Editor's Note: David Peterson is the creator of the Dothraki language used in the HBO show "Game of Thrones." Peterson also is a member of the Language Creation Society. A 30-minute profile of Peterson will air on CNN's "The Next List" this Sunday at 2:30 p.m. ET.
By David Peterson, Special to CNN
It's now a little over a year from the day when CNN’s "Next List" crew came to Orange County to do an episode on my language-creation work. At the time, I really had no idea what the coming year held in store for me, so I did my best to look busy.
I had recently joined Syfy's "Defiance" as a language creator, but hadn't yet done any serious translation work, and while I'd finished my work on season two of HBO's "Game of Thrones," there'd been no discussions about season three up to that point. I remained hopeful, but that March I didn't really have much going on.
During my first interview on the morning of twelfth, the "Next List" producer asked me if I'd be working on the Valyrian language for the show's upcoming season. Immediately alarm bells went off, as I started to think back and wonder, "Did I accidentally say anything?"
Though there had been no discussions, I and many assumed that some form of the Valyrian language would make an appearance in season three, but at that stage, any such discussion would have been premature, and certainly would have been covered by a non-disclosure agreement. Trying not to look too perturbed, I asked why she would ask that, and she told me that when she'd interviewed executive producers Dan Weiss and David Benioff earlier, they'd said I'd be working on Valyrian this season.
And that's how I learned I'd be creating a new language for season three of "Game of Thrones."
For those tuning in to the "Game of Thrones" premiere this Sunday, you'll still have to suffer through a few subtitles, but the audio will sound a bit different from seasons past. Though there are a number of Dothraki speakers yet alive on the show, there's surprisingly little Dothraki this season. In its place is quite a bit of dialogue in two related languages: High and Low Valyrian.
In George R. R. Martin's "A Song of Ice and Fire," High Valyrian was meant to occupy the place Latin occupies in the Western world. Latin was the language of the Roman Empire, spoken commonly for several centuries in and around the Italian peninsula and beyond. It's the mother language for all the Romance languages spoken today (Italian, Spanish, French, Catalan, Romanian, etc.).
High Valyrian, in turn, was the language of Martin's Valyrian Empire, an expansive domain that existed for several millennia before it was destroyed by a mysterious event cryptically referred to as the Doom. In its purest form, High Valyrian still exists as a language of scholarship and refinement, though its impact on the region was far greater.
High Valyrian was taken up and creolized by the old Ghiscari Empire, where it's still spoken at the time of action in the books and the show. And it served as the mother language for the various Low Valyrian languages spoke in the Free Cities of Volantis, Braavos, Myr, Pentos, Lys, etc.
This season, I worked on two of the Valyrian languages: High Valyrian (the oldest form of the language) and the Low Valyrian spoken in and around Slaver's Bay. To translate sentences into the latter variety of Valyrian, I would first translate them into High Valyrian, and then apply a series of phonological, semantic and grammatical changes to the text. The resulting language is approximately as different from High Valyrian as Old Spanish is from Classical Latin.
If you watch the "Game of Thrones" premiere, you'll hear some of the Slaver's Bay variety of Valyrian. Both Nathalie Emmanuel and Dan Hildebrand do an outstanding job with their lines. I was extraordinarily pleased with their performances, and I hope you enjoy them as much as I did.
And even if languages aren't your thing, I hope the Valyrian won't distract you from what I think is a truly superlative premiere for season three.
By Leslie A. Saxon, MD, Special to CNN
Technologic advances don’t happen in isolation. There are many different elements— cultural and technologic — that must come together to turn an innovation into a scalable business product, and then, possibly—but rarely—a cultural phenomenon.
The internet, for example, changed banking, journalism, and commerce in many parts of the world. But the connection, information, and convenience it afforded missed medicine because the innovation and the cultural desire hadn’t yet arrived. Advancing technologies will soon radically change healthcare. The cultural and technologic pieces are coming together like a rising storm. I remember, like it was yesterday, when we hosted our first University of Southern California Body Computing Conference. It was in 2007.
I wanted to bring together various experts, from Academy Award winners to engineers, to imagine the future of healthcare in a digital world. In several instances, people left in a huff, or laughed off the notion of digital technology changing healthcare. Many of the physician-attendees said the change wouldn’t happen “for two decades.”
The reactions interested me because, in my experience, where there is anger, there is also fear and irrationality.
Just this week Congressional hearings debated digital medicine because lawmakers and regulators recognize that there are hundreds of millions of dollars—including the $10 million Tricorder X Prize—being invested in new, consumer-oriented technology. And these products will soon start hitting the market. At this point, some of the products are more marketing fluff than reality, while others are too difficult to use.
Brazilian-born Miguel Nicolelis is a professor of neurobiology at Duke University and a pioneer in the field of brain-machine-interfaces, in which brain waves from a human or animal control a robot-limb prosthethis. For more on Nicolelis and his work, watch "The Next List" this Sunday at 2:30 pm ET on CNN.
By Miguel Nicolelis
For the past 30 years, I have dedicated my career as a neurobiologist to unveil the physiological principles that underlie how our brain circuits, formed by billions of interconnected cells, known as neurons, create the entirety of our human nature and history out of sheer electrical brainstorms.
To pursue this quest, my colleagues and I at the Duke University Center for Neuroengineering have developed a variety of new methods and technologies to probe the brain in search of any hint, any glimpse that could place us on the right trail to answer the greatest mysteries of all times: how the entire wealth of the human mind emerges from a mesh of organic tissue.
In 1999, John Chapin, my former postdoctoral advisor, and I published a scientific paper that introduced to the neuroscience community what by then seemed to be just another promising new experimental tool in brain research. Without much ceremony, we named this new experimental paradigm brain-machine interfaces (BMIs) and, in a flurry of papers that followed the original report, we described the technical details of our unorthodox combination of neurophysiological methods, real-time computing and robotics to create a direct and bidirectional interface between living animal brains and a variety of mechanical and electronic machines.
In the late 1990s, our initial effort in building such devices was entirely motivated by the desire to establish a powerful experimental tool to carry on work related to the investigation of the neurophysiological principles that allow behavior, the true business of the brain, to emerge flawlessly and effortlessly, time and time again, from the widespread dynamic interactions of large populations of neurons that comprise any brain circuit.
By the time our original papers were published in scientific journals, very few people, outside a small number of experts working in the emergent field of BMIs, could envision the enormous clinical potential that this newly acquired ability to interface brains and machines could unleash and how it could influence the future of rehabilitation medicine.
What a difference 15 years make! After a mere decade and a half of intense research and stunning experimental demonstrations, brain-machine interfaces have become the core of a large variety of potential future new therapies for neurological disorders, such as untreatable epilepsy, Parkinson’s disease and devastating levels of body paralysis. Moreover, in the not so remote future, BMIs of a different variety may allow us to perform a lot of our daily routine tasks, such as interacting with our smartphones, just by thinking!
Welcome to the era of brain-actuating technology; the age in which the brain’s voluntary desire to move will be liberated from the physical limits of the human body that host it.
In the CNN show you are about to watch, you will be introduced to the Walk Again Project (WAP), the first worldwide, non-profit international brain research consortium aimed at building a new generation of robotic limb prostheses, which can be directly controlled by the subject’s own brain activity through a brain-machine interface. In the future, we hope that neuroprostheses such as the ones the WAP intends to build could be used to restore full-body mobility in tens of millions of severely paralyzed patients worldwide.
To showcase to the entire world that this moment could be fast approaching, the WAP has proposed to have the first public demonstration of such a potentially revolutionary medical rehabilitation technology during the opening football match of the FIFA 2014 Soccer World Cup on June 12, 2014, in São Paulo, Brazil.
According to this proposal, at 5:00 pm that afternoon, a Brazilian young adult, who is paralyzed below the waist down will emerge in the pitch wearing a robotic vest, known as an exoskeleton, whose movements are controlled by some sort of brain-derived signals. Then, using all his voluntary will, this true herald of a new era shall walk autonomously all the way to center field, and once there, kick a ball to deliver the official start of the World Cup.
In essence, what we propose is that, in the land that invented the “beautiful game," the opening kickoff of the greatest sports event in the world becomes a scientific “Gol” to all of humanity.