A recent study published in Developmental Psychology found that individuals who engage in problematic media, such as violent video games, gambling, or pornography, become more withdrawn over time. The research suggests that avoidant individuals are particularly at risk for negative outcomes, including depression and crime, when they co...
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A new study from Johns Hopkins University suggests that exercising children's intuitive number sense can improve their math skills. Researchers created a five-minute computer game that trained the number sense of 40 kindergarteners, who then showed significant improvements in math performance.
A recent study published in Sleep found that gamers frequently sacrifice adequate sleep for gaming, with 67% of participants delaying bedtime by an average of 101 minutes. This behavior is considered a sign of addictive gaming habits.
A new study found that creating implementation intentions within goal-setting in Squires Quest! II increased veg consumption at dinner and fruit consumption at breakfast, lunch, and snacks among 4th-5th graders. The study suggests that serious video games can be a promising tool to improve fruit and vegetable intake in children.
A study of over 20,000 participants found that videogame addiction is associated with attention deficit/hyperactivity disorder and depression. Younger, single men are particularly at risk, using gaming as an escape from unpleasant feelings and restless bodies.
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A University at Buffalo-led study finds that gamers become less responsive to guilt-inducing stimuli as they repeatedly play violent video games, leading to a loss of moral response over time.
A study found that gamers playing violent video games recalled 51% fewer corporate brand names than those playing the same game with nonviolent goals. The study also discovered that when players' goal is killing, they notice little else - including corporate brands.
A study by Columbia University found that high video game usage is associated with higher intellectual functioning and better overall school competence in children. No significant associations were found with mental health problems or relationship issues.
A video game-based cognitive rehabilitation program improved thalamic functional connectivity and boosted cognitive abilities in multiple sclerosis patients. The study found that increased connectivity reflected the brain's plasticity and promoted cognitive rehabilitation for people with neurological diseases.
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Researchers at Saarland University have developed a system that enables players to interact with each other and the game using spoken language, despite speaking different languages. The Dialog Box uses AI-powered voice interactions to facilitate collaboration and problem-solving among team members.
Researchers found that motion-controlled video game players outperformed those with push-button controllers and no training in real-world putting, suggesting a potential for these games to enhance fine motor coordination. Further research is needed to explore the effects of motion-controlled games on larger-motor coordination skills.
A €400,000 EU-funded project at the University of Huddersfield aims to reduce levels of domestic violence through an interactive computer game. The game, designed to educate and influence attitude change among potential perpetrators, will be piloted in Caribbean countries and the UK.
A new study discourages a sweeping transformation of conventional education to replace traditional curricula with game-based instruction. Instead, researchers recommend adding promising features to games, such as explanatory feedback and pregame activities, to enhance learning outcomes. Game features that improve student performance in...
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Researchers found hyperconnectivity between brain networks in adolescent boys with Internet gaming disorder, which may help them respond to new information but also increase distractibility and poor impulse control. The study provides insights into the neural basis of compulsive video game play.
A study published in The Journal of Neuroscience found that playing 3D video games improved memory performance by 12% in non-gamer college students, while 2D gamers did not. This suggests that environmental enrichment through immersive gaming may be a viable route to stem cognitive aging.
A new visual authoring tool is being developed to enable both experts and novices to create digital story worlds. The tool guides users through three main steps: story world creation, character and object authoring, and event creation.
A study by psychologists at the University of York analyzed anonymized data from League of Legends to find correlations between user names and in-game behavior. Positive usernames were linked to positive personality traits, while anti-social expressions correlated with similar behavior. Age was also indicated by numbers in user names.
Researchers at the University of Maryland studied console and game sales data to understand how base proportions of console owners change over time. The study found that companies should weigh tradeoffs between early adopters and later adopters when releasing games, with optimal timing depending on console adoption patterns.
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A team of researchers from MIT and QCRI developed a system that can automatically convert 2-D video of soccer games into 3-D. The system uses detailed 3-D maps stored in video games to create broadcast-quality 3-D video, achieving real-time processing without visual artifacts.
The Bootstrap curriculum is a 10-week classroom module that helps students learn algebra by creating their own video games using key concepts like variables, functions, and the Pythagorean theorem. The $1.5 million grant from NSF will support research and workshops to train 600 additional teachers.
The Disney Research app uses augmented reality to turn coloring books into a 3D experience, increasing motivation and connection in children. The app accurately colors the 3D character based on the user's coloring, creating an illusion of real-time application.
Action video games have been shown to improve attention skills and cognitive functions, while 'brain games' lack equivalent impact on perception and cognition. Video game play predicts poorer attention in the classroom, but benefits can be positive or negative depending on content.
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Researchers discovered that players' performances in video games significantly impact their attitudes towards brands. Players who performed well in games exhibited better recall and more favorable attitudes toward the brand compared to those who experienced difficulties or crashes.
A Swedish study found that young women who play computer games for over an hour a day are more likely to develop overweight. The researchers calculated that this would result in an additional weight gain of 3.7 kilos, taking other risk factors into account.
A study found that 4- and 5-year-olds who played a video game after a two-day delay scored more than 20 percent higher than kids who re-played it later the same day. The researchers discovered 'delayed remembering,' a phenomenon where children can recall previously forgotten information days later.
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A new UC San Francisco study reveals that video game warnings fall short in rating tobacco content, exposing adolescents to more tobacco imagery than thought. The researchers found that only 8% of games received tobacco warnings, despite 42% containing actual tobacco content.
A new AI system crowdsources plot points for interactive stories, allowing for more creative narratives and an easier method for interactive narrative generation. The system achieved near-human-level authoring in a test, with improvements over random generators.
A study of 109 clinicians found that older participants are more likely to believe playing video games leads to violent behavior, highlighting a generational effect. The researchers suggest that parents can help bridge this gap by engaging with their children and trying out the games themselves.
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Despite claims by Susan Greenfield that intense internet use harms adolescent brains, experts warn that there is currently no evidence to support these claims. Research suggests that social networking sites can enhance friendships and relationships, while computer games do not lead to impulsiveness or aggression.
A recent study found that playing violent video games can temporarily reduce stress and improve mood. However, the same gamers who enjoyed violent games also became more aggressive in their perceptions of others. The researchers recommend seeking out nonviolent games for emotional release.
A new IU study found that many college students enjoy feeling scared while playing video games, with 44.1% of participants reporting they enjoyed the experience. The researchers also discovered that interactivity, darkness, and disfigured humans were common factors causing fear in gamers.
A study of 23,422 video games found that diverse teams with a mix of career backgrounds and working relationships led to groundbreaking innovations. The research suggests that embracing friction within teams can actually stimulate creativity, as long as there is sufficient social structure in place to facilitate collaboration.
A UT study found that active video games involving total body participation can provide moderate to vigorous intensity physical activity in children aged 5-8 years old. The study compared energy expenditure of active video gaming to unstructured outdoor play and showed a significant difference in accelerometer readings.
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Researchers at Brown University are developing a new algorithm to assist robots in planning their actions in complex environments. The algorithm uses goal-based action priors, which can be learned by the robot through trial and error or supplied by an expert operator.
A new tool called Kahawai reduces data usage while delivering graphics and gameplay similar to conventional cloud-gaming setups. The approach uses collaborative rendering to lighten the load, allowing mobile devices to generate rough sketches of frames while remote servers fill in the gaps.
Researchers found that story details in games are critical to feelings of appreciation, while more meaningful games evoke heightened insights and enrichment. This study encourages game developers to invest in producing games with more interactive and poignant themes.
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A new study suggests that non-violent video games with storytelling can have prosocial benefits, improving emotional intelligence and social skills. The research found that immersive gaming experiences foster theory of mind and empathy, which can be helpful in treating disorders like autism.
A new study by University of Oxford researchers found that excessive video game time is associated with problem behavior in children, while the type of games played has no significant impact. The study suggests that parents should monitor their child's gaming time to minimize potential risks.
A recent study from Brown University suggests that video gamers excel in visual tasks, not just due to prior practice, but also because of enhanced learning abilities. Gamers outperformed non-gamers on two consecutive visual task learning exercises by an average of 15% and 11%, respectively.
Researchers at Technical University of Munich develop methodology to speed up simulations of complex fluids, enabling more realistic medical diagnoses and spectacular effects in computer games. The approach leverages real-world observations to calculate fluid behavior, promising to accelerate calculations and improve various applications.
A clinical trial funded by Autism Speaks' DELSIA will test a cognitive video game designed to improve executive function skills in children and adolescents with autism. The study aims to assess the effectiveness of the game, Project: EVO, in improving brain function and motor skills.
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Neuroscientists studied animats with complex neural networks that evolved to master video games of varying difficulty. The research found that in more complex environments, the animats developed intricate neural connections and increased their ability to integrate information, supporting the theory of Integrated Information Theory (IIT).
A study by Universitat Autonoma de Barcelona analyzed the use of information and communication technologies among secondary school students, revealing links between school failure and an elevated use of computers at home. The study also found correlations between intensive ICTS use and substance consumption.
Researchers explored how role-playing video games influence social behavior and decision-making. It was found that people conform to computers' decisions, even in ambiguous cases, due to a tendency towards information conformity and striving for accuracy.
A University of Sussex study reveals that teenage girls are more adept at designing and programming their own computer games than boys. The research used a new visual programming language called Flip, which helps pupils understand the code they write. Girls created more complex programs and learned more about coding compared to boys.
Researchers at Ohio State University created a video game training program that improves vision in people with lazy eyes and poor depth perception. The 'push-pull' method, using games like Pac-Man, stimulates both eyes equally to counter the common use of eye patches on dominant eyes.
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A new study reveals that playing action video games boosts learning capabilities by fostering better templates in the brain. Action gamers excel at tasks due to their improved ability to build and fine-tune models of the world, leading to accelerated learning curves and lasting effects.
A recent study by Christopher Ferguson found no association between media violence consumption and societal violence rates. However, violent video game consumption was strongly correlated with declines in youth violence rates.
A study by Ohio State University found that playing violent video games in 3D leads to higher anger levels compared to traditional 2D systems. Immersion in the game environment is a key factor contributing to this increased anger.
A University of Toronto study found that chronic video game players have an advantage in learning new sensorimotor skills compared to non-gamers. Gamers performed better at tracking complex patterns and following repetitive motions, indicating enhanced ability to learn dynamics of new tasks.
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A new video game called MindLight is being tested to see if it can help youth cope with and conquer their anxiety. The game, designed for children aged 8-16, uses neurofeedback technology to measure the player's level of relaxation or anxiety, providing a safe space for kids to practice regulating their emotions.
A Finnish study found that higher levels of physical activity during recess are associated with better reading skills, while participation in organized sports is linked to higher arithmetic test scores. Boys who spent more time engaging in activities like reading and writing on their leisure time also showed better reading skills.
A Swedish study found that young people who play interactive computer games for more than an hour a week have a larger English vocabulary compared to those who do not. The study also revealed a major difference between boys and girls in terms of their gaming habits, with girls spending more time on language-related activities online.
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A new study by Oxford University found that young people who played video games for less than an hour a day were associated with being better adjusted than those who played more or never. They reported higher sociability and fewer friendship problems compared to heavier gamers.
A nationwide study involving over 5,000 teenagers found that playing mature-rated video games associated with increased deviant behaviors, including alcohol use and smoking cigarettes. The researchers suggest changes in personality, attitudes, and values contribute to the findings.
Researchers found that people who engaged in media use after work experienced higher levels of guilt and feelings of failure, rather than relaxation and recovery. This suggests that the use of media can conflict with other important duties and goals in everyday life.
A Saint Louis University pediatrician is developing an educational video game to train military physicians on pediatric emergency room cases. The game-based tool aims to improve physicians' skills in treating life-threatening emergencies, with potential applications for humanitarian missions.
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Researchers from Oregon State University argue that video games can educate the public on complex problems like pollution, drought, and climate change. Video games encourage creative thinking, strategic problem-solving, and social collaboration, making them a potential tool for promoting sustainable practices.
A recent study by Nanyang Technological University scientists found that playing puzzle games like Cut the Rope can significantly improve executive functions in adults. Players showed improved ability to switch tasks, adapt to new situations, and block out distractions.
A new study reveals that feelings of failure and frustration during video game play are the primary causes of aggression, not violent content. The research found that players' experiences of mastering a game's controls and degree of difficulty led to frustration and hostility.