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Research Suggests E-Readers Are "Too Easy" To Read 185

New research suggests that the clear screens and easily read fonts of e-readers makes your brain "lazy." According to Neuroscience blogger Jonah Lehrer, using electronic books like the Kindle and Sony Reader makes you less likely to remember what you have read because the devices are so easy on the eyes. From the article: "Rather than making things clearer, e-readers and computers prevent us from absorbing information because their crisp screens and fonts tell our subconscious that the words they convey are not important, it is claimed. In contrast, handwriting and fonts that are more challenging to read signal to the brain that the content of the message is important and worth remembering, experts say."

Comment Re:Even so! (Score 1) 521

The way that is not contradictory to the study sited may be that there are more people in the USA who die at an early age from non-disease causes (e.g. car accidents). That, of course, has nothing to do with the quality of the health care system.

Transportation

Heroic Engineer Crashes Own Vehicle To Save a Life 486

scottbomb sends in this feel-good story of an engineer-hero, calling it "one of the coolest stories I've read in a long time." "A manager of Boeing's F22 fighter-jet program, Innes dodged the truck, then looked back to see that the driver was slumped over the wheel. He knew a busy intersection was just ahead, and he had to act fast. Without consulting the passengers in his minivan — 'there was no time to take a vote' — Innes kicked into engineer mode. 'Basic physics: If I could get in front of him and let him hit me, the delta difference in speed would just be a few miles an hour, and we could slow down together,' Innes explained."
Image

Doctors Seeing a Rise In "Google-itis" 368

It's one of the fastest-growing health issues that doctors now face: "Google-itis." Everyone from concerned mothers to businessmen on their lunch break are typing in symptoms and coming up with rare diseases or just plain wrong information. Many doctors are bringing computers into examination rooms now so they can search along with patients to alleviate their fears. "I'm not looking for a relationship where the patient accepts my word as the gospel truth," says Dr. James Valek. "I just feel the Internet brings so much misinformation to the (exam) room that we have to fight through all that before we can get to the problem at hand."
Power

MIT Unveils First Solar Cells Printed On Paper 125

lucidkoan writes "MIT researchers recently unveiled the world's first thin-film solar cell printed on a sheet of paper. The panel was created using a process similar to that of an inkjet printer, producing semiconductor-coated paper imbued with carbon-based dyes that give the cells an efficiency of 1.5 to 2 percent. That's not incredibly efficient, but the convenience factor makes up for it. And in the future, researchers hope that the same process used in the paper solar cells could be used to print cells on metal foil or even plastic. If they're able to gear efficiencies up to scale, the development could revolutionize the production and installation of solar panels."
Games

Do Gamers Want Simpler Games? 462

A recent GamePro article sums up a lesson that developers and publishers have been slowly learning over the last few years: gamers don't want as much from games as they say they do. Quoting: "Conventional gaming wisdom thus far has been 'bigger, better, MORE!' It's something affirmed by the vocal minority on forums, and by the vast majority of critics that praise games for ambition and scale. The problem is, in reality its almost completely wrong. ... How do we know this? Because an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly. Every studio I've spoken to that does this, to a fault, says that many of the games they've released are far too big and far too hard for most players' behavior. As a general rule, less than five percent of a game's audience plays a title through to completion. I've had several studios tell me that their general observation is that 'more than 90 percent' of a game's audience will play it for 'just four or five hours.'"

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