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Current Video Games News and Events, Video Games News Articles.
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Most parents concerned about privacy, body image impact of tweens using health apps
Most parents say they have concerns about how health apps may impact children ages 8-12, according to the C.S. Mott Children's Hospital National Poll on Children's Health at Michigan Medicine. (2020-05-18)

High five! It's possible to create proximity online
Despite physical distance, it's possible to create proximity between family members located in different places. This is according to a study from Linköping University that has investigated how video calls bring family members together. The results show that proximity in video calls is established mainly by way of the body and the senses, e.g. by giving a digital high five. (2020-05-18)

Is video game addiction real?
A recent six-year study, the longest study ever done on video game addiction, found that about 90% of gamers do not play in a way that is harmful or causes negative long-term consequences. A significant minority, though, can become truly addicted to video games and as a result can suffer mentally, socially and behaviorally. (2020-05-13)

The COVID-19 pandemic reveals the potential of telehealth to improve care
Two new articles provide insights on the use of telehealth or virtual care in the age of COVID-19 and beyond, pointing to its value to not only prevent contagious diseases but also to provide access to effective and equitable care. (2020-05-12)

UMBC gaming researchers develop a new way to render characters with realistic skin
Researchers at the University of Maryland, Baltimore County (UMBC) have developed a new solution to render an essential detail in many video games: human skin. (2020-05-11)

UCLA and Carnegie Mellon researchers develop real-time physics engine for soft robotics
Collaborators from the University of California, Los Angeles (UCLA) and Carnegie Mellon University have adapted sophisticated computer graphics technology, used to create hair and fabric in animated films, to simulate the movements of soft, limbed robots for the first time. The advance, published in Nature Communications, is a major step toward such robots that are autonomous. (2020-05-11)

Do I look mad? Reading facial cues with the touch-screen generation
Are today's children, who grew up with mobile technology from birth, worse at reading emotions and picking up cues from people's faces than children who didn't grow up with tablets and smartphones? A new UCLA psychology study suggests today's kids are all right. (2020-05-07)

Research examines the impact of new technology used in video court hearings
A new academic evaluation of video-enabled justice published today (Monday 4 May) offers insights for courts, court users and others at a time when the Covid-19 pandemic looks set to necessitate a rapid increase in the use of technology to ensure the timely administration of justice. (2020-05-04)

'Breathable' electronics pave the way for more functional wearable tech
Engineering researchers have created ultrathin, stretchable electronic material that is gas permeable, allowing the material to 'breathe.' The material was designed specifically for use in biomedical or wearable technologies, since the gas permeability allows sweat and volatile organic compounds to evaporate away from the skin, making it more comfortable for users -- especially for long-term wear. (2020-04-30)

ETRI develops world's top-class 400-Gbps optical engine
The Electronics and Telecommunications Research Institute (ETRI) in South Korea has succeeded to develop a world's top-class 400-Gbps transmitting/receiving optical engine. It enables real-time high definition video streaming for 100,000 viewers simultaneously. Thus the optical engine can be applied for data centers that accommodate thousands of servers. (2020-04-29)

Getting kids moving, and learning
Children are set to move more, improve their skills, and come up with their own creative tennis games with the launch of HomeCourtTennis, a new initiative to assist teachers and coaches with keeping kids active while at home. Part one of the initiative, Games-making, will be introduced across Australia via a series of videos for teachers and coaches. (2020-04-29)

New device simulates feel of walls, solid objects in virtual reality
Today's virtual reality systems can create immersive visual experiences, but seldom do they enable users to feel anything -- particularly walls, appliances and furniture. A new device developed at Carnegie Mellon University, however, uses multiple strings attached to the hand and fingers to simulate the feel of obstacles and heavy objects. (2020-04-28)

Virtual and augmented reality: warnings about the ethical dangers
Research on virtual reality started in the eighties, but it is now that good quality is available to the public and it can become a mass consumer product soon. However, there is almost no scientific knowledge on the effects of virtual reality in the long run, nor any oversight over content. (2020-04-27)

Eye contact activates the autonomic nervous system even during video calls
A new study from Tampere University in Finland found that eye contact during video calls can elicit similar psychophysiological responses than those in genuine, in-person eye contact. (2020-04-23)

Surface feeding could provide more than just snacks for New Zealand blue whales
Feeding at the ocean's surface appears to play an important role in New Zealand blue whales' foraging strategy, allowing them to optimize their energy use. (2020-04-22)

How we end up 'confined' on YouTube
Researchers have studied recommendations from a thousand YouTube videos on different subjects, thereby running through half a million recommendations. Their results show that contrary to the algorithms of other platforms, which seem to promote the exploration of novelty and serendipity, YouTube's is actually an exception, generating a number of confinement phenomena. (2020-04-22)

Easing the burden of coronavirus with virtual reality
A new article discusses the psychological stresses imposed by the coronavirus pandemic and suggests that virtual reality can help alleviate the psychological impact of the need for social isolation. (2020-04-21)

Computer scientists create a 'laboratory' to improve streaming video
The quality of internet TV depends on algorithms that minimize glitches and stalls. Scientists recruited volunteer who helped improve them simply by watching. (2020-04-21)

Rare video captures humpback whale nursing behaviors in UH Mānoa research
UH Mānoa Marine Mammal Research Program captures rare video of humpback whales nursing off of Maui. (2020-04-20)

Video games improve the visual attention of expert players
Long-term experiences of action real-time strategy games leads to improvements in temporal visual selective attention. Expert gamers become more effective in distributing limited cognitive resources between successive visual targets, showing a beneficial effect of intensive play. (2020-04-10)

Streaming services flouting India's regulations banning tobacco imagery in all media
Streaming services that are popular with teens and young people in India are flouting the nation's regulations on exposure to tobacco imagery in any media platform, reveals an analysis of 10 on-demand streaming series, published online in the journal Tobacco Control. (2020-04-09)

Examining association between childhood video game use, adolescent body weight
Researchers looked at whether there was a long-term association between using video games at an early age and later weight as a teenager, as well as what role behaviors such as physical activity, the regularity of bedtimes and consuming sugar-sweetened beverages might play. (2020-04-06)

Smartphone videos produce highly realistic 3D face reconstructions
Normally, it takes pricey equipment and expertise to create an accurate 3D reconstruction of someone's face. Now, Carnegie Mellon University researchers have pulled off the feat using video recorded on an ordinary smartphone. Shooting a continuous video of the front and sides of the face generates a dense cloud of data. A two-step process developed by CMU's Robotics Institute uses that data, with some help from deep learning algorithms, to build a digital reconstruction of the face. (2020-04-01)

Video game experience, gender may improve VR learning
Students who used immersive virtual reality (VR) did not learn significantly better than those who used two more traditional forms of learning, but they vastly preferred the VR to computer-simulated and hands-on methods, a new Cornell study has found. (2020-03-25)

Overlooked caregivers? Children, teens help care for parents with ALS
Children and teens with family members with amyotrophic lateral sclerosis, or ALS, help with bathing, dressing, eating and all types of caregiving activities, yet they may not have training or enough information about the disease, according to a study published in the March 18, 2020, online issue of Neurology®, the medical journal of the American Academy of Neurology. (2020-03-18)

Addressing HPV vaccination concerns
Research from the Harvard Pilgrim Health Care Institute finds a promising avenue for addressing vaccine hesitancy around HPV vaccine. The study, 'Tailored Messages Addressing HPV Vaccination Concerns Improves Behavioral Intent Among Mothers: A Randomized Controlled Trial,' appears March 11 in the Journal of Adolescent Health. (2020-03-11)

People want more compensation, security for their genomic data
Genomic data donated by the public is valuable for the companies that collect it. But a recent survey finds that once people are aware of issues surrounding the use and security of genetic information, people are more concerned about how it might be used and expect to be better compensated for providing it. (2020-03-11)

Study demonstrates how to collect true incidents from head impact sensors in youth sports
A new study from Children's Hospital of Philadelphia (CHOP) shows that head impact sensors can record a large number of false positive impacts during real game play. The CHOP team's study emphasizes that an extra step to video-confirm the sensor data is essential for research and for use of this data in injury prevention strategies for player safety. (2020-03-10)

First-ever analysis of video recorded CPR improves resuscitation outcomes in emergency departments
Feinstein Institutes for Medical Research and North Shore University Hospital pioneer video recording and review process to improve live-saving CPR process. (2020-03-09)

Viewership soars for misleading tobacco videos on YouTube
Misleading portrayals of the safety of tobacco use are widespread on YouTube, where the viewership of popular pro-tobacco videos has soared over the past half-dozen years, according to research by the Annenberg Public Policy Center of the University of Pennsylvania. In an article in the Harvard Kennedy School Misinformation Review, researchers found that from 2013-19, different kinds of popular tobacco-themed YouTube videos saw ''dramatic increases in views per day, especially for tutorials about vaping products.'' (2020-03-09)

Our brains are powerful -- but secretive -- forecasters of video virality
Our brains can predict the popularity of online videos, without us even knowing it. (2020-03-09)

March Madness bracket analysis shows picking final four first leads to better brackets
Data science researchers at the University of Illinois have some March Madness advice based on new research: Pick top-seeded teams as the Final Four in your March Madness bracket and work backward and forward from there. If you are going to submit multiple brackets, starting with the Final Four is still a good strategy, but make sure you also diversify your brackets as much as possible. (2020-03-04)

Kids eat more calories in post-game snacks than they burn during the game
A new study led by Brigham Young University public health researchers finds the number of calories kids consume from post-game snacks far exceeds the number of calories they actually burn playing in the game. (2020-02-28)

Actin filaments control the shape of the cell structure that divides plant cells
A Japanese research group using microscopic video analysis provides deeper insight into the mechanics of plant cell division. Their analysis shows that actin filaments control the shape of cell structures, called phragmoplasts, that create the partition between two dividing plant cells. The discovery is expected to lead to a better understanding of plant cell division mechanisms. (2020-02-28)

Socially assistive robot helps children with autism learn
Researchers at USC's Department of Computer Science have developed personalized learning robots for children with autism. They also studied whether the robots could estimate a child's interest in a task using machine learning. (2020-02-27)

New sandboxing approach in web browser increases security
A powerful new approach to securing web browsers, using a tool called WebAssembly, is getting its first real-world application in the Firefox browser. Developed by a team of researchers from The University of Texas at Austin, the University of California San Diego, Stanford University and Mozilla, the approach shifts some of the browser code into 'secure sandboxes' that prevent malicious code from taking over the user's computer. (2020-02-25)

Can 360 video experiences benefit affect?
A new study has shown that experiencing personalized experiences in a virtual reality setting can improve affect among university students. (2020-02-25)

For 'blade runners' taller doesn't necessarily mean faster
The governing body for the Paralympics recently lowered the allowable height for sprinters who use prosthetic legs, or blades, during competition. The rules are based on the assumption that the taller you are the faster you run. But a new study has found otherwise. (2020-02-20)

Big ideas in performance management 2.0
Industrial-era performance management paradigms and practices are outdated and ineffective in the modern VUCA work environment. SIOP presents a video examining how to update performance management practices for success now and in the future of work. Presented by SIOP Fellow Alan Colquitt, PhD, the video 'webinar' provides actionable, evidence-based insights for I-O psychologists, business leaders, and HR practitioners seeking to create better outcomes for workers and organizations through practices fostering engagement and strong workplace performance. (2020-02-19)

Storytelling can reduce VR cybersickness
A storyline with emotionally evocative details can reduce virtual reality cybersickness for some people, according to a new study. Researchers from the University of Waterloo found that storylines that provide context and details can help users feel immersed in VR experiences and can reduce feelings of nausea, disorientation and eye strain, depending on a user's gaming experience. (2020-02-13)

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