20 May 2016

Portraying Social Anxiety in a Game

In a game called 'The Average Everyday Adventures of Samantha Browne (Samantha Browne)' it is possible to explore social anxiety through a simple lens: players help college student Samantha go down into her public dorm's shared kitchen to make some oatmeal. Stand up, walk down a hall, make oatmeal. Sounds easy. Yet all along the way, there are these tiny obstacles in Samantha's mind. She is hungry, but is afraid of what she will run into when she steps outside of her safe space. Will she have to talk to other people if she goes to the public kitchen? What will she say if she does? What if those people talking in their rooms are speaking about her? Are those girls in the kitchen laughing at something she did? Should she speak to them? Is she making her oatmeal right? Should she ask for help, or would people judge her for that? Her mind is a quagmire of ways for life and the people around her to make her feel bad about herself. The possibilities of screw-ups and embarrassments swirl in her head. For the player, every decision also contains a small failure, and the every decision, no matter how small, can lead to the culmination of Samantha's fears. Had Samantha Browne featured an optimum path, it would encourage the thought that people with social anxiety just need to make the right decision in order to get through it. With a stress-free route, it shows a correct way through the game's challenges. From Ayres' own experience, this is not what social anxiety feels like. Hiding and not feeding herself seems the least stressful option. It means she can stay in a safe spot and hide from her fears. But this will lead to harm to her body. For players who've saved the universe or fought ancient evils, this should be easy. How hard is it to make the right decisions and succeed at making a meal?
 

One of the important aspects of what Ayres wanted players to experience with Samantha Browne was the simple ways in which social anxiety affects people. It is something more than regular nervousness, and affects every aspect of a person's life when they have to interact with others. A grand moment might have helped players instantly connect with the fear, but it is the disorder that Ayres wanted players to experience. Samantha Browne catalogues these failures in various ways, showing the player a gradually increasing the stress bar, Samantha's inner monologue, and her movements and pauses. Samantha stops to ask the player what to do often, which is useful for keeping them engaged, but also shows how often she has to halt her actions and think them over. Every step to the door and through the hallway asks the player to consider what they are asking her to do, as she runs through every possibility that can go wrong. This can stir up several emotions surrounding the character. It can make players frustrated that they have to navigate something that seems to be so simple to them, mirroring Ayres' own frustrations with social anxiety. It can also show the player just how the mind works in these situations, drowning every decision in a torrent of ways it can go wrong. No matter what, these decisions make the player feel something along with Samantha, giving them a little sense of what it is like for her. Part of social anxiety is acting like you're fine and that none of this is bothering you, even though your mind is a raging storm of horrible possibilities. In that, Samantha Browne's exterior works best when it appears happy and fun. The art style tells the player that this will be a light-hearted romp, and in its action, it can be. There is still that awful stress that runs beneath everything, though. The game says that your loved ones, happy as they may appear, can be hiding some pain within them that makes their lives extremely difficult. It tells us to look deeper.

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18 May 2016

Memories Can be Inherited

Our life experiences may be passed on to our children and our children's children - and now scientists report that they have discovered that this inheritance can be turned on or off. Epigenetics is the study of inherited changes in gene expression, changes that are inherited, but aren't inherent to our DNA. For instance, life experiences, which aren’t directly coded in human DNA, can actually be passed on to children. Studies have shown that survivors of traumatic events may have effects in subsequent generations. The question, of course, is how are these genetic 'memories' passed on and this is what a Tel Aviv University (TAU) was seeking to answer when they reportedly discovered a mechanism that makes it possible to turn the transference of environmental influences on or off.


According to their study, epigenetic responses that are inherited follow an active process as it gets passed on through generations. They showed that worms inherited small RNAs following the starvation and viral infections of their parents. These small RNAs helped prepare their offspring for similar hardships. They also identified a mechanism that amplified heritable small RNAs across generations, so the response was not diluted. They found that enzymes called RdRPs are required for re-creating new small RNAs to keep the response going in subsequent generations. Scientists were able to determine that specific genes, which they dubbed Modified Transgenerational Epigenetic Kinetics (MOTEK) are also involved in turning epigenetic transmission on and off.

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17 May 2016

Roto VR Chair

The technology of virtual reality this year really is experiencing a real boom. Towards Oculus Rift and HTC’s Vive who is slowly coming to the first customers, there are also various other devices for VR. Following the recent announcement for pre-VR peripherals leg and 3D spherical VR camera 360 degrees, now came the VR chair itself with the engine. The company Roto his chair so trying to solve the situation of motion in VR-in. Chair includes a tracking device head that is placed on the user’s CMS.


Head Tracker chairs coupled to the motor stool and the chair rotates in the direction in which the user turns his head. This allows the user more comfortable VR experience, but also allows the research to 360 degrees. Developers do not need to add support for a chair in their games, but the company will issue an SDK that will give you that opportunity. Chair can complement the game in which the cockpit is present, through Rotos Utility programs can be set and cockpit mode that reduces the rotation to 10%.

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13 May 2016

Holographic Flexible Smartphone

Canadian researchers have developed what they are claiming is the world's first holographic flexible smartphone, with a bendable display that allows multiple people looking at the device to see different 3D images depending on their perspective. The smartphone sports a Full HD LED display with 1,920 x 1,080 resolution. When the device displays images, it renders them into 12-pixel wide circular blocks. Over the top of the display is a thin 3D-printed microlens array, consisting of over 16,000 fisheye lenses.
 

When the pixel blocks are viewed through the lens array, it makes the images look 3D to the viewer depending on their angle, when in fact they're actually only two-dimensional. The one downside to this technique is it makes the appearance of the display decidedly more pixellated. Once the Full HD resolution is effectively down-sampled via the image-rendering process, you're left with a pretty chunky-looking 160 x 104 resolution image.

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03 May 2016

Contact Lenses that Record and Store Videos with the Blink of an Eye

With Google and Samsung having already filed patents for contact lenses with tiny, built-in cameras, these things seem inevitable, and they have the potential to change everything about the way we interact with each other. That means in the future we could all be playing back recordings of old conversations to our friends and family to win an argument, or, you know, watching a 'greatest hits' compilation while having sex with our significant other. Potential misuses aside, the technology behind these new 'smart eyes' is actually incredibly cool. The patent describes contact lenses that can 'sense' when you're making a deliberate blink rather than a natural one, and respond by turning the recording on or off. It is known that a time period of usual blinking is usually 0.2 seconds to 0.4 seconds, and therefore it can be said that, in the case where the time period of blinking exceeds 0.5 seconds, the blinking is conscious blinking, the patent application asserts.


The contact lenses have an internal storage mechanism. When you record videos using Samsung's hypothetical contact lenses, the footage is sent directly to an external storage device, such as your smartphone. But Sony's patent describes a technology that allows you to store everything right there in the lenses for fast and easy access to your videos. As Tech Story reports, the lenses would be fitted with miniscule piezoelectric sensors, which can measure changes in pressure, acceleration, temperature, or force by converting them to an electrical charge. These sensors would read the eye movements of the user, and turn the recording on. To get enough power to sustain the recording, the lenses would use a simple process known as electromagnetic induction, where a conductor is forced through a magnetic field to induce a modest electrical current. Not only that, but it can also adjust for the tilt of the wearer's eye, and apply autofocus when things get blurry.

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