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.
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.
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.
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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.
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...
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.
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.
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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.
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.
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.
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.
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.
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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.