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Canada

Feeling Upset? Look At Some Meat 155

Meshach writes "A study out of Canada claims that seeing meat actually calms a person down. From the article: 'Contrary to expectations, a McGill University researcher has discovered that seeing meat makes people significantly less aggressive. Frank Kachanoff, who studies evolution at the university’s department of psychology, had initially thought the presence of meat would provoke bloodlust, believing the response would have helped our primate ancestors hunt. But in fact, his research showed the reverse is true.'" I can see all the "Make Steak, Not War!" protest signs already.
Image

World's Northernmost Town Gets Nightlights 144

Velcroman1 writes "On October 26, 2,000 Norwegians watched the sun set. The next time they'll see it rise? Sometime in February. Extended nighttime is an annual occurrence for the residents of Longyearbyen, Norway — Earth's northernmost town. Located at 78 degrees north latitude in the Arctic circle, Longyearbyen experiences a phenomenon called Polar Night, in which the town remains in perpetual darkness for four months each winter. To lighten up the seemingly endless night, Philips has started an experiment called 'Wake Up the Town.' And anyone who's complained about the brief daylight hours in winter will want to know how it works."
Role Playing (Games)

Dragon Age 2 Announced 183

Today BioWare announced a sequel to Dragon Age: Origins, titled Dragon Age 2. They've opened an official site for the game, which shares some vague details and concept art, and promises a trailer in mid-August. The story will apparently span an entire decade and involve a new hero, but it will be located in the same world as the original game. The site says there will be "dynamic new combat mechanics," though the same three basic classes will be available. More information should be forthcoming in this month's issue of Game Informer.
Games

How Game Gimmicks Break Immersion 228

The Moving Pixels blog has brief discussion of how gimmicky game mechanics often break a player's sense of immersion, making it painfully obvious that he's simply jumping through carefully planned hoops set up by the developers. The author takes an example from Singularity, which has a weapon that can time-shift objects between a pristine, functional state and a broken, decayed state. Quoting: "The core issue with this time control device is that it's just not grand and sweeping enough. It doesn't feel like it's part of a world gone mad. Instead it's just a gameplay tool. You can only use it on certain things in certain places. You can 'un-decay' this chalkboard but not that desk. You can dissolve that piece of cover but not most of the walls in the game. The ultimate failure of such cheap tricks is that they make the game world less immersive rather than more compelling. The world gets divided into those few things that I can time shift, that different set of things I can levitate, and that majority of things that I can't interact with at all. ... I'm painfully aware that all that I'm really doing is pushing the right button at the right place and time. Sure, that's what many games are when you get down to it, but part of the artistry of game design comes from trying to hide this fact."
Google

Submission + - Google Gets Quake II Running In HTML5 (blogspot.com)

Dr Herbert West writes: A trio of Google engineers have ported id Software's gib-filled first-person shooter Quake II to browsers— you know, for kicks—as a way to show just what HTML5 compatible web browsers are capable of.
According to the developers, "We started with the existing Jake2 Java port of the Quake II engine, then used the Google Web Toolkit (along with WebGL, WebSockets, and a lot of refactoring) to cross-compile it into Javascript. "
Here's a link to the developer blog if you don't feel like heading over to Kotaku.

It's funny.  Laugh.

Anti Terror Honor System 74

Fortunately for us, the FAA has imposed the honor system as our next best defense against terrorism. Hopefully this will allow them to increase the volume of non-bladder liquid I'm allowed to take on planes.
Music

Grateful Dead Percussionist Makes Music From Supernovas 57

At the "Cosmology At the Beach" conference earlier this month, Grammy-award winning percussionist Mickey Hart performed a composition inspired by the eruptions of supernovae. "Keith Jackson, a Berkeley Lab computer scientist who is also a musician, lent his talents to the project, starting with gathering data from astrophysicists like those at the Berkeley Lab’s Nearby Supernova Factory, which collects data from telescopes in space and on earth to quickly detect and analyze short-lived supernovas. 'If you think about it, it's all electromagnetic data — but with a very high frequency,' Jackson said of the raw data. "What we did is turn it into sound by slowing down the frequency and "stretching" it into an audio form. Both light and sound are all wave forms — just at different frequencies. Our goal was to turn the electromagnetic data into audio data while still preserving the science.'"
Games

Dead Space 2 Announced 56

Electronic Arts announced on Monday that their popular survival-horror game Dead Space is officially getting a sequel. According to the press release, it's being developed for the PS3, Xbox 360 and PC. There's speculation that Dead Space 2 may include some form of multiplayer, after an EA job opening was spotted on LinkedIn that mentioned multiplayer level design for the franchise.
Games

Copyright and the Games Industry 94

A recent post at the Press Start To Drink blog examined the relationship the games industry has with copyright laws. More so than in some other creative industries, the reactions of game companies to derivative works are widely varied and often unpredictable, ranging anywhere from active support to situations like the Chrono Trigger: Crimson Echoes debacle. Quoting: "... even within the gaming industry, there is a tension between IP holders and fan producers/poachers. Some companies, such as Epic and Square Enix, remain incredibly protective of their Intellectual Property, threatening those that use their creations, even for non-profit, cultural reasons, with legal suits. Other companies, like Valve, seem to, if not embrace, at least tolerate, and perhaps even tacitly encourage this kind of fan engagement with their work. Lessig suggests, 'The opportunity to create and transform becomes weakened in a world in which creation requires permission and creativity must check with a lawyer.' Indeed, the more developers and publishers that take up Valve's position, the more creativity and innovation will emerge out of video game fan communities, already known for their intense fandom and desire to add to, alter, and re-imagine their favorite gaming universes."
Graphics

DX11 Tested Against DX9 With Dirt 2 Demo 201

MojoKid writes "The PC demo for Codemasters' upcoming DirectX 11 racing title, Dirt 2, has just hit the web and is available for download. Dirt 2 is a highly-anticipated racing sim that also happens to feature leading-edge graphic effects. In addition to a DirectX 9 code path, Dirt 2 also utilizes a number of DirectX 11 features, like hardware-tessellated dynamic water, an animated crowd and dynamic cloth effects, in addition to DirectCompute 11-accelerated high-definition ambient occlusion (HADO), full floating-point high dynamic range (HDR) lighting, and full-screen resolution post processing. Performance-wise, DX11 didn't take its toll as much as you'd expect this early on in its adoption cycle." Bit-tech also took a look at the graphical differences, arriving at this conclusion: "You'd need a seriously keen eye and brown paper envelope full of cash from one of the creators of Dirt 2 to notice any real difference between textures in the two versions of DirectX."

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