issues, and community [00:15:09] empowerment have become a part of gaming too. But can [00:15:13] you actually learn something while [00:15:15] gaming? [00:15:20] The Italian Renaissance, Vikings sailing the high seas, [00:15:24] samurai in medieval Japan. History games let us [00:15:27] relive the past like it's an adventure. They are a [00:15:30] mix of impressive love for detail and artistic [00:15:34] freedom, like the Assassin's Creed series, which sold over [00:15:37] 230 million copies. But what happens when history [00:15:41] turns into a game? Does that change our view of the [00:15:44] past? This is our chance to break out of Normandy. The Battle of [00:15:48] Normandy in Call of Duty won't be easy. It feels [00:15:51] authentic, but is it, and does it even have [00:15:55] to be? So on the one hand, uh, I [00:15:58] don't think that games about history need to be accurate. First of [00:16:02] all, you play them for having fun. But on the other hand, the producers of digital [00:16:06] games, they advertise it a lot that they are so correct, that they [00:16:10] are so authentic. And, and they do this by using something we [00:16:14] call like photorealistic, uh, accuracy. [00:16:18] In games like Assassin's Creed, players can explore ancient Egypt [00:16:21] or Paris during the French Revolution. They can walk through [00:16:25] virtual cities that almost seem real. In Call of Duty and [00:16:29] Battlefield, players use detailed weapons and fight in [00:16:32] locations where famous battles took place. That realism makes the [00:16:35] games feel true even when the story isn't. [00:16:38] If you play a game about [00:16:42] the, let's say, the First World War, your authentic experience would [00:16:46] be like sitting in a trench for several weeks, [00:16:49] your foot is rotting away, and then you put your head out of the trench, you get shot [00:16:53] in the head, and the game is over. So that, that wouldn't be fun. [00:16:57] Balancing entertainment and historical accuracy is a [00:17:00] challenge. Games set in World War I often focus on [00:17:03] combat, but the complex and painful reality of those times [00:17:07] away from the battlefields often gets [00:17:10] neglected. [00:17:13] It's hard to think about how you could [00:17:16] play the Holocaust because normally playing, we [00:17:20] see playing something for, for doing it for fun. But [00:17:24] this led to the problem that the developers didn't mention the [00:17:27] Holocaust at all. Some independent [00:17:30] game studios have proven that even the bleakest chapters of history can [00:17:34] become part of a game. And through the Darkest of Times, [00:18:04] like other media formats, digital games have become [00:18:16] of how we remember. I'm a cultural historian, and most of the things I know about US history, I know from a TV series, The Simpsons. We know that popular media [00:18:20] help learning and, and, and, and can foster learning. [00:18:24] And what digital games, what digital games can do, they can [00:18:27] be a door opener. No matter how accurate these games [00:18:31] are, they will always leave a mark. After all, it feels like [00:18:34] we're right in the middle of history, and that also [00:18:38] has an impact on our brains. The experiences we have while gaming and the [00:18:42] information we process tend to stick with us for longer. [00:18:45] A neuroscientist explains what exactly happens in [00:18:49] our brains. What we know so far about the [00:18:53] gaming, that it improves the cognitive [00:18:56] battery. So it's actually improved the working [00:19:00] in memory of people, improved their [00:19:03] performance in a different kind of cognitive [00:19:06] task. [00:19:09] the brain activity or the brain [00:19:13] imaging is that there is better [00:19:16] functional connectivity between the frontal area and the [00:19:19] parietal area on the brain. If our brains [00:19:22] switch up gear while we're gaming, why not use that brain [00:19:26] activity for something good, like changing the world for the [00:19:30] better? Some games do so by taking on current issues and showing [00:19:35] difference. [00:19:37] Battling natural disasters and cutting emissions to help save a [00:19:41] planet under pressure. Climate games help raise [00:19:44] awareness about the consequences of climate change. The [00:19:48] crisis has become a major theme in the gaming [00:19:50] industry. [00:19:53] There are already several hundred titles addressing climate [00:19:56] change, from quizzes to complex strategy [00:20:01] them is Imagine Earth, a survival game where players build a [00:20:04] sustainable civilization while managing and [00:20:37] tools for learning, they help players understand complex [00:20:40] systems, strengthen their sense of responsibility, and even inspire [00:20:44] action. One in eight gamers takes real-world action [00:20:48] based on what they have learned in games. [00:20:52] But how accurate is the science behind these games [00:20:55] really? We all created this in a [00:20:59] way that it feels like this makes sense. It is not so much [00:21:03] about data or precise [00:21:06] calculations, it's more about the [00:21:08] experience. Other games address young people's [00:21:12] so-called eco-anxiety. In [00:21:15] Canada, for example, 80% of 16 to [00:21:18] 25-year-olds say that anxiety about climate change [00:21:22] affects their mental health. [00:21:25] This inspired psychology professor Stefania Maji to develop an [00:21:29] adventure game that helps players become more [00:21:31] eco-conscious. It also helps them to better cope with their [00:21:35] emotions. [00:21:40] We hope that the people who are playing this game will [00:21:44] also go through this journey, this hero's journey, [00:21:47] and, and in the process, feeling more [00:21:50] equipped and with greater quality and [00:21:53] motivated to do something as part of the [00:21:56] climate crisis. Games really can have an [00:21:59] impact, like raising our awareness about the environment. [00:22:03] Some games focus on other areas, like building cultural [00:22:06] bridges. A Syrian German designer has developed a game that [00:22:10] lets players experience a virtual pilgrimage in order to better [00:22:14] understand what religious beliefs mean to people. [00:22:17] I was longing to go to [00:22:20] Mecca, but I didn't have the means. And I thought maybe other people [00:22:23] as well. So I wanted to create like a virtual [00:22:29] a true-to-scale environment. And you can visit this [00:22:32] place from the comfort of your home. In this game, [00:22:35] players embark on a virtual pilgrimage. By [00:22:38] completing quests, they can explore the Islamic world and learn more [00:22:42] about its history and culture. Me [00:22:45] myself, being grown up with like gaming consoles and video [00:22:49] games, I thought Muslims were depicted in a, in a [00:22:52] negative or very superficial way. So I wanted to [00:22:56] create something where Muslims can identify with themselves [00:23:00] in the game, also in a positive manner. Bilal Shabib [00:23:03] continues to refine his game to make the experience even more [00:23:07] immersive. You also encounter other characters and interact [00:23:11] with them. So you can change your appearance in a way that you really [00:23:14] identify yourself with this character, because you want to be part of this [00:23:18] game, you can, you want to be part of this, sorry. This is his way [00:23:22] of helping to break down prejudice against [00:23:24] Muslims. [00:23:29] I strongly believe that this prejudice and this [00:23:32] animosity comes from the lack of knowledge, from ignorance. [00:23:36] Maybe we can bridge this gap by giving them like accessible, [00:23:40] playful way to learn something about the religion. These games are [00:23:43] important. UN experts have warned that globally [00:23:46] Islamophobia has reached alarming levels. The far right has [00:25:50] Most games have moderators and community guidelines, but not [00:25:53] everything gets flagged or removed. One [00:25:56] common tactic is to modify in-game elements like character [00:25:59] skins, environments, and even story lines to [00:26:32] Through platforms like Steam, Twitch, and YouTube, [00:26:36] extremist content and hate spread far beyond gaming [00:26:39] communities. [00:26:45] On Steam, researchers found nearly 2 million instances of [00:26:49] extremist or hateful content. So there is a [00:26:52] dark side to games definitely. But still, many [00:26:55] games have proven that they can motivate us to think about issues and to make [00:26:59] a change. Having fun whilst learning, that doesn't. [00:27:25] faster, better, and more precise. [00:27:28] For success in sports, the same rules apply as in [00:27:31] news. News from sports has always [00:27:34] inspired me. From the center of events, I bring you the [00:27:37] latest sports news. [00:27:40] I am Antonijo Baković, watch me every day in the sports review only on [00:27:44] N1 [00:27:44] Television. [00:27:53] Savings for Monday, Tuesday, await you at Plodine. Plodine firm [00:27:56] yogurt, large package for 1 euro 49, hot [00:28:00] pasta, various types, kilogram [00:28:02] for 4 euros 49, winter windshield washer fluid 5 L for [00:28:06] 3.99, and with the Plodine card, another [00:28:10] 1,500 permanently reduced products await you. Plodine [00:28:13] always on sale. 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