Researchers Constance Steinkuehler and Dmitri Williams found that online video games like 'Asheron's Call' and 'Lineage' foster social interaction and relationships beyond the workplace and home. The games offer virtual third places for informal sociability, bridging social capital and broadening worldviews.
SourceUniversity of Illinois at Urbana-Champaign, News Bureau·JournalJournal of Computer-Mediated Communication·DateAug 17, 2006
Apple iPhone 17 Pro
Apple iPhone 17 Pro delivers top performance and advanced cameras for field documentation, data collection, and secure research communications.
Researchers found that playing violent video games for 20 minutes can cause people to become less physiologically aroused by real violence. Participants who played violent games had lower heart rates and skin responses while watching footage of people being beaten, stabbed, and shot.
SourceIowa State University·JournalJournal of Experimental Social Psychology·DateJul 27, 2006
A study by University of Illinois Chicago researchers found a significant correlation between the rise of video games and internet use, as well as rising fuel prices, and a decline in U.S. national park visits. The study suggests that increased home entertainment activity may be contributing to a decrease in outdoor activities.
SourceUniversity of Illinois Chicago·JournalJournal of Environmental Planning and Management·DateMay 9, 2006
A Packard/Stanford study found a correlation between increased screen time and subsequent requests for toys and junk food in children. Over a 20-month period, the study showed that kids who spent more time watching TV or playing video games made more requests for unhealthy treats.
SourceStanford Medicine·JournalArchives of Pediatrics and Adolescent Medicine·DateApr 3, 2006
Researchers analyzed 36 M-rated video games and found nearly all contained violence and blood, with 4,268 human deaths observed. The study highlights the need for parents and physicians to recognize that popular M-rated games contain unlabeled content that may negatively influence children's perceptions and behaviors.
SourceJAMA Network·JournalArchives of Pediatrics and Adolescent Medicine·DateApr 3, 2006
AmScope B120C-5M Compound Microscope
AmScope B120C-5M Compound Microscope supports teaching labs and QA checks with LED illumination, mechanical stage, and included 5MP camera.
A study found that M-rated video games often contain violent content, blood, and profanity without clear ESRB descriptors. Researchers urge parents to play games with kids and discuss content to make informed decisions.
SourceHarvard T.H. Chan School of Public Health·JournalArchives of Pediatrics and Adolescent Medicine·DateApr 3, 2006
A functional magnetic resonance imaging (fMRI) study found a causal link between playing violent video games and brain-activity patterns characteristic of aggressive cognitions. The research used a novel frame-by-frame method to analyze game content and measured brain activity, physiological measures, and audio data from the game.
SourceMichigan State University·JournalMedia Psychology·DateOct 11, 2005
A recent review of research suggests that playing violent video games can lead to increased aggressive behavior in children and adolescents. The study found that boys tend to play more violent video games than girls, and those who do play may be more vulnerable to the effects of exposure.
A team of four Johns Hopkins University students adapted a tractor for use by people with disabilities, including those who are paraplegic. The modifications included a hydraulic lift, hand-controlled throttle, and mechanical device to enable drivers without disabilities to operate the tractor.
SAMSUNG T9 Portable SSD 2TB
SAMSUNG T9 Portable SSD 2TB transfers large imagery and model outputs quickly between field laptops, lab workstations, and secure archives.
A study by Washington University postdoctoral fellow Alan Castel found that expert video game players exhibit a 20% reduction in response times compared to non-players. This suggests that expertise is acquired through practice rather than being an innate ability.
SourceWashington University in St. Louis·JournalActa Psychologica·DateJun 9, 2005
A study of nearly 4,500 men and women found that full-time workers who spent more time on sedentary activities engaged in significantly less exercise than part-time workers. This is likely due to the limited free time available to full-time workers, leading to a greater reliance on leisure activities.
A study by Arthur B. Markman and C. Miguel Brendl found that people's representations of self are distinct from their body representations, suggesting a temporary localization of the self in virtual environments like video games. This external representation affects how players perceive and act, potentially leading to a merge of both b...
SourceAssociation for Psychological Science·JournalPsychological Science·DateMar 28, 2005
A study by Rachel Herz at Brown University found that responses to new odors depend on emotions experienced while the odor was present. Participants who played a game and watched a film clip rated the new scent as enjoyable and familiar, whereas those who played a frustrating game rated it as unpleasant.
SourceBrown University·JournalInternational Journal of Comparative Psychology·DateJan 5, 2005
A breakthrough in brain-machine interface technique uses electrocorticographic (ECoG) activity to record brain surface signals, enabling humans to control computers with their minds. The study achieved high accuracy rates and promises potential applications in prosthetic limb control for individuals with disabilities.
SourceWashington University in St. Louis·JournalJournal of Neural Engineering·DateJun 9, 2004
DJI Air 3 (RC-N2)
DJI Air 3 (RC-N2) captures 4K mapping passes and environmental surveys with dual cameras, long flight time, and omnidirectional obstacle sensing.
Researchers used fMRI to study brain activity in response to rewards, finding that reward centers were activated when participants actively received the reward. Active participation was found to be more salient and arousing than passive receipt, highlighting its importance for brain function.
SourceEmory University Health Sciences Center·JournalNeuron·DateMay 12, 2004
Researchers at McGill University have developed three computer games that can help people feel more positive about themselves and build their self-esteem. The games, Wham!, EyeSpy: The Matrix, and Grow Your Chi, work by training players to focus on positive feedback and develop automatic thought patterns that boost confidence.
SourceMcGill University·JournalJournal of Social and Clinical Psychology·DateMay 6, 2004
Research suggests that video game play is related to children's weight status, while television use is not. Children with higher BMIs spent moderate amounts of time playing electronic games, whereas those with lower BMIs played either little or a lot of time on other devices.
SourceCenter for Advancing Health·JournalJournal of Adolescence·DateMar 17, 2004
A study of 81 T-rated video games found that many contained violence, sexual themes, and profanity not mentioned on the game box. Researchers recommend more uniform and complete information about game content to help parents make informed decisions.
SourceBoston Children's Hospital·JournalJAMA·DateFeb 17, 2004
GoPro HERO13 Black
GoPro HERO13 Black records stabilized 5.3K video for instrument deployments, field notes, and outreach, even in harsh weather and underwater conditions.
Engineers at Ohio State University have developed a new software algorithm that models translucent objects and fluids to create soft, realistic shadows. The algorithm, called splatting, uses volume elements and 2D footprints to generate accurate shadows with minimal data storage requirements.
SourceOhio State University·JournalIEEE Transactions on Visualization and Computer Graphics·DateJun 17, 2003
A study at Brown University found that novel odors can compromise participants' persistence in word tests due to induced frustration. In contrast, neutral odors had no effect on performance. The research suggests a potential link between emotions and scent-based behavior.