『Possible』のカバーアート

Possible

Possible

著者: Reid Hoffman
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What if, in the future, everything breaks humanity's way? Possible is an award-winning, weekly podcast that sketches out the brightest version of the future—and what it will take to get there. Hosts Reid Hoffman and Aria Finger explore what’s possible with forward-thinking leaders, deep thinkers, and ambitious builders across many fields, such as technology, art, education and healthcare. These conversations center on the ways technology—and, in particular, AI—is shaping the future. In episodes, AI tools such as OpenAI’s GPT-4 and Inflection’s Pi are at work, offering informational asides, prompting guests, or demoing what they can do. Lastly, between guest episodes, Aria interviews her co-host Reid on his latest takes on what’s possible if we use technology—and our collective effort—effectively.Reid Hoffman 2023
エピソード
  • The whole studio is one guy | Jonathan Brazeau
    2026/08/19
    Jonathan Brazeau joins Reid Hoffman and Parth Patil to explain how AI animation and filmmaking are making the one-person studio possible—letting small teams create films that once required 100 people. From Dungeons & Dragons world-building and an RPG art book illustrated with Stable Diffusion, to a fantasy-western short film made with Midjourney, Luma AI, and Suno, Jonathan breaks down his workflow: character design, storyboarding, mocap, rotoscoping, music, and human curation. The conversation explores the “cogs and sparks” framework, what a lean AI-native studio can realistically accomplish, how taste separates art from AI slop, and why technology still can’t provide the essential creative spark. Read Questmaxxing on Substack: https://reidhoffman.substack.com/p/questmaxxing
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    32 分
  • Making taxes fun with Pikachu and AI | Cadi Zhang
    2026/08/12
    Cadi Zhang joins Reid Hoffman and Parth Patil to explore how generative AI is changing game development, world models, and robotics. Drawing on her work across Unity games, VR teleoperation, AI accounting, and robotics product operations, Cadi explains what virtual worlds can teach embodied intelligence—and why physical robots still lack the tactile, real-world data that can’t be scraped from the internet. She shares how she uses GPT, Blender, PixelLab, and Aseprite to prototype games faster, including a duck-themed imposter game and PokéTax, her Pokémon-inspired tax-filing game. AI can rapidly generate code, gameplay mechanics, and 3D assets, she says, but it still can’t judge whether a game feels fun, maintain a consistent art style, or model the precise force needed to fold a sheet of paper. Reid, Parth, and Cadi discuss simulation-to-reality gaps, the limits of current world models, robot safety, humanoid versus task-specific form factors, and why human taste remains the decisive creative skill.
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    35 分
  • How Sougwen Chung teaches robots to pause
    2026/08/05
    Sougwen Chung has spent more than a decade drawing alongside robots—not to automate their art, but to discover what changes when a machine becomes a creative partner. They join Reid to trace the evolution of D.O.U.G., a series of robotic collaborators that learns from Sougwen’s gestures, including a neural network trained on two decades of their drawings. Sougwen explains why unexpected machine marks became errors to “poeticize,” what becoming machine-readable taught them about remaining human, and why they call their practice “operational art” rather than “AI art.” They also explore a new system guided by brainwaves and an ancient calligraphic pause—and ask whether the intelligent systems we build need more than speed and capability. Maybe they also need silence, restraint, and the wisdom to wait. Credits: A big thanks to Natalie Stone, Tessa Nijdam, Arina Ermakova , the Scilicet team, Fellowship, Reece Straw, Sam Osborn, Nick Capezzera, Maximilian Andereya, Peter Butterworth, Haruka Wang and the team at Mosaic Ventures for hosting the conversation. Additional Credits: MIMICRY (Drawing Operations Unit: Generation_1), 2015. Footage: Sam Osborn and Nick Capezzera. MEMORY (Drawing Operations Unit: Generation_2), 2017. Footage: NTT InterCommunication Center Tokyo. COLLECTIVITY (Drawing Operations Unit: Generation_3), 2018. Footage: New INC & Nokia Bell Labs. SPECTRALITY (Drawing Operations Unit: Generation_4), 2020. Footage: Maximilian Andereya. ASSEMBLY (Drawing Operations Unit: Generation_5), 2022. Footage: Peter Butterworth. GENESIS Process Film, 2023. Courtesy of the artist and Studio SCILICET.
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    56 分
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