Archive for November, 2008

You can have more creativity and a better memory

Saturday, November 29th, 2008

For anyone, creativity is something that gives way to new ideas and issues. It may be individually or team work also-as in an office where team work is done. Whatever be the case, you need to bring out various people form their hiding grounds that is from their shell and expose them so that they work for a better future. Lets take the example of the Australian Aborigines- who are the original inhabitants of Australia. From time immorable, maybe even before they have any written records, they had been leading a nomadic, gypsy life, the crudest way to live. But as years advanced, they have started evolving from this pattern of life to lead a settled life today. The reason behind this is their adapting different methods of improving civilization. Earlier most of them lived in rural areas of New South Wales, the Northern territory, Queensland and Western Australia. Gradually a growing number of younger Aborigines have moved to cities. Regardless of where they live, the Aborigines generally lag far behind white Australians, in education and income, another factor determining their hard work, creativity and perseverance.

Today many Aborigines want a greater voice in deciding their own affairs. Their need for improvement, creativity and dreams of their bright future has created aid for them at the same time helped them in passing on knowledge of their land to others in turn learning new things from them. Such stories, even fairy tales leave a deep imprint on your minds, which assist you in finding new methods for your daily use. Day dreaming, or dreaming in itself is a healthy creative act because you get to be inspired to achieve what you dream. If you find difficulty in remembering your dreams, night messages, make a note of them and visualize later; they will be useful to you at some time or other. You get new ideas when you are deep in thought, and you know where your problem is, so finding remedy is easy. Give your thoughts freedom of movement because creativity doesn’t flourish under restrictions. Make a mental note of new thoughts and ideas; give way for other thoughts to emerge freely that is the name for creativity.

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Paint your world

Thursday, November 27th, 2008

Are you waiting to paint your masterpiece? More than the imagination and the interest that the artist finds deep down in him, there are other attributes that contribute to his picture’s quality. He needs to be careful and diligent with a hawk’s eye to choose the best of the art supplies that are available in the market. These will include easels, paint brushes and good quality paint. These art supplies might be the simple requirements but since these are what define the quality of the final picture that the artist paints, it is imperative that he chooses the best of the lot. Like they say, what you sow, so shall you reap, if the artist takes good effort to use the best easels, and other necessary hardware, it goes without saying that he will be able to get the best result out of this and he will be the proud owner of a beautiful art form. The best of the art supplies available in the market and the imagination of the painter can indeed form a beautiful end result – a beauty to the beholder’s view point, a blessing to every knowing eye, a real tribute to the creator of the art itself!

E-Learning the Easy Way

Thursday, November 27th, 2008

K Alliance is one of the lead organizations that have brought entirely new and evolving concept of e-learning. The innovative e learning course modules form the part of K Alliance training curriculum. This qualitatively helps the learner to achieve its goals in a more direct manner. Being interactive in nature, the powerful elearning strategies defined by the K Alliance also helps the learner to grasp the concepts of a particular domain or subject are right from the scratch. Different course curriculums are designed for explaining different concepts. Moreover, each of the course curricula is also designed keeping in mind the age as well as the scope of learning. The more the scope, greater will be the depth of e learning module.

K Alliance also makes use of advanced computer based training methodologies into practice. These methodologies take into account the learning environment; and also the target audience into purview. For K-12 learning, more emphasis is given on the graphical methodologies of teaching and explaining the things. For graduate, postgraduate and higher studies, altogether different learning approach is applied. K Alliance training is totally customized and optimized program that ensures that at the end what a learner gets is perfect and updated knowledge. And knowledge is the power of doing the things in a better way.

Just Sit Back and Relax

Wednesday, November 26th, 2008

If you think that undergoing training is all-hassle and you will just end up getting a minimal amount of knowledge and skill, think again. Today, if you are familiar with the computer training videos, you can grab one of those if you want to learn and you want to be trained within the convenience of your own home. You will be the sole factor with the time, manner and the frequency on how bad you want it to have. The computer training CD enables you to be at par with all the necessary needs that you have on line so you will no longer be getting the old fashioned way. For this, it will really have you the peace of mind that you have been yearning for and you will really be getting the facts through respectable and reviewed materials that they have to offer to you. It will also be a great opportunity for you to hold a good cause so it will be easier for you to go through the learning process in a good and inevitable way that you possibly can so you have to be sure with what you are doing and what your abilities are.

Games Industry Scores High on Video Game Report Card

Wednesday, November 26th, 2008

A controversial media watch group has released its 13th annual report on the state of the video games industry, handing out three As, a single B+, and one nebulous “I” for “Incomplete.” Whose homework was gobbled by the dog? Parents, it seems, who received the incomplete in “parental involvement.” I guess that’s the National Institute on Media and the Family’s tongue-in-cheek way of saying “Parents, thy work is never done.”

The report card summary:

ESRB Ratings: A

The addition of ratings summaries is yet another step forward in the growing list of improvements that the ESRB has made in recent years.

ESRB Ratings Education: A

We commend the ESRB for intensifying efforts to help parents understand the video game ratings. The ESRB has become the entertainment industry leader in educating retailers and parents about the rating system.

Retailer Ratings Enforcement: B+

The 80 percent enforcement rate shows significant progress with still some room for improvement.

Gaming Console Manufacturers: A

Parental controls, timing devices and parent education efforts are all major improvements giving parents more tools to supervise game play.

Parental Involvement: Incomplete

The focus of this year’s report card is providing parents with the information they need. All segments of the industry have made significant improvements in recent years. Parents now have more information and tools than ever before. However, the constant changes present new challenges. Parents need to pay more attention to the amount of time and the types of games their kids play. The parent guide section in this report card is intended to motivate and equip parents to do this.

For all the seeming good news here, you’ll want to be mindful of some issues with the report:

It isn’t scientific. The National Institute on Media and the Family may have research data tucked away somewhere, but not in a way that explains the scores handed out. Do I think the ESRB has improved its ratings? Sure. That console manufacturers are providing better tools to regulate content? Yep. That retailers have cracked down on ratings enforcement? Of course, but only because other studies have suggested as much. The report’s “research citations and resources”? All news dailies and at least one tabloid-style blog. That’s fine for water cooler conversation, but not for parenting guides that purport to be authoritative.

The game lists are flawed. Grand Theft Auto IV makes the NIMF’s “games to avoid” list, whereas Spider-Man: Web of Shadows gets the report’s “great games for kids” blessing. Sounds about right, right? Maybe, but in Grand Theft Auto IV, players are generally punished for behaving violently. Whip out your baseball bats and semiautomatics and blaze away at random passerby and you’ll often end up quashing missions or complicating progress because you just invoked a SWAT-style smack-down. In Web of Shadows, by contrast, you can heave one or two ton vehicles at innocent bystanders while the cops stand by like blank-faced spectators. You’re actually enticed to harm citizens at times so you can snap them out of exploding vehicles or swing them over to hospitals to quickly satisfy quotas. I’ve committed far more depraved acts in Web of Shadows than Grand Theft Auto IV, if throwing hundreds of cars and eradicating thousands of innocent citizens counts as unprincipled. (I’m not saying either game is or isn’t kid-safe, just pointing out a gaping logic hole in the way games are critiqued and categorized.)

The Pediatrics study referred to in the “reseach update” is academically disputed. See my two-part interview (one, two) with Texas A&M psychology professor Christopher Ferguson for background on the Pediatrics study and a taste of just one of several alternative academic takes on the issue. I have no problem with Doug Gentile’s even-toned summary of his colleagues’ academic study, but including it and nothing from other respected researchers who happen to disagree on scientific principles makes the NIMF report look academically lopsided.

The NIMF recently accepted $50,000 from the Entertainment Software Association. Isn’t that a conflict of interest? GamePolitics thinks so. I do too. It’s axiomatic: You can’t take money from the very industry you’re supposed to be watchdogging. With all due respect to either group, shame on both the NIMF and ESA for muddying the water here.

That said, the actual tone of the study is generally even-handed. Hyperbole is pleasingly absent. If you just want a reasonable summary of some of the most salient developments in the industry per 2008 such as who’s playing games these days, how old are they, what gender, etc., it’s a helpful essentially accurate read as long as you’re willing to dive deeper and read further elsewhere before making actionable decisions.

What’s an actionable decision? I’ll go with Harvard researcher Cheryl Olson (co-author of Grand Theft Childhood) when she said in a phone interview “a lot of it’s just common sense.” Pay attention to what your kids are playing. Pay attention to studies like the ones coming out of Iowa State, then pay attention to the ones that come to different conclusions. Learn about them. Listen to them. Then make up your own mind.

NASA finds apparent fix for urine recycling system

Wednesday, November 26th, 2008

NASA appears to have resolved problems with a new urine recycling system on the International Space Station, bolstering hopes it will be able to expand the research outpost’s crew next year, officials at the U.S. space agency said on Tuesday.

Reusing wastewater is essential for doubling the size of the crew living aboard the station from three members to six, especially since the space shuttles, which produce water as a byproduct of their electrical systems, are to be retired in two years.

The device, part of a $250 million new life-support system aboard the station, shut down during three previous attempts to purify urine. NASA wants the visiting shuttle Endeavour crew to bring home processed samples for analysis before declaring the water purification system suitable for use.

Two rounds of modifications to stabilize the device’s centrifuge appear to have worked, flight director Brian Smith said on Tuesday. It completed a full five-hour run Monday and was nearing completion of a second full run early Tuesday.

Engineers planned to keep the device operating all day in hopes of producing enough processed urine before Endeavour’s departure on Friday. The device was ferried into orbit and installed in the station’s Destiny laboratory after the shuttle arrived on November 16.

The shuttle’s stay at the station was extended a day to wait for the samples.

“We’re going to try to keep it going all day and have the crew just reload the (urine) tank as it gets low,” Smith said.

Also Tuesday, NASA tested the station’s newly repaired solar wing rotary joint, which was cleaned and restored during four spacewalks by Endeavour astronauts.

The joint had been contaminated by metal filings, prompting NASA to lock it in place to prevent damage. Immobilizing the wing, however, prevented panels from tracking the sun for full power.

While the crews slept, engineers on the ground watched as the joint automatically pivoted to track the sun for the first time in a year.

“There’s months worth of testing left to go before we can really determine what impact all four (spacewalks) had on that joint,” Smith said.

Endeavour is due back at the Kennedy Space Center in Florida on Sunday after 16 days in orbit.

NASA plans eight more flights to the station, a $100 billion project of 16 nations, before the shuttles are retired in 2010.

Brain wiring responsible for celebrity ‘face blindness’

Wednesday, November 26th, 2008

Cannot tell Brad Pitt from George Clooney on the same magazine page? Well, you may be suffering from a rare condition called ‘face blindness’, which scientists claim results from a lack of connections in a brain area responsible for recognising faces.Called prosopagnosia, face blindness takes two forms: acquired and inherited.

Cibu Thomas, a neuroscientist who led the study while at Carnegie Mellon University in Pittsburgh, Pennsylvania, said that people who develop the condition later in life are usually those who have suffered a stroke or an injury in a brain region important for facial recognition, called the fusiform gyrus.

However, the inherited form of the disease, according to researchers, is far more mysterious and affects up to one out of 50 people. Facial recognition tests can detect prosopagnosiacs, but functional brain scans found some differences between the brains of people with and without the disease. “Here’s a brain that looks normal in an MRI, and in some cases they have difficulty in recognising their own spouse,” New Scientist magazine quoted Thomas, who is presently at the Harvard Medical School, as saying.For the study, the researchers made six face-blind subjects to undergo a type of brain imaging that could reveal the structural connections allowing distant parts of the brain to communicate.

The technique, called diffusion tensor imaging (DTI), uncovered wiring differences in the brains of people with synaesthesia, in comparison to people without the condition.

It was found that the brains of prosopagnosiacs had less connections than controls in two tracts that run smack through the fusiform gyrus. But there were no such wiring differences in other parts of their brains.

Thomas said that slower or noisier neuron signals to and from the fusiform gyrus could justify some cases of face blindness.

In celebrity face recognition tests, for example where subjects were asked to identify a hairless Elvis Presley, the brain connections predicted the scores of people with prosopagnosia, as well as controls.

Thus, Thomas deduced that prosopagnosia is a matter of degree.

Now, a German team has found that face blindness is hereditary and is currently searching for genes linked to the condition.

Brad Duchaine, a cognitive neuroscientist at University College London claimed that the hunt might not be so clear-cut.

Duchaine said the new findings may provide explanation for some cases of prosopagnosia, but at least six brain regions are involved in face processing and various injuries…or biological changes could affect how they work.”There are a lot of ways that face processing can go wrong,” he said. …

Is the video game industry recession-proof?

Wednesday, November 26th, 2008

It would be tempting for those in the video game business to take some recent news — for instance, that October sales were through the roof, or that the latest World of Warcraft expansion broke the all-time record for single-day PC game sales — as proof that their industry may be immune from the deep despair confronting the global economy.

And indeed, that seems to be exactly what many people in the industry are choosing to believe: that in rough times, people always spend money on entertainment, and that as entertainment goes, video game software and hardware offer much higher value than other options. In other words, the theory goes, the video game industry is recession-proof.

But people holding to that notion may yet want to consider getting their resumes ready or holding off on buying that Porsche, since all optimism aside, the future may not be so bright. It’s true that sales may be up in the short term, and look good for the holidays, but Wall Street doesn’t appear to be impressed.

Still, many in the industry contacted for this article say they think the sector could in fact turn out to be one of the few winners as general economic conditions get darker and darker.

“Nobody’s got a crystal ball, but we remain cautiously optimistic” about the future, said David Dennis, Microsoft’s corporate Xbox 360 Group PR manager. “All the signs we see point to continued strength for the industry and for the Xbox.”

For example, Dennis explained, a recent survey conducted by the National Research Center indicated that 46 percent of consumers expect to purchase a video game system of some kind on Black Friday, the day after Thanksgiving. At the same time, he said that NPD Group, a leading retail analyst firm, reported that video games came in at the bottom of a list of what kinds of products they expect to cut back on in the coming months.

NPD has other data as well showing signs of strength in the business. In its report for October, the firm revealed that for the video game industry as a whole, sales were up 18 percent for the month, to $1.31 billion from $1.12 billion a year earlier. Software was up 35 percent in October, from $514.5 million in 2007 to $696.8 million in 2008, while hardware had a more modest 5 percent rise in the same period, from $470.5 million to $494.8 million.

And on November 13, its first day on the market, Blizzard Entertainment’s Wrath of the Lich King, the second expansion to the mega-hit, World of Warcraft, broke the all-time record for one-day sales for a PC game, moving 2.8 million units of the $40 upgrade and surpassing the record of 2.4 million units set in 2007 by The Burning Crusade, the first WoW expansion.

The rationale for projected growth, even in the face of a looming and deep recession, is simple.

“There are a couple of reasons,” said Ron Meiners, director of community for the Hollywood Interactive Group. “One is the traditional value of entertainment during tough economic times. Like the great fantastic musicals in the 30s. Movies did great, because they took people’s mind off of the troubles they were facing. (And) video games have great value as entertainment. The number of hours of solid entertainment that comes from a video game purchase is much greater than a movie, for example, for very comparable cost.”

At the same time, Meiners added, video games today offer consumers a much higher degree of interactivity and engagement.

“They’re not just passive,” he said. “It’s a much more involving activity, which helps make them more valuable.”

The industry is also blessed with a steady flow of blockbuster game franchises that seem primed to deliver huge paydays: Fable, Guitar Hero, Rock Band, Grand Theft Auto and many others.

Trouble on Wall Street But the publishers of those games, and even a leading retailer, have seen their stock prices hammered in recent weeks, beyond even what has happened in the general market crash.

While the Dow’s value dropped 28.16 percent from September 2 through November 17, and Nasdaq dropped 36.91 percent in the same time frame, six game industry companies (Electronic Arts, Activision Blizzard, Take Two, THQ, Gamestop and Nintendo) saw their share prices fall an average of 52.53 percent.

And EA, the world’s largest publisher of video games, was not on the better-performing side of that group. Its stock fell 60.1 percent, from $48.97 to $19.30 in that time period.

EA did not respond to a request for comment for this story, but in its most recent quarterly earnings release, in which it reported a net loss of $310 million–compared with a net loss of $195 million during the same quarter a year earlier–CEO John Riccitiello did his best to sound optimistic.

“Considering the slowdown at retail we’ve seen in October, we are cautious in the short term,” Riccitiello said. Longer term, we are very bullish on the game sector overall and on EA in particular. The industry is growing double-digits on the strength of three new game consoles and increases in the number of homes with broadband Internet connections.”

For its part, Nintendo, which saw its stock drop 36.77 percent between September 2 and November 17–almost exactly the same drop as the Nasdaq–also is making the point of putting on a brave face even as the phrase “the worse economic crisis since the Great Depression” becomes a cliche.

“We do believe that the continued popularity of our products, even during these tough economic times,” said Denise Kagler, the vice president of corporate affairs for Nintendo America, “are evidence that consumers are judging us as a good value and a great way to engage in social interaction.”

In October, according to NPD, Nintendo sold 803,000 Wiis, up from 617,000 in September and 453,000 in August, and the company has said it plans to increase supply of the console by 50 percent over last year in order to ensure that consumers have an easier time getting a hold of one.

This would suggest, of course, that Nintendo isn’t being disingenuous when it says that it has a strong value proposition that is likely to attract consumers this holiday season and perhaps beyond.

Microsoft, too, looks like it has some evidence to back up its reasoning for, as Dennis put it, being “cautiously optimistic.”

In October, Microsoft sold 371,000 Xbox 360s, up from 347,000 in September and 195,000 in August.

But these sales numbers all come from before the economic crisis really kicked in. Now, job losses are mounting daily, the stock market is plunging–though it has risen considerably since Friday–and the government is faced with a more difficult job of pulling us back from collapse.

The pricing game And for those who think that the video game industry can keep up record sales numbers even in the face of such a bleak atmosphere, some have sobering news.

“Video gaming is not immune,” said Gartner analyst Van Baker. “It’s certainly been robust over the last couple of years, and it’s gotten much more popular, and a much broader install base of users, but they’re certainly not immune, especially if it’s a deep recession.”

Baker acknowledged that video game hardware and software is likely to perform better than, say, plasma TVs, but still, he said, in an environment where jobs are scarce and people are losing their homes, “$50 (for a game) is $50.”

And while Baker suggested that Nintendo and Microsoft may be able to continue moving the Wii and the Xbox, respectively due to those consoles’ low prices ($249 for the Wii and $199 for the lowest-priced Xbox), he said Sony might have a harder time.

“Sony is the one that stands to get hurt the most,” Baker said, “because they’ve got the most expensive” console. The lowest-priced PlayStation 3 costs $399.

The front lines of the video game wars, of course, are at retail, and that is one place to look for clues as to what lies ahead.

According to Colin Sebastian, an analyst with Lazard Capital Markets, leading retailer Gamestop could represent a sign that, indeed, the video game industry can weather the coming economic storm, despite its stock dropping 49.87 percent between September 2 and November 17.

In an alert Sebastian sent out last week by email, he recommended buying Gamestop’s stock, citing not only strong October sales, but also sales growth of 20.5 percent during the first two weeks of November compared to last year.

Driving that growth, Sebastian wrote, was quick sales of games like Wrath of the Lich King, Gears of War 2, from Epic Games and the latest edition of Call of Duty, from Activision.

But Sebastian’s optimism about bellweathers like Gamestop aside, there are those who see deep structural flaws in the mainstream video game industry’s business model, flaws that could wreak havoc down the line, even if things stay solid in the short term.

To Corey Bridges, a co-founder of the virtual world platform developer The Multiverse Network, the problems facing the industry have more to do with how its biggest publishers design and distribute their games.

“I do think that the video game industry is going to do reasonably well in this time of recession because video games are a pretty damned efficient use of time,” said Bridges. “That said, the…industry has some other problems that it has been ignoring for awhile and that are creeping up on it.”

Essentially, Bridges explained, he thinks that the dominance of giant publishers like EA and their general reliance on physical, in-the-box, units, can’t hold up. Instead, he said, new tools, ubiquitous broadband and hungry independent developers are going to all combine to eat away at the continued supremacy of the $60 big-name title. And that could spell big trouble for the industry.

Still, he said, that kind of shake-out could take a few more years.

“I think the global macroeconomic climate will adjust itself before the video game industry hits the upcoming chaos,” Bridges said.

In the short term, then, there is ample evidence that the video game business may well prove to be stronger than most others. No one is going to do better than companies producing cheap liquor, of course, but in the technology world, it may be tough to identify a sector that could better persevere than video games.

Even Baker, who said it’s unlikely the industry will avoid getting hit by the recession, thinks there’s room for optimism.

“We’ll have to wait and see how consumers respond,” Bake said, “but I don’t think it’s unreasonable to see some growth (though) it’s certainly not going to be double-digit.”

Now, UTV Movies goes to the US

Tuesday, November 25th, 2008

Hindi film channel UTV Movies will begin transmission in the US through DTH by January next year, officials said.

UTV Movies is the film channel of UTV Global Broadcasting Ltd (UGBL) and is currently available in countries like Sri Lanka, Nepal, the Maldives, Japan, Australia and New Zealand. It was also introduced in the Asia Pacific region recently.

‘Considering the US has a sizeable population of Indian origin and growing popularity of Bollywood movies among international audiences, we thought of introducing the channel there as well. The movies will be telecast through DTH,’ Shantonu Aditya, UGBL’s executive director, said in a press release.

Trees for kids: Indonesia’s way of beating global warming

Tuesday, November 25th, 2008

An Indonesian city battling the effects of deforestation has come up with a novel way of tackling the problem. Would-be families must plant a tree.

“Everyone who wants to get married or apply for a birth certificate must plant a tree,” Syahrum Syah Setia, the head of Balikpapan city’s Environmental Impact Management Agency, said.

“The city’s condition is already worrying, and we must act to tackle global warming.”

The areas around Balikpapan city in East Kalimantan province have lost some of their forest cover to deforestation from the mining and timber sectors.

East Kalimantan loses 350,000-500,000 ha (865,000-1.24 million acres) of forest land a year and the government can only replant 30,000 ha (74,000 acres) of that, local environmental group Walhi said.

Indonesia has lost an estimated 70 percent of its original forest land, although it still has a total forest area of more than 91 million ha (225 million acres).