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You may be selected for virtual combat depending on the size of your basal ganglia

01/14/2011

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FROM WIRED

Researchers Use MRI to Predict Your Gaming Prowess


How can you tell if you’re a natural gaming pro? Researchers say they need look no further than your basal ganglia.

Psychology professors at the University of Illinois at Urbana-Champaign said Thursday that they can now predict with what they call “unprecedented accuracy” a person’s skills at videogames and other complex tasks by first studying certain areas of their brains. The study, “Predicting Individual’s Learning Success From Patterns of Pre-Learning MRI Activity,” will be published in online journal PLoS One.

“Our data suggest that some persistent physiological and or neuroanatomical difference is actually the predictor of learning,” said University of Illinois psychology professor and research leader Art Kramer in a statement.

The researchers first found subjects who had not previously spent much time playing videogames. Then, they imaged their brains with MRI scans before having them play a videogame called Space Fortress, developed by the university.

This was the game used in last year’s study, by some of the same researchers, that first showed the correlation between brain size and game aptitude.


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Bioreplicant food riot simulator

12/24/2010

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Interactive movies to totally immerse you in brainwasher: motion tech

11/09/2010

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New GPS game for mindless zombies who want to be even more zombie-ish

10/29/2010

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From WIRED


SCVNGR Unleashes Zombie Horde Through Social Check-In Feature
By Michael Andersen   October 27, 2010  |  9:54 pm

Image: Courtesy SCVNGR
Geo-locative troublemakers at SCVNGR have unleashed a zombie apocalypse on poor, unsuspecting smartphone users. What will you do to guard yourself from infection this Halloween season?

By Michael Andersen, originally posted at ARGNet

Geo-locative check-in app SCVNGR has pulled off some crazy stunts in the past few months. Modernista used the app to lead Dexter fans to a kill room set up at Comic-Con in San Diego, and the New England Patriots used it to help nose tackle Vince Wilfork recover his Super Bowl XXXIX ring.

But this time, SCVNGR has gone too far. It’s unleashed zombies.

Or at least, zombie badges. Just in time for Halloween, SCVNGR has infected 10 SCVNGR players with a Zombie badge. Once infected, these hapless souls will be informed of their sad state, and are doomed to wander the streets, spreading the infection.

The transmission vector? SCVNGR’s new social check-in feature, where players can earn points by bumping phones together. Normally, engaging in unprotected bumping lets players earn points, with the rewards increasing based on the size of the group. When a player bumps with a zombified SCVNGR user, all the users in the group become infected with the zombie badge.

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The next Xbox Kinect stormtrooper training software: Activate 3D

10/29/2010

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To check out the website click link
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Wait until they integrate it with second life...

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Wii Virtual girl massage mat to give love to sterile losers

09/22/2010

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Click image for full story (vid below) LOLOLOL!!! Anything but the real thing!!!
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Video game center installed on campus (video game to educate useful idiots LOL)

09/22/2010

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Video game centre installed on campus


Sarah Dorchak
Gauntlet News


The Gauntlet  

Imagine writing a paper comparing Princess Peach and Ms. PacMan on feminist ideals, or comparing Link's epic journey in Ocarina of Time with Homer's Odyssey. Such courses do exist, but soon study materials will be made available in the Taylor Family Library on the building's New Media floor.

The library aims to increase student access to new and different technologies and plans to include a video game collection for study and research.

"Video games are just another media format for conveying information, whether it's narrative information, or story, or another way to express visual effects, or AI or computer programming," said U of C librarian Jerremie Clyde, who is overseeing the collection's production.

According to Clyde, games have educational value. His research interests include video games as scholarship, so it's no surprise he is working to start this collection at U of C. 

"Places like Simon Fraser University have had a similar collection for some time and these collections are becoming much more common in Britain and Europe," he said. "Studying games as a media, whether it's in social sciences, communication and culture, education [or] digital humanities, is becoming more popular."

Clyde hopes the collection can offer resources with considerable breadth across all genres and playing styles of games. He and his collaborator, TFL technology officer Shawna Sadler, are looking to include everything from educational and retro games, to independent games and current pc and gaming consoles. Having this kind of range will help the collection have a variety of sources for students to use and research.

Communication and Culture professor Dawn Johnston sees this resource as a valuable addition to the university.

"Any time a medium comes to play a major role in entertainment and leisure, it teaches something about our culture," said Johnston. "Studying the games themselves can educate us on everything from advances in technology to changing roles of game players."

"Studying the people who play video games can tell us even more-- about an increasingly mediated society, about relationships between people and relationships between humans and machines, all of which are interests in communication studies," said Johnston.

Johnston views video games as a new source of study, joining other cultural sources like film and television.

"People who think of this as an excuse to play games are probably the same people who have been dismissive of television studies and film studies in the past," she said. "We can certainly see how much those areas of cultural studies have grown in recent decades."


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Video games train essential skill srequired for fucking people over claims Ziovision

09/15/2010

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Right... Virtual sadism improves decision making in corporate whorocracy. OK. Clearly this is evident in the fact that everyone is a malleable self-gratifying pawn of the fourth Reich, I wonder if real-life improves decision making. Not bloody likely!!! (no puns)



From NEWSAU

PLAYING shoot 'em up games can make you a better driver and stop you getting lost, scientists claim.

They say fast-paced action games produce a heightened sensitivity, which can also improve multitasking, following a friend in a crowd or even reading the small print.

Their study, published in the journal Current Biology, looks set to delight avid gamers who are often told the games do little except provoke violence.

Researchers at New York's University of Rochester took a group of 18 to 25-year-old non game players and split them into two groups.

Half played 50 hours of shooting games such as Call Of Duty 2 and Unreal Tournament and the other half played 50 hours of slow-moving strategy game The Sims 2.

They were then given various tests, such as deciding whether a group of dots on a screen was moving right or left.



Read more: http://www.news.com.au/technology/shoot-em-up-games-improve-decision-making-study-says/story-e6frfrnr-1225923173292#ixzz0zd5PTjkz
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Military VR training tool now available to sheep

06/23/2010

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From POpular science Shills

Get ready to lose yourself in videogames—literally. In May, the Excalibur Hotel and Casino in Las Vegas installed the first public Virtusphere, a human-sized hamster ball that lets you move through virtual worlds by walking, running, or crawling inside it. Until now, the sphere has been used primarily for military and police training.

Now, wearing a virtual-reality visor, anyone inside can play a first-person-shooter game or tour historic Russian architecture.

The 10-foot sphere is made of the same plastic as Legos, and its curvature helps to cushion players if they fall. The ball spins on a platform fitted with 45 caster-mounted wheels. Beneath, an optical sensor tracks motion the same way a computer mouse does, watching for relative movement across x and y axes. To make the experience truly immersive, the player is fitted with a head-mounted display with two internal LCD screens. A laptop wirelessly collects the data from the sensor and the gyroscopes, magnetometers and accelerometers on the headset to create the image the player sees. As new spheres pop up in malls and arcades, users will be able to jump into movie trailers or globe-trot using Google Earth.

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Augmented reality to bridge video games and combat (stealing peoples shit for rich fucks)

06/21/2010

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FROM READWRITEWEB

When explaining the concept of augmented reality to someone who has never heard of it, I find myself going through a series of common real-life and pop-culture examples to help them understand. Aside from explaining that the "1st and Ten Line" in football games and the computer vision of the Terminator are indeed forms of augmented reality, I often use examples from the military - the fighter pilot heads-up-display, for example - as well. In fact, the military has played a significant role in the early development of AR, and one company is attempting to make sure it is a large factor in the future of the technology as well.

A Chicago-based company called Tanagram Partners is currently developing military-grade augmented reality technology that - if developed to the full potential of its prototypes - would completely change the face of military combat as we know it. Tanagram CEO Joseph Juhnke presented the technology last week at the Augmented Reality Event in Santa Clara, California, and wowed the audience with his presentation.

Illustrations from Juhnke's presentation tell the company's story of how its technology could give American troops the upper-hand in hostile situations. First of all, the company is developing a system of lightweight sensors and displays that collect and provide data from and to each individual soldier in the field. This includes a computer, a 360-degree camera, UV and infrared sensors, stereoscopic cameras and OLED translucent display goggles.

With this technology - all housed within the helmet - soldiers will be able to communicate with a massive "home base" server that collects and renders 3D information onto the wearer's goggles in real time. With the company's "painting" technology, various objects and people will be outlined in a specific color to warn soldiers of things like friendly forces, potential danger spots, impending air-raid locations, rendez-vous points and much more.

In the above image, a spotter on a roof paints an area near his squad-mates in a red color, marking the area as a danger spot. The ability to virtually communicate the location of hostile forces to fellow soldiers is an invaluable technology to troops fighting in unfamiliar urban environments. The local fighters have a home field advantage because they are fighting in their back yards, in a way. Tanagram hopes to level the playing field - and then some - in an effort to help troops better understand their surroundings.

All of this technology can also be monitored from a central base location by military leaders. They can gather around a virtual map of the battlefield with live location data for their troops. Best of all, the system has a memory for the information put into it - which means soldiers new to an area that has been fought in before will have the benefit of knowing where previous danger spots were.


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