Computer Games Better Than Medication in Treating Elderly Depression

From Livescience: In a study of 11 older patients, researchers found playing certain computer games was just as effective at reducing symptoms of depression as the “gold standard” antidepressant drug escitalopram. Moreover, those patients playing the computer games achieved results in just four weeks, compared to the 12 weeks it often takes with escitalopram (also … Continue reading “Computer Games Better Than Medication in Treating Elderly Depression”

From Livescience:

In a study of 11 older patients, researchers found playing certain computer games was just as effective at reducing symptoms of depression as the “gold standard” antidepressant drug escitalopram. Moreover, those patients playing the computer games achieved results in just four weeks, compared to the 12 weeks it often takes with escitalopram (also known by its brand name, Lexapro).

These results may not be conclusive due to the small numbers of patients surveyed but consider the cost/benefit and wouldn’t it make sense to at least try some of this?

The game itself doesn’t need to be complex but what could be developed to assist in health promotion is extraordinary. I have been asked repeatedly by government interventionists in the last week about games studios who are interested in tackling problems like dementia. It seems there is a market need so why not supply it?

VEE

The recent “news” that physicists at NASA have managed to break several of the laws of physics and bend a few of the laws of science reporting reminds me of some stuff that Colin wrote for Frontier back in 1996. Frontier is my ongoing attempt to create a background for a science-fiction FTL-capable human community … Continue reading “VEE”

The recent “news” that physicists at NASA have managed to break several of the laws of physics and bend a few of the laws of science reporting reminds me of some stuff that Colin wrote for Frontier back in 1996. Frontier is my ongoing attempt to create a background for a science-fiction FTL-capable human community (and you can read a lot of it here)

But I digress, Colin wrote:

The main large scale power source used by the Earth-aligned societies in the Frontier universe is vacuum energy extraction (VEE, vee or V). This captures the massive energy bound up in quantum mechanical fluctuations in a vacuum. Essentially, energy is extracted from the structure of space-time. No fuel is required, and no pollution (other than waste heat) results. It is a well-understood human developed technology first used about two centuries before the time of the game. Its wide-spread use is one of the reasons that life on Earth has been so peaceful and comfortable recently (no resources to fight over).

At the quantum scale empty space-time is a chaotic froth of creation and destruction. Pairs of particles (always a particle and the corresponding anti-particle) are constantly appearing, travelling in their brief arcs of existence and uniting into nothingness.

A vee power plant has at its heart a chamber containing thousands of marble-sized spheres (any remarks about this being a load of balls would be quite true) called elements. Each of these has a tiny central spherical cavity lined with an almost 100% reflective surface while the outer shell is an unbelievably tough material with excellent thermal conduction and stability properties. Activation and control circuitry are doped into this shell material. Each element is suspended by a wire or thin rod of this shell material, which also carries the control signals and power for ignition.

On ignition, coherent gamma rays (of a wavelength related to the cavity’s dimensions) are generated in the central cavity, which is essentially a spherical pseudo-laser resonator. The resulting coherent electromagnetic field (of fantastically high energy density) thus induced ‘tunes’ the naturally occurring particle pair production in the vacuum to give rise to photons of the same wavelength as the original gamma rays.

Clever Bit Number 1: The photon is its own antiparticle (so each igniting gamma ray photon creates two new photons for free)

Clever Bit Number 2: Under normal circumstances the two new photons would travel on a path which would ensure their meeting and mutual cancellation. But the cavity’s diameter is less than their mean free path, so instead they meet its walls and transfer their energy to it.

Clever Bit Number 3: However on their way they each have induced a new photon pair…..

As a result the element rapidly heats up (to about 5000 K). If nothing else was done the element would eventually thermally expand, thus distorting the cavity until it no longer caught the photons, thus shutting down the reaction. This is prevented by a working fluid (which is converted to plasma by the process) being circulated around the elements, carrying off the energy. Further along the system, energy is extracted from this plasma by conventional magnetohydrodynamic (MHD) techniques. On a ground based power station this done until the plasma is cooled into gas, which is recirculated. In a spacecraft’s engine the plasma is ejected through a nozzle, thus acting as a plasma rocket.

The overall efficiency is extremely low (since the vacuum contains about 10 to the power of thirty joules per cubic metre this is quite fortunate), but since the energy is free this hardly matters. As a rule of thumb, 1 cubic metre of power plant elements will generate 500 megawatts. This size is also the minimum size limit of a vee power plant, so there are no shuttles, cars, handguns or wristwatches powered by this technique.

From the outside a vee generator looks like a thick metal cylinder surrounded by the coils of the MHD system and the fluid pipes. The worst foreseeable accident would be a rupture of the plasma pipes or the chamber’s casing, this would be equivalent to a chemical explosive detonation (effects on PCs up to the GM), but is unlikely to destroy a starship. In space combat, this means a hit here will cripple, but not wipe out, a starship.

I don’t have the physics to report on whether the discovery actually works but it delights me that sometimes life starts to resemble science fiction.

A linked list for my memory…

An awesome model (post-apocalyptic soldier) Massive collection of 3D/2D art tutorials So you want to be a Unity3D developer? Beautifully presented strategy game (built in Unity) Make weird stuff in Unity (re-post) A minimalist side-scroller in C# Related posts: Courses in @unity3d announced this week… The Broadband Blueprint (re DETI Telecoms Consultation) A bit of … Continue reading “A linked list for my memory…”

How to make cool stuff in Unity

Related posts: Courses in @unity3d announced this week… Have you ever had a dream, Neo, that you were so sure was real? What if you were unable to wake from that dream? How would you know the difference between the dream world and the real world? Take a couple of minutes to appreciate genius. Unity … Continue reading “How to make cool stuff in Unity”

Matrix Rift: a clever visualisation of a movie

Audio comes from “The Matrix” movie, owned and distributed by Warner Bros. There is some character modeling help from the game “The Matrix: Path of Neo” by Shiny Entertainment. There are also some environment models from the Unity Asset Store by Quantum Theory. This demo was made with Unity3D, Luxology Modo and Mixamo. Download the … Continue reading “Matrix Rift: a clever visualisation of a movie”

Audio comes from “The Matrix” movie, owned and distributed by Warner Bros. There is some character modeling help from the game “The Matrix: Path of Neo” by Shiny Entertainment. There are also some environment models from the Unity Asset Store by Quantum Theory. This demo was made with Unity3D, Luxology Modo and Mixamo.

Download the demo here for Mac and PC.

Games punish us to make us better. (thanks to @daraobriain)

This is why we need to be looking at Games (or Interactive Media or Interactive Entertainment or Active Education or Instructional Contests or whatever you want to call it) completely differently to the way we view music, art, movies and even sport. Games frustrate us, they annoy us, they force us to face things that … Continue reading “Games punish us to make us better. (thanks to @daraobriain)”

This is why we need to be looking at Games (or Interactive Media or Interactive Entertainment or Active Education or Instructional Contests or whatever you want to call it) completely differently to the way we view music, art, movies and even sport.

Games frustrate us, they annoy us, they force us to face things that are uncomfortable, they force us to face our fears and they force us to make moral decisions. Games inspire us, entertain us, educate us, inform us, delight us, train us, they force us to recognise good and evil, they take no prisoners.

At the moment in Northern Ireland, games are considered completely alien to the mainstream. The courses tend to be fringe, the support divided and the consideration from our Screen agency is that games are an adjunct to movies rather than accepting them in their own right (especially taking into account that the games industry creates more value globally than movies and music put together).

Lack of understanding is not an excuse for inactivity.

Resist(ance) Servers Going Offline

There’s a problem with online console gaming (and most MMOs). There’s a non-trivial effort required to maintain the server, lobby and match-making infrastructure which is nowhere near as glamorous as or perhaps as rewarding as developing the game. For instance, the Resistance series is about to die: If you’re a fan of Sony’s OTHER first … Continue reading “Resist(ance) Servers Going Offline”

There’s a problem with online console gaming (and most MMOs). There’s a non-trivial effort required to maintain the server, lobby and match-making infrastructure which is nowhere near as glamorous as or perhaps as rewarding as developing the game.

For instance, the Resistance series is about to die:

If you’re a fan of Sony’s OTHER first person franchise – you know the one with aliens, not space fascists – you may want to tuck in this weekend as Sony will be shutting down the servers on April 8th. FOREVER.

This plagues consoles and how many MMOs have shuttered over the last four years, consigning to the bitbucket millions of hours of labour and craft in leveling, grinding and adding pretty textures.

It’s also affected the mobile industry as the early winners consolidate their gains. You only have to look at OpenFeint to see what happens. Matchmaking gone, leaderboards defunct.

For PC games, it’s been a little different. Some of them rely on the client-server model and they can lose their vital connection to ” lobby” services. Few have managed to transition them to community owned third- party services. But I can start a game that, without official lobby access, still manages to function.

There are reasons for doing it both ways but in my opinion if you’re going to shutter a service, it behooves you to find ways to work with the community.

My preferred solution is one that we thought of in Conquest Dynamics. Reducing the server component as much as possible while still allowing for match-making, interaction and sticky services. It does mean maintaining a server of some sort to act almost like a Torrent Tracker – a centralised location for the servers present in every client to find each other. We’re still working on it.

Placements…

Hi, My kid wants to work in the digital creative sector, especially with games or animation, and needs a placement over the summer. Can you help? A Parent Dear A Parent, It’s challenging to find a placement with a games company so I would suggest that they expand their horizons to include animation companies and … Continue reading “Placements…”

Hi,
My kid wants to work in the digital creative sector, especially with games or animation, and needs a placement over the summer. Can you help?
A Parent

Dear A Parent,

It’s challenging to find a placement with a games company so I would suggest that they expand their horizons to include animation companies and e-learning companies (and, I predict, architectural practices and business process consultancies). They should set out their expectations of payment very clearly and, most importantly of all, I would expect to see some portfolio. We have 9 year olds with published games on the web and 16 year olds with their own games companies. If they have been at the degree for two years, there should be some sort of body of work that can be evidenced.

Every month, we have a meetup of games companies and animation companies and there will likely be heaps of businesses in attendance. There could not be a better time to start to network and make contacts. These are Bloc54 and ToodyThreedy. You can google them easily enough.

They should also come along to 3D Dojo on Saturday mornings and introduce themselves to the mentors there (and perhaps become a mentor). The industry is small enough to be extremely social in nature so being known as a “good person” is just as important as portfolio.

https://www.facebook.com/Belfast3Ddojo

I hope this helps and I hope to see them join the industry.

Sincerely,

Me

It’s not just for games…architects can play too

From the Unity3D web site: A number of incredibly talented architects and engineers use the Unity engine to bring their blueprints to life and let their clients adjust the designs as they wish. How does Unity fit their needs? And how are they changing their industry? (20 minute video) As can be seen, developing workflows … Continue reading “It’s not just for games…architects can play too”

From the Unity3D web site:

A number of incredibly talented architects and engineers use the Unity engine to bring their blueprints to life and let their clients adjust the designs as they wish. How does Unity fit their needs? And how are they changing their industry? (20 minute video)

As can be seen, developing workflows around software is not centred around getting a degree first. Making stuff is vocational, not academic. Every architecture firm should be able to offer stunning 3D walkthroughs (as well as Oculus Rift visuals).