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Omni-Focus Video Camera to Revolutionize Industry: Automatic Real-Time Focus of Both Near and Far Field Images
May 4, 2010 Researchers in Canada have announced a breakthrough development in video camera design. The omni-focus video camera, based on an entirely new distance-mapping principle, delivers automatic real-time ... > full story -
Educational Policy
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Resource Shortage
Communications
Environmental Issues
Environmental Policies
Communication Trumps Penalties in New Study of Social-Ecological Systems
April 29, 2010 Research conducted in a computerized microworld by scientists show how common-pool resources -- such as fisheries, forests, water systems or even bandwidth -- can be managed effectively by ... > full story -
3-D 'Occupational Therapy' for Children: Virtual Muscle Machine for Kids With Disabilities
April 27, 2010 A researcher is using a "virtual tabletop" to "move" kids with disabilities and provide home-based treatments using virtual reality tools. Combining new three-dimensional exercises with ... > full story -
Getting Families and Friends Together Again, Virtually
April 22, 2010 A fireside chat, sharing photos with granddad, a family get-together to play Monopoly on a Sunday afternoon… Digital media designed for the individual has hastened the demise of collective ... > full story -
Playing a Video Game Before Bedtime Has Only a Mild Effect on Adolescent Sleep
April 15, 2010 After playing "Call of Duty 4" it took adolescents a median of 7.5 minutes to fall asleep, which was only slightly longer than the three minutes it took them to fall asleep after watching "March of ... > full story -
Video Games
Computer Science
Artificial Intelligence
Information Technology
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Psychology
Playing 'Pong' With the Blink of an Eye
March 26, 2010 University students in the UK have developed a computer game that is operated by eye movements, which could allow people with severe physical disabilities to become "gamers" for the first ... > full story -
Teenagers Programmed to Take Risks
March 24, 2010 Risk-taking peaks in adolescence, according to scientists in the UK. In a new study, children, adolescents and adults aged 9-35 years chose between risky and safe options in a computer gambling game. ... > full story -
Virtual Driving Leads Psychologists to the Cells That Sense Direction in the Brain: Path Cells
March 22, 2010 Psychologists have used implantable electrodes and a first-person driving game to identify the cells of the brain that indicate travel in a clockwise or counterclockwise motion, called "path ... > full story -
Modified Home Video Game Shows Promise for Improving Hand Function in Teens With Cerebral Palsy
March 17, 2010 Engineers have modified a popular home video game system to help teenagers with cerebral palsy improve their hand functions. In a pilot trial, the system improved the teens' abilities to perform a ... > full story -
Video Games
Artificial Intelligence
Child Psychology
Child Development
Educational Psychology
Computer Graphics
Game On? Video-Game Ownership May Interfere With Young Boys' Academic Functioning
March 10, 2010 According to new findings, owning a video-game system may hamper academic development in some children. Boys who received a video-game system immediately had significantly lower reading and writing ... > full story
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