“Next time you’re looking up at a billboard, there’s a chance it may be looking back down at you. Immersive Labs has developed software for digital billboards that can measure the age range, gender, and attention-level of a passerby and quantify the effectiveness of an outdoor marketing campaign. Beyond just bringing metrics to outdoor advertisements, facial detection technology can tailor ads to people based on their features.
Plan UK, a children’s charity group ran a bus stop advertisement as part of their “Because I Am A Girl” campaign, where women passing by would see a full 40-second clip, while if man saw the ad, it would only display a message directing him to their website. The next generation of systems could take this data collection much further – an algorithm could judge whether you look happy, sad, sick, healthy, comfortable, or nervous and direct personalized ads to you.” (Tarun Wadhwa, Forbes)
“Many of the games in the Mario, Donkey Kong, Legend of Zelda, Metroid and Pokémon series prove to be NP-hard. That means deciding whether a player can complete them is at least as hard as the hardest problems in NP, a complexity class involved in the tantalising problem of P versus NP (see ‘Million-dollar proof’). Not every game in each series was included in the proof, as they follow different rules.” (Jacob Aron, NewScientist)
“Some public health researchers have hoped that active video games might be an alternative to outdoor play and sports for at least some of the physical activity kids need — especially for those who live in unsafe neighborhoods where playing outside isn’t always an option.” (Genevra Pittman, Reuters)
“I don’t actually know if this is true, but I’ve heard rumors about a guy who went through the entire game with nothing but a shield, and there are other games — one was called Deus Ex — that are just all about shooting and mayhem and craziness and, and people sort of sneak through them or they use sedative darts to get through them.” (Conor Dougherty on OnTheMedia)
“Four elements are common to any addiction, whether it involves alcohol, heroin, or a behavior, such as gambling, sex, or shopping. These four components are excessive use that impedes other aspects of life, increasing tolerance in order to obtain the “high,” withdrawal symptoms, and a willingness to sustain negative consequences in order to maintain the habit.
A survey of a national sample of more than 1,000 8- to 18-year-olds concluded that 8.6% of video gamers are pathological players, according to the criteria established for pathological gambling (Psychol. Sci. 2009;20:594-602). That’s consistent with study results from other countries” (Bruce Jancin, Clinical Psychiatry News)
“Lori Takeuchi, who wrote this report for the Cooney Center along with Reed Stevens, said what parents decide to do with their kids is largely based on their own childhood experiences. Those who grew up on the Internet or were young enough when they started using it in their daily lives have less fear about dangers.
‘They’re comfortable with fewer rules,’ Takeuchi said about the families she studied for the Families Matter Report she wrote earlier this year. Older parents, on the other hand, tend to use parental controls more. ‘Younger parents are willing to confront media and the unknown with their kids, whereas older parents aren’t.’ ” (Tina Barseghian, Mind/Shift)
“While this work gives a unique insight into the social behaviour of cheats, Blackburn and co say it also points to a new angle of attack for gaming communities hoping to stamp out cheating. Their idea is to use the structure of the network to predict the likelihood that a given player will become a cheat in future. In other words, the number of friends who are cheats determine how likely this player is to becoming infected with the ‘cheating virus’ in future, so to speak.” (KFC, Technology Review)