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Showing posts with label Brain. Show all posts
Showing posts with label Brain. Show all posts

Saturday, October 22, 2011

Will Smartphones And iPads Mush My Toddler's Brain?

AppId is over the quota
AppId is over the quota
 For real: Fisher-Price's Laugh & Learn Baby iCan Play Case protects an iPhone while baby plays with apps. Enlarge Stan Honda/AFP/Getty Images

For real: Fisher-Price's Laugh & Learn Baby iCan Play Case protects an iPhone while baby plays with apps.

 For real: Fisher-Price's Laugh & Learn Baby iCan Play Case protects an iPhone while baby plays with apps. Stan Honda/AFP/Getty Images

For real: Fisher-Price's Laugh & Learn Baby iCan Play Case protects an iPhone while baby plays with apps.

Parents of small children have long been told to avoid using the television as a babysitter. This week, the nation's leading group of pediatricians reiterated its stance against letting kids under 2 watch any TV at all.

But what about iPhones and iPads?

These days, it's pretty common to see Mom or Dad hand over a pricey smartphone to a cranky toddler to stave off a temper tantrum. One survey found that as many as 1 in 4 toddlers has used a smartphone. For many young kids, it's become the toy of choice.

I confess, I've given my iPhone to my 1 1/2-year-old in a pinch (he likes to browse my iTunes collection). But in general, I've tried to limit my son's exposure to our family's iPad and iPhones because of the American Academy of Pediatrics' long-standing advice to keep kids under 2 away from screens.

 

The AAP first issued that guidance in 1999. Now, "we have more science to back up the previous recommendation," says Dr. Ari Brown, the lead author of the AAP's revised guidelines on toddlers and TV. (Parents might recognize her as the author of the best-selling parenting guide Baby 411.)

Despite the many educational DVDs aimed at the under-2 crowd, the AAP says research doesn't support the notion that kids that young benefit from videos. Some studies suggest TV viewing may actually be harmful to those under 2 — even when the set is merely on in the background.

"The concern that we have is it's distracting to the parent, so the parent is talking less to the child, there's less parent-child conversation, which is important for language development," Brown tells Shots. "And it's also distracting for the child."

Distracted infants and toddlers are more likely to abandon an activity quickly. Experts worry about how that will affect children's ability to learn to organize information and make decisions "when they're not having the experience of being really focused on the activity that's at hand," says Brown.

A better use of time, says Brown: Let tots engage in free play, like stacking cups on the floor. That type of activity has been shown to boost baby's development.

So how does all this relate to smartphones and tablets?

The AAP's new policy doesn't address these devices — "we simply don't have the science right now to comment," Brown says.

But if you're merely pulling up an Elmo video on YouTube and handing your mobile device over, that viewing experience is just as passive as if your kid were watching TV, so the same concerns apply, says Brown.

What about all those peekaboo and storybook apps aimed specifically at the toddler set?

"When it comes to apps and interactive games," she says, "that is a completely different way of using your brain."

That's not official AAP policy, Brown stresses. But as a pediatrician, she says she could see how some apps might provide a limited, "virtual approximation of something a child might be doing with an object in their hand. They're figuring out cause and effect or sequencing or ordering."

"There might be a real educational use for those items on these screens," she says. "We just don't have any data to say one way or the other."

And if the same impulse that keeps so many of us bound to our digital devices also makes parents more likely to play an app with a child, so much the better, says Brown. "It might teach the parent and child how to share."

Just don't use that as an excuse to sneak in some rounds of Angry Birds under the guise of family bonding. The bottom line, says Brown, is that parents need to engage actively with their child — not with their devices. "When you are with your child," she says, "be there with them."



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Thursday, October 6, 2011

UK 'risks video game brain drain'

AppId is over the quota
AppId is over the quota
5 October 2011 Last updated at 23:07 GMT By Dave Lee Technology Reporter, BBC News A screenshot from Sniper Elite Companies like UK-based Rebellion have lost key staff to developers overseas Britain must do more to nurture a more competitive games industry if it is to prevent key talent moving overseas.

That is one of the conclusions from a recent study conducted by Tiga, the trade association for the UK's independent computer game developers.

It says worrying numbers of key talent are leaving the UK for countries offering more favourable employment options.

It calls for tax subsidies similar to those found abroad to be introduced.

"We used to be a net importer of brains," Jason Kingsley, chief executive of developer Rebellion, a Tiga member, told the BBC.

"People used to come here to work in the games sector. Now people are thinking Canada's a good place to go to.

"Canada spends a lot of money marketing itself, positioning itself."

The study found that some 18% of companies reported employees leaving UK firms to work abroad.

'Thousand cuts'

Not an enormous number, Mr Kingsley said, but the lack of emerging companies and imported talent shows a truer, more worrying picture.

Continue reading the main story
Clearly global publishers are important, but their relative importance has declined”

End Quote Richard Wilson Chief executive, Tiga "It's a situation where - if you were going to start up a company and you analyse all the different locations in the world for stability, quality of life - you would end up saying 'let's set it up in - probably - Canada'.

"It's a death by a thousand cuts."

On average, non-UK citizens make up just 11% of the average UK computer game company's workforce.

Tiga's head, Richard Wilson, blames this on added government subsidies overseas providing bigger salaries and the temptation of working on bigger-budget games.

"Independent research found that on average Canadian studios, because of the tax benefits they were getting, they were getting benefits worth 23% of their turnover," Mr Wilson said.

"When it comes to trying to attract global investment, the US, Canada and France are at an advantage," Mr Wilson said.

In the UK, developers are given tax credits for efforts in research and development into technological advancements, but not games production itself.

While welcome, the research tax credits are considered by many to be overly complicated, with 70% of developers saying more "liberal" tax credits would be helpful.

Screenshot of the Steam homepage Steam is one such channel being used by firms to self-publish games

According to the survey, 62% of companies do not have a specific budget set aside for research, while 82% said they did not file for any patents in the past year.

"The government is committed to making the UK the best place to start, finance and grow a business and particularly wants to make the UK an attractive location for innovative industries," said a Treasury spokesman.

"Both the Patent Box and Research & Development credits contribute to this, and the cuts to the main rate of corporation tax benefit all businesses."

Self-publishers

The Tiga research also charted the growing trend for self-publishing and, within it, an accelerating move towards portable technology like the iPhone.

The study says 47% of companies are now self-publishing on various platforms such as Apple's App Store and Steam.

For the first time in the annual survey's three year history, Apple's was shown to be the platform being used by the largest number - 67% - of UK independent games developers.

Until now, the most widely utilised platform had been the PC.

Continue reading the main story

The average cost for developing games in the UK for the most popular platforms:

Sony PS2/3: £1,940,000Nintendo Wii: £1,722,000Xbox 360: £4,655,000PC: £3,189,000Social games/Facebook: £320,000Flash-based games: £83,000Nintendo DS/DSI: £785,000Sony PSP: £956,000Mobile/PDA (not Apple): £1,648,000iPhone: £335,000iPad: £347,000

Source: Tiga 'State of the UK games development sector' survey, 2011.

Also on the increase are Facebook games - again published directly by games developers.

Tiga expects that these newer distribution channels will see an end to the high rate of cancelled projects.

A fifth of firms said they had worked on a game which had been cancelled in the past year.

Tiga argue that the possibility to be the "master of your own destiny" by self-publishing is causing a dramatic shift in developers' priorities.

"Back in 2008, we asked who games developers' most important customers were. 71% said publishers," said Mr Wilson.

"But in 2011 that has fallen to 37%. I think that is interesting. Clearly global publishers are important, but their relative importance has declined."

Traditional retail channels are said to still make up about 50% of revenues for games makers, but other methods, such as subscription or microtransactions, are gaining ground.

In-game advertising appeared to have gained minimal traction - 54% of firms said they do not utilise it in their titles.

The Tiga report surveyed 104 development firms of varying sizes.

They ranged from small businesses hiring less than 10 people, to large firms with over 250 staff.



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Wednesday, October 5, 2011

IBM Aims to Build Artificial Human Brain Within 10 Years

AppId is over the quota
AppId is over the quota
IBM Aims to Build Artificial Human Brain Within 10 Years Tobias Schwarz / Reuters

WATSON, it seems, was only the beginning.

Not content with building a computer that can win Jeopardy without breaking an electronic sweat, IBM has announced plans to create a "cognitive computer" that will simulate the same number of neurons as the human brain, yet run on less energy than the supercomputer that made Ken Jennings look like an average human being.

The company's SVP and Director of Research John Kelly explained during a Capitol Hill briefing yesterday that "Computer systems are becoming more bioinspired," which may also account for the desire to create a supercomputer that runs on less than the 85 KW of electricity that WATSON needed; the human brain "runs on 20 watts of electricity," Kelly said.

The project, expected to be completed within the next ten years, is being worked on in cooperation with the Defense Advanced Research Projects Agency (DARPA). The two have already created a computer that simulated the same number of neurons found in a cat.

IBM has not confirmed whether the cognitive computer will be named HAL and be unable to open the bay doors, Dave.

MORE: Jeopardy!'s Alex Trebek on Watson: "Holy Smokes, This Is Serious Stuff"

[via TPM]

Graeme McMillan is a reporter at TIME. Find him on Twitter at @Graemem or on Facebook at Facebook/Graeme.McMillan. You can also continue the discussion on TIME's Facebook page and on Twitter at @TIME.



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Sunday, September 25, 2011

TECHNOLOGY, Scientists Read Minds (Sort of), Reconstruct Images From Brain Scans

[Photo: UC Berkeley]If you ever wanted to see what your brain sees when you’re watching Nyan Cat or a YouTube video, this is it. University of California, Berkeley researchers have recreated videos by scanning a person’s brain.
The researchers used a combination of functional Magnetic Resonance Imaging (fMRI) and computational models to decode and reconstruct a person’s dynamic visual experience. In the experiment, three test subjects where placed in an fMRI machine to measure the blood flow to their visual cortex as they watched videos. To monitor how the patient was being visually stimulated, the scientists divided their brain into small, three-dimensional cubes known as volumetric pixels, or "voxels."
The patient would watch one trailer while a computer program recorded their brain activity and built an algorithm by checking it against the video's visual patterns. Researchers would then show a second clip to test the computer's movie reconstruction algorithm. The end result of the research was a blurry-but-continuous 100-clip reconstruction of the original movie.
This research is a big step towards recreating moving pictures from internal imagery. One day, the technology might be used to reproduce experiences that only exist in our minds such as dreams and memories. Another use for this sort of technology could be to help those who cannot communicate verbally, such as stroke victims or coma patients.
But this sort of technology is still decades away. The computational models are still in development, and to reconstruct images, the patient needs to be placed in a MRI for hours. And as you probably noticed, some recreated images are wildly different then their original counterparts; for example, Steve Martin in a Bobby outfit is recreated as a man in a black t-shirt.