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Data Storage

Preserving Memories of a Loved One? 527

An anonymous reader writes "My wife is dying of metastatic (stage 4) cancer. Statistically she has between one and two years left. I have pre-teen daughters. I'm looking for innovative ideas on how to preserve memories of their mother and my wife so that years down the road we don't forget the things we all tend to forget about a person as time passes. I have copious photos and am taking as much HD video as I can without being a jerk, so images and sounds are taken care of (and backed up securely). I'm keeping a private blog of simple daily events that help me remember the things in between the hospitalizations and treatments. In this digital age what other avenues are there for preserving memories? Non-digital suggestions would be welcome, too."
Google

Google Urged To Let Personal Data Fade Away 116

jee4all writes with this excerpt from E-week: "Researchers say personal information should 'degrade' — becoming less specific over time — to protect users' privacy. Rather than amassing personal data and holding on to it as long as legally possible, companies such as Google should allow the data to degrade over time, according to researchers. In an interview with the BBC this week, Dutch researcher Harold van Heerde discussed his work on the idea of allowing data to becomes less specific over time. Letting the specifics gradually disappear could protect consumer privacy while also meeting the needs of service providers, he said."
Books

Publishers Campaign For Universal E-Book Format 348

As the battle rages for control of the e-book market, publishers are starting to unite behind a common desire: a universal e-book format. David Shanks, chief executive at Penguin Group USA, said, "Our fondest wish is that all the devices become agnostic so that there isn’t proprietary formats and you can read wherever you want to read. First we have to get a standard that everybody embraces." The company's president, Susan Petersen Kennedy, explained that book publishers did not want to "make the same mistakes as the music industry, which had an epic struggle over electronic distribution and piracy and lost huge market share."
PC Games (Games)

Blizzard Boss Says Restrictive DRM Is a Waste of Time 563

Stoobalou writes "Blizzard co-founder Frank Pearce reckons that fighting piracy with DRM is a losing battle. His company — which is responsible for one of the biggest video games of all time, the addictive online fantasy role player World of Warcraft — is to release StarCraft 2 on July 27, and Pearce has told Videogamer that the title won't be hobbled with the kind of crazy copy protection schemes that have made Ubisoft very unpopular in gaming circles of late. StarCraft 2 will require a single online activation using the company's Battle.net servers, after which players will be allowed to play the single-player game to their hearts' content, without being forced to have a persistent Internet connection."
Canada

Video Gamers Have Power Over Their Dreams 308

Ponca City, We love you writes "Live Science reports that researchers say playing video games before bedtime may give gamers an unusual level of awareness and control in their dreams, which could provide an edge when fighting nightmares or even mental trauma. 'If you're spending hours a day in a virtual reality, if nothing else it's practice,' says Jayne Gackenbach, a psychologist at Grant MacEwan University in Canada, who says that hardcore gamers represent the leading edge of immersion in virtual worlds that increasingly has come to define a large part of contemporary entertainment and communication. 'Gamers are used to controlling their game environments, so that can translate into dreams.' One intriguing theory holds that dreams are a sort of threat simulation where nightmares help organisms hone their skills in a protective environment, and ideally prepare organisms for a real-life situation. To test that theory, Gackenbach conducted a study using independent assessments that coded threat levels in after-dream reports and found that gamers experienced less or even reversed threat simulation (in which the dreamer became the threatening presence), with fewer aggression dreams overall. In other words, a scary nightmare scenario turned into something 'fun' for a gamer."

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