To display the most relevant entries to you in priority,
vote for the stories you are interested in
()
and reject those that you are not interested in
()
I love blues mixed with oranges. I have ever since I watched Jawbreaker for the first
time, and was desperately jealous of Julie and her funky bedding. And, lucky me, I've been able to
enjoy this combination all over the place these days. It's a popular modern color combination, and
has become a beloved contrast in Hollywood's world of film-tweaking. However, as blogger Into the
Abyss points out, it's overtaking Hollywood.
Abyss writer Todd Miro has shared a pretty excellent account of how this teal-orange phenomenon
came to be, and some of mainstream cinema's worst offenders. He explains how Oh
Brother, Where Art Thou? was the first feature to get scanned into a computer and put
through a Digital Intermediary (DI) process, which allows filmmakers to control the color of every
element in a film. This lead to complimentary color theory (where flesh tones thrive with teal)
being implemented in many big-screen flicks, no genre being safe -- the horror and gloom of
Wolfman, the superhero ways of Iron Man 2, the digital wonder of Tron 2,
the retro laughs of Hot Tub Time Machine, and the prize for "one of the worst examples of
unchecked teal and orange stupidity" --
Transformers 2.
So, keep an eye out next time you pop a disc into a player or hit the cineplex, you may just find
yourself drowning in a sea of teal and orange. If you've noticed the phenomenon before, what flicks
do you find to be the worst offenders?
Synaptic plasticity is thought to underlie learning and memory, but the complexity of the
interactions between the ion channels, enzymes and genes that are involved in synaptic plasticity
impedes a deep understanding of this phenomenon. Computer modelling has been used to investigate
the information processing that is performed by the signalling pathways involved in synaptic
plasticity in principal neurons of the hippocampus, striatum and cerebellum. In the past few years,
new software developments that combine computational neuroscience techniques with systems biology
techniques have allowed large-scale, kinetic models of the molecular mechanisms underlying
long-term potentiation and long-term depression. We highlight important advancements produced by
these quantitative modelling efforts and introduce promising approaches that use advancements in
live-cell imaging. Jeanette Hellgren Kotaleski, Kim Blackwell
We’ve seen the phenomenon known as Mood Rings back in our younger days, but what about the
Mood Swing Lip Gloss? This is one lip gloss that men won’t mind buying for their other
halves – after all, I am sure that many of us have suffered the wrath of a sudden mood
change in women, where we are deemed to be insensitive boorish neanderthals for not knowing how
they feel like. Thanks to the Mood Swing Lip Gloss, it comes with a color chart that lets you
predict what your woman is feeling right now, giving you at least a fighting chance to not get
stepped all over verbally (and in some cases, physically). It has a color range that changes from
clear to deep crimson.
Publication Date: 2010 Mar 18 PMID: 20237567Authors: Huang, F. - Chakraborty, P. - Lundstrom, C. C.
- Holmden, C. - Glessner, J. J. - Kieffer, S. W. - Lesher, C. E.Journal: NatureThe phenomenon of
thermal diffusion (mass diffusion driven by a temperature gradient, known as the Ludwig-Soret
effect) has been investigated for over 150 years, but an understanding of its underlying physical
basis remains elusive. A significant hurdle in studying thermal diffusion has been the difficulty
of characterizing it. Extensive experiments over the past century have established that the Soret
coefficient, S(T) (a single parameter that describes the steady-state result of thermal diffusion),
is highly sensitive to many factors. This sensitivity makes it very difficult to obtain a robust
characterization of thermal diffusion, even for a single material. Here we show that for thermal
diffusion experiments that span a wide range in composition and temperature, the difference in S(T)
between isotopes of diffusing elements that are network modifiers (iron, calcium and magnesium) is
independent of the composition and temperature. On the basis of this finding, we propose an
additive decomposition for the functional form of S(T) and argue that a theoretical approach based
on local thermodynamic equilibrium holds promise for describing thermal diffusion in silicate melts
and other complex solutions. Our results lead to a simple and robust framework for characterizing
isotope fractionation by thermal diffusion in natural and synthetic systems.post to:
CiteULike
The fact that many people love games isn’t really that new. Retailers and even our own
governments have used our love of games to sell us products and hook us on lotteries and whatever
else they can think of to boost revenue. But the rise of online games such as World of Warcraft
and the social and “casual” games popularized by Zynga and other companies on
Facebook, such as Mafia Wars and Happy Aquarium, has arguably made gaming a far bigger part of
our culture than it has ever been — not to mention location-based apps such as Foursquare
and Gowalla, which have explicit game-like features built in. Online payment giant PayPal said
that Zynga was its
second-largest merchant last year, and PayPal does business with some of the largest
companies in the world. And get ready for even more games: Flurry Analytics says that its
research shows almost
half of the apps that are being developed for the upcoming Apple iPad are games.
What is the impact of all that gaming on our society? One academic, Lee Sheldon of Indiana
University, says the generation that has grown up with ubiquitous online gaming is bringing that
culture with it into the educational system, and ultimately into the workforce. “As the
gamer generation moves into the mainstream workforce, they are willing and eager to apply the
culture and learning-techniques they bring with them from games,” Sheldon, an assistant
professor at the university’s department of telecommunications, told
ITNews. He said older managers will have to “figure out how to educate themselves to
the gamer culture, and how to speak to it most effectively.”
Sheldon is already experimenting with that: over the last year, he started grading two of his
classes (both involved with game design) using a system based on “experience points”
or XP, similar to the way gamers in World of Warcraft and other massively-multiplayer games award
points for various tasks. Students started the year at level one, with zero XP and then gained
points — and higher grades — by completing “quests” and
“crafting,” which corresponded to giving presentations and doing exams and quizzes.
Students also formed “guilds” similar to the gaming groups that rule WoW and other
multiplayer games, and Sheldon says that his students seemed far more engaged than they had been
before.
A similar phenomenon was the topic of a panel at the
recent SXSW conference in Austin, where Christopher Poole, the founder of the controversial
discussion forum known as 4chan, and Web historian Jason Scott discussed the site and its culture
— which in some cases consists of offensive material, but also involves public advocacy
through offshoots such as the Anonymous group. According to
a description from Austin360, Scott compared the behavior at 4chan to a game, but one in
which the objective was to come up with something more shocking and/or hilarious than your
competitors.
Scott noted that another site behaves in almost the exact same way: Wikipedia. And he’s got a point — the
“crowdsourced” encyclopedia relies in many cases on unknown and unpaid editors and
writers to produce and structure and verify its content, people who to some extent compete for
the recognition of their peers on the site, and in some cases wind up “levelling up”
to become senior editors and members of the internal Wikipedia “cabal” of site
managers. Although Wikipedia doesn’t explicitly award experience points, the concept is the
same, and it motivates people in similar ways.
The moderation of comments at Slashdot is based on a very similar system: users are able to
gain “karma points” through
positive actions such as posting sensible comments, voting on other comments and flagging abusive
comments. When they get enough points, they are selected by the site’s algorithm to be
official moderators, and can then “spend” the points they have removing comments. In
such a system, it doesn’t ultimately matter whether someone is anonymous or not, because
there is an incentive for them to follow the rules and behave properly (although there are always
users who don’t care about the rewards and try to “troll” or disrupt any site).
The bottom line is that good games take advantage of people’s innate desire to compete with
each other, but balance that with their need to receive rewards, including the approval of their
peers — rewards that in some cases can be used to modify their behavior in certain ways.
Those are principles that don’t just apply to games. Jesse Schell, a former creative
director at Disney Imagineering Virtual Reality Studio, had a great presentation at the DICE 2010
conference last month in which he talked about the rise of social gaming and
what we can learn from it, which is embedded below.
Almost anybody you ask will tell you that these are strange days for videogames. What happened to
certainty? The revenue of five-year mega projects costing tens of millions of pounds are now
regularly eclipsed by throwaway mobile apps retailing for 59p a shot. Meanwhile, get-rich-quick
developers scurrying to capitalise on the success of a social networking phenomenon like FarmVille
decide that the lesson to learn is that the audience is craving games about agriculture.
[In this opinion piece, Game Developer EIC Brandon Sheffield takes Electronic Arts
and Visceral to task for their competition asking fans to "design a kill" for Dead Space, calling
it "incredibly regressive for our industry."]
Here we are in an era of video games coming under intense scrutiny for their violence, and for
any hint of sexuality. This is an era in which the Australian and German governments are
rejecting the sale of certain games by the handful, Venezuela has banned all
“violent” video games with sweeping terms, and psychologists study the effects of
violent games on behavior around the clock.
It’s in this climate that EA has chosen to launch its Design a Kill for Dead Space
2 contest, which to me runs second only to Acclaim’s attempt to buy ad space on
tombstones in terms of irresponsibility.
Here’s the text from the press release, describing the contest:
"Have you ever played a video game and thought ‘wouldn’t it be cool
if...’ Well, Visceral Games announced that fans of the critically-acclaimed Dead Space
franchise can make their “what if” dreams a reality. This is their chance to
design a kill and get it in the game. Players can submit ideas via text, video or still
images.
Since the contest began last week, there are over 1,000 entries already, so the cooler the
kill, the better chance it has of winning a place in the upcoming Dead Space 2 video
game. To prove to the Visceral development team that they have the right stuff, players have to
demonstrate Isaac Clarke defeating or dismembering various Necromorphs including the Slasher,
Lurker, or Leaper using their own signature kill.
The grand prize winner will not only have an opportunity to have their dismemberment move
recreated in the game but they’ll also win the opportunity to have their likeness modeled
onto a non-player character in the game."
Where To Draw The Line?
I don’t believe we should shy away from violence in games – violence is
a part of life, and can make for very interesting scenarios in games. And it’s no secret
that a large majority of fun video games are based on conflict, much of which is combative. But I
also believe that asking fans to think as hard as they can about an innovative way to
kill someone is a very regressive thing for our industry.
Just think for a second about what EA is actually asking people to do. Yes, this is what many of
us do every day – there are those of us who design combat and combat scenarios
for a living. But asking fans to do it is just too much.
First, it’s acknowledging that games can inspire fans to think of ways to kill. Second,
through promotion, the contest is saying this is a good thing to do, or that it would be
fun, posing ‘wouldn’t it be cool if...’
Third, it’s implied that this is a proper way to enter the industry (that’s part of
the implication, that this design will be your foot in the door). That really hammers home the
misconception that all we do is think of ways for things to kill each other.
Fourth, it asks for documented evidence of this fan violence. EA must certainly have plenty at
this point, with over 1,000 submissions, which anyone will be able to view once the competition
is over at the official Facebook
page.
Fuel For The Fire
Many in the mainstream media, parent-advocate groups, and in the public opinion at large consider
the game-playing population to be mostly children. And for better or for worse, it’s likely
that a number of children have in fact played the M-rated Dead Space. This kind of
contest is amazing fodder for the groups that want to limit and restrict games, and it’s
hard to believe EA or Visceral would not be aware of this.
If they are not aware of the regressive nature of this competition, as the video on the official
page seems to suggest, that is incredibly unconscious, and certainly indicative of the immaturity
of our industry. This seems like the sort of thing you should really think through. Perhaps
we’re all so desensitized to violence in this industry that they did not think about it in
this light.
If the intention is to get the contest to stir up controversy, well I suppose they may achieve
their goal. If the mainstream media does get wind of the competition, and they get hold of even
one video of a kid doing a “brutal kill” on his brother, the shitstorm begins. I do
not think the results of this storm will be positive for anyone.
Little To Smile About
One of the images that accompanies the press release (above) shows a sample entry from an actual
fan, in which all the descriptions of actions are accompanied by smiley faces, such as "knee in
the head ^^." This description comes after the one that says "grabs the head and shoot in the
neck."
You could argue that since the creatures you kill are not human, this is not so bad. I would
disagree. They are humanoid enough, and asking fans to figure out a way to kill anything
is enough to cause a horrified gut reaction in any parent or politician that may see it. A
company as large as EA cannot simply make the “games are just fun” excuse. I do not
believe this is an overreaction. I believe the reaction from those outside the game industry
would be magnitudes above what I write here.
You could argue I’m bringing more attention to this contest by mentioning it here, and
you’d be right. I think we have to take these things to task when we see them, and I can
only hope that if an intrepid journalist is researching this “brutal kill” phenomenon
they might see this article and pause before decrying the entire industry as actively breeding
violence in its players.
Know that the assumptions and drives of one marketing campaign do not reflect the majority. There
are those among us who recognize that this is regressive, and I would caution any game company
against taking this sort of action in the future.
A website that sorts everyday the most relevant information to you.
Vote for the news and Matoumba will learn your tastes and the information that you like the most.
It is all FREE!
Find here the history of the stories you found interesting.
Show this to people who share the same interests as you,
and if they use Matoumba, their own votes will fine recommandations to you.