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16 Jan 20:46

MLB owners unanimously approve instant replay

by Neil Weinberg
firehose

now baseball can be even slower

After years of deliberation, MLB owners have approved instant replay.

Major League Baseball owners voted unanimously on Thursday to approve instant replay, according to multiple reports and MLB, with umpires serving as replay officials.

The plan, as it stands now, allows managers to challenge one call per game with the option to challenge an additional call if their first challenge is sustained according to Daniel Barbarisi of the Wall Street Journal. Also, after the start of the seventh inning, the crew chief will be able to initiate a challenge on any reviewable play. There will also be eight new umpires to accommodate a replay command center stationed in New York which will handle all reviews. Joe Torre expects most reviews to take between one minute and 90 seconds.

Homeruns, ground rule doubles, fan interference, stadium boundary calls, force plays, tag plays, fair/four calls in the outfield, trap plays in the outfield, hit by pitches, the timing of a run scoring, touching a base, passing runners, and record keeping will be subject to review per MLB. If a call is overturned, the replay official will use their best judgment as to where to place any baserunners. The neighborhood play at second is exempt and umpires can still initiate homerun reviews without a challenge. The umpires have agreed to expanded replay, but the player's union has only agreed to certain changes to the system and still needs to vote on the new replay plan in order for it to take effect in 2014.

The reviewed plays will be shown on the scoreboard in the thirty major league parks and scoreboard operators will now also be able to show close plays that are not reviewed.

More from SB Nation MLB:

Microbaseball: The art of the 2-sentence baseball story

Clayton Kershaw agrees to $215 million extension | Goldman: The safest of bets

Brisbee: The 5 creepiest mascots (and the nature of pants)

RBI Baseball vs. Baseball Stars: An editorial

Death of a Ballplayer: Wrongly convicted prospect spends 27 years in prison

16 Jan 20:42

HealthCare.gov riddled with flaws that could expose user data, experts say

by Dan Goodin

The federal government's HealthCare.gov website continues to be riddled with flaws that expose confidential user data to the public, a security expert testified Thursday at a hearing on Capitol Hill.

David Kennedy, founder of security firm TrustedSec, told members of the House of Representatives Science Committee that only one of 18 issues he reported in November had been fixed, and even then he identified ways that attackers could bypass the remedy. Kennedy didn't discuss specifics of the vulnerabilities out of concern that details would make it easier for criminals to exploit the weaknesses. Generally, he said some of the weaknesses leaked usernames, e-mail addresses, and other data contained in user profiles onto the open Internet, making it possible for unauthorized people to access the information using Google or other search engines. The testimony came as top security officials from the US Department of Health and Human Services (HHS), which helps oversee HealthCare.gov, were appearing before a separate House hearing.

"TrustedSec cannot state with 100 percent certainty that the back-end infrastructure is vulnerable," Kennedy wrote in a statement submitted in advance of Thursday's proceedings. "However, based on our extensive experience performing application security assessments for over 10 years, the website has the symptoms that lead to large-scale breaches for large organizations. Also note that all exposures have been reported, and TrustedSec would be more than willing to have discussions with HHS to address the security concerns."

Read 6 remaining paragraphs | Comments

16 Jan 20:40

Walking With Dinosaurs: Muscle Simulation and Feathered Effects Exclusive-Design FX-WIRED

by WIRED
firehose

VFX beat

Find out how animation company Animal Logic used complex feather and muscle simulation systems to depict the prehistoric animals in Walking With Dinosaurs. S...
From: WIRED
Views: 31014
127 ratings
Time: 02:49 More in Entertainment
16 Jan 20:40

‘And Yet, Is Not Beef Itself An Expression Of Wanton Lust?’ Bizarre New McDonald’s Ad Asks

firehose

oblig. http://evolution-control.com/sounds/gunderphonic/10%20-%20The%20ECC%20-%20The%20Mighty%20Hamburger.mp3

that has been a frequent oblig. lately and I don't fully understand why

OAK BROOK, IL—While making scant reference to any specific products or prices, a bizarre new McDonald’s advertisement that began airing nationwide this week posits to viewers that beef is perhaps a symbolic expression of lust in its most wanto...
    






16 Jan 20:37

Dexter Meets The Powerpuff Girls, But Only On Derek Charm's Amazing 'Dexter's Laboratory' #1 Cover

by Chris Sims
Dexter's Laboratory #1 RI, IDWIDW

I don’t think the renewed interest in Cartoon Network’s ’90s jams could be any more welcome than it already is, but today, IDW has stepped up their game by giving us the crossover we’ve always dreamed of… sort of. For their retailer incentive cover of the upcoming Dexter’s Laboratory #1, artist Derek Charm has drawn up the historic meeting between everyone’s favorite pint-sized, inexplicably accented mad scientist and the Powerpuff Girls.

Obviously, the girls are no stranger to labs, having been born of an experiment involving the mysterious Chemical X. Still, unless you count that one Cartoon Network promo from the ’90s where everyone goes to the movies, I’m pretty sure this is the first time they’ve hung out. Check out our exclusive reveal of the full cover below!

Dexter's Laboratoroy #1 RI, IDW

Even though the PPG don’t actually appear in the issue, the cover does serve the nice purpose of reminding readers that Charm is set to be writing and drawing a two-issue story in IDW’s Powerpuff Girls, and also reminding us that in cartoons, glasses can change shape to reflect the mood of their wearer. Seriously, when is real-world science finally going to catch up to cartoons?

Here’s the official solicitation:

Dexter’s Laboratory #1 (of 4)—SPOTLIGHT

Derek Fridolfs (w) • Ryan Jampole (a & c)

Everyone’s favorite boy-genius returns to comics! Dexter has reached the pinnacle of his greatest scientific experiment—one that will gift him with infinite clarity and superhuman intellect beyond all mankind. But with every precaution in place, will he be able to finish it before his meddling sister Dee Dee ruins everything…AGAIN?!

FC • 32 pages • $3.99

  • Dexter’s Laboratory returns to comics!
  • Ryan Jampole was nominated for a 2013 Harvey award for “Most Promising Talent” for his work on Archie Comics’ Mega Man!
  • Variant Cover by Derek Charm!

ComicsAlliance

16 Jan 20:35

"Avengers Assemble" To End in March

Series writer Kelly Sue DeConnick has confirmed that March's "Avengers Assemble" #25 will be the final issue of the series.
16 Jan 20:32

WeLoveFine Has An Exclusive Star Wars Tauntaun Hoodie For Those Brisk Nights On Hoth

People will constantly be asking if you smell bad on the inside but it will be totally worth it. 
16 Jan 20:20

Where The World's Biggest Coffee Drinkers Live

firehose

Netherlands, 2.4 cups per day per capita
Finland, 1.8; Sweden 1.3
Denmark, Slovenia, Germany, 1.2
USA, 0.931

America might be famous for running on coffee, but it doesn’t run on much. Not compared to a handful of other countries, anyway. When it comes to actual coffee consumption per person, the US doesn’t even crack the top 15.
16 Jan 20:08

condescendist: Real

16 Jan 20:04

Booth babes are bad for business

by Cory Doctorow
popular shared this story from Boing Boing.

Spencer Chen did an A/B test on the efficacy of "booth babes" at a big trade-show, staffing a booth in one part of the floor with scantily clad models, and another with older women recruited for their people skills, dressed in professional attire.

The results were clear for Chen: the "grandmas" generated far more sales-leads and conversions than the "babes." What's more, the kind of attendees the "babes" attracted were less valuable to Chen's companies: rather than roping in executives with purchase-decision power, they brought in young "IT nubs" who just wanted to get their pictures taken with models in sexy outfits.

Importantly, Chen's point isn't just that booth-babes turn off women at trade shows, but that they also turn off men, and he says he has the data to prove it.

The results? They were great. The booth that was staffed with the booth babes generated a third of the foot traffic (as measured by conversations or demos with our reps) and less than half the leads (as measured by a badge swipe or a completed contact form) while the other team had a consistently packed booth that ultimately generated over 550 leads, over triple from the previous year.

Everyone on the team was genuinely surprised by the results but duly convinced. It was like showing some hardened sales reps a new golf swing. I was able to replicate this a few more times throughout the year with even better results since we had a chance to further optimize our new “staffing plan.”

Booth Babes Don’t Work [Spencer Chen/Tech Crunch]

(Image: booth babe atari, a Creative Commons Attribution Share-Alike (2.0) image from bdu's photostream)

    






16 Jan 19:59

The First Lady and Alicia Keys Discuss Education at the White House

by The White House
firehose

welp

First Lady Michelle Obama hosts a discussion with education stakeholders about the challenges and best practices regarding education access in underserved co...
Views: 10403
189 ratings
Time: 23:18 More in News & Politics
16 Jan 19:52

Would-Be Rhino Killer: 'I Deeply Care About All Of The Inhabitants Of This Planet'

firehose

don't click through unless you want to see _a lot_ of dead animals

however, here's a lovely, death-free encapsulation of this d-bag: https://lh4.googleusercontent.com/gTXFSQyxYrxLNCndRAATMxcfFDOvP6MqGBO5rN3q7xcFJ_QuyLBiXHvFC63rTVPXB1XOY9VGRw4DRS-6x6nwpcHpOABysWoh40rgu4D8hVqXk1TI7ky1bJbjQQ

Corey Knowlton, the man many speculated was the winner of a controversial auction to shoot an endangered black rhino in Namibia, has finally broken his silence and confirmed that the $350,000 winning bid came from him.
16 Jan 19:49

Previously-Unseen Photos of Challenger Disaster Appear Online

by timothy
Nerval's Lobster writes "Twenty-six photos of the space shuttle Challenger disaster have appeared online. According to io9, "Michael Hindes of West Springfield, MA, was sorting through boxes of his grandparents' old photographs when he happened upon 26 harrowing photos of the Space Shuttle Challenger Disaster of 1986. To his knowledge, these photos have never been publicly released." Hindes told the Website that the photographer was "a friend of his grandfather, who worked for NASA as an electrician on the Agency's hulking, spacecraft-schlepping crawler transporters." Someone at Reddit (which also has a lengthy thread devoted to the images) also threw together a GIF of the liftoff and subsequent explosion."

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16 Jan 19:49

What kind of armor did Medieval women really wear?

by Lauren Davis
firehose

tl;dr: Nobody knows, because only men wrote shit down, and you know how that goes

but:

'In the pre-platemail days, it seems that women wore very much the same thing that their husbands and brothers did. The Order of the Hatchet, as was mentioned earlier, fought wearing men's clothing, and would have worn any armor that they could piece together. In most cases when armor is mentioned at all, historical women warriors are described as wearing hauberks, the chain mail shirts that protected the arms, torso, and upper thighs. The Anglo-Norman historian Jordan Fantosme recounted that, when she was captured during the rebellion against King Henry II, Petronilla de Grandmesnil "was armed in a hauberk and carried a sword and shield." '

'Imad ad-Din, a historian of the Crusades (whose account is taken with a grain of salt), described the female crusaders as wearing the same armor as the men with which they rode'

'we do have accounts of Joan's armor. In Tours in 1429, she was measured for a full suit of plated armor that was custom-made so that it would fit close to her body. It was not a particularly expensive piece of equipment as far as plate mail went, costing 100 livers tournois. It was also a "white harness," meaning that it bore no adornment ... Joan wore a capeline, a steel hat with a wide brim, but was often said to go bare-headed on the battlefield. Although Joan's armor was designed for practicality, to both fit well and protect her body (which is a good thing since was was struck in battle), when considering her headgear (or lack thereof) it is important to remember that Joan served as a symbol and a military strategist, not a warrior on the field. If she had served as a soldier, she might have employed a different sort of helmet.'

In medieval stories, ' "[s]ome romances even attempted to gender the very armor itself by adorning the men's with more "masculine" apotropaic gems, while fashioning the women's in tighter and more revealing styles." This, David Hay indicates, does not reflect the reality of women in armor, but was a device used by writers and artists to present these women as at once transgressive and socially acceptable.'

What kind of armor did Medieval women really wear?

We know that skimpy armor that shows off a woman's cleavage is rather impractical for combat and that sculpted "boob plate" armor can be a hazard to your health, but on occasions that women did don armor in medieval Europe, what kind of armor did they actually wear? And is shapely, feminine armor a modern convention, or does it have some roots in the Middle Ages?

Read more...


    






16 Jan 19:44

Honey Bees Are Mapping Their Movements with Tiny Sensor Backpacks

firehose

everything is always watching beat

We’ve known for years that bees are disappearing at an unsustainable rate, but we still don’t know exactly why. Researchers in Australia are now hoping to gain an insight into the behaviour of bee swarms, by attaching tiny RFID sensors to 5,000 honey bees.
16 Jan 19:44

The Sexually Repressive Birth Of The Graham Cracker

One of America's first diet hawks, Sylvester Graham was certain that sexual desire was ruining society. His solution: whole wheat. How a zealot's legacy lives in our foods today.
16 Jan 19:42

Which Type of Alcohol Causes the Worst Hangover

by Lori Dorn

DNews host Anthony Carboni explains which type of alcohol causes the worst hangovers in this incredibly informative video.

What can you drink to minimize those effects? Nothing. Because that is how alcohol works, but certain alcohols leave even more nightmare stuff in there that causes a worse hangover and we can minimize those. So, when alcohol is fermented, you get these impurities called congeners. Congeners are great because they give alcohol its taste and color but they suck because they’re toxins. Since they’re responsible for the color of alcohol, you’ve probably already guessed what I’m going to say – the darker the alcohol, the harsher the hangover.

Anthony continues explaining how the distilling process, sugar content (“like a raspberry vodka, which you should not be drinking anyway”) and carbonation (“beer or liquor is safer than mixing both”) will also affect a hangover, finally reaching the conclusion that abstaining is the best way to avoid a hangover, but what fun is that?

video by DNews

16 Jan 19:34

Kristen Stewart to star in romantic remake of '1984'

by Aaron Souppouris
firehose

'The script is by Nathan Parker, whose previously wrote the screenplay for the award-winning sci-fi drama Moon, and it's directed by Drake Doremus, who won the Grand Jury prize at Sundance for the 2011 film Like Crazy. Jennifer Lawrence, who had a supporting role in Like Crazy, has read the script and was considered for the leading role in Equals, but, says Parker, "it became evident in my head that Nick (Hoult) and Kristen would have great chemistry." '

Twilight star Kristen Stewart is taking the leading role in a reimagining of 1984, the movie adaption of Orwell's classic dystopian novel. Named Equals, the film will feature Stewart alongside Warm Bodies' Nicholas Hoult in what's described as a slightly updated version of the 1956 film about "love in a world where love really doesn't exist anymore."

Despite popular opinion of Stewart remaining divided at best, the project isn't without credibility. The script is by Nathan Parker, whose previously wrote the screenplay for the award-winning sci-fi drama Moon, and it's directed by Drake Doremus, who won the Grand Jury prize at Sundance for the 2011 film Like Crazy. Jennifer Lawrence, who had a supporting role in Like Crazy, has read the script and was considered for the leading role in Equals, but, says Parker, "it became evident in my head that Nick and Kristen would have great chemistry."


"Don't expect that I am going to be able to do this."

Taking on what many consider to be Orwell's most influential work is a tough job, and one that Stewart herself says she doesn't feel ready for. "I trust Drake's process and I know we will do something really natural and real," Stewart tells the Associated Press, "but I told Drake, 'Don't expect that I am going to be able to do this. It's too hard.' But he wouldn't take 'no' for an answer. I've given directors disclaimers before, but never this much."

16 Jan 19:17

whereismywizardhat submitted: From an upcoming Natural Selection 2 update.  Oh my god, a female...

image

whereismywizardhat submitted:

From an upcoming Natural Selection 2 update.  Oh my god, a female character who doesn’t look like a stripper.

jilloalltrades submitted:

Already fixed.

http://unknownworlds.com/ns2/the-female-marine/

Natural Selection 2 being rightfully proud of their sensible female marine. Good links through the post, too.

image

Rudy submitted:

I know you sometimes upload pictures of armor that doesn’t need to be redone, because it’s ALREADY flattering and functional. Halo Reach isn’t an old game by any means, but I always loved the NPC Catherine, aka, Kat. She’s a Spartan, and absolutely ‘one of the guys’, and her armor shows that 100%. I just wish more developers treated their female characters with the same respect. Woman CAN be sexy, and STILL wear practical clothing!

image

littlebluecaboose submitted:

Female Spartan armor from Halo is.. the same as the male armor. Four for you Bungie, you go Bungie.

cowtato submitted to:

Lt. Mira, Warhammer 40k SpaceMarine

i thought you might appreciate the fact that Lt. Mira, actually Wears the same armor as the male (non Spacemarine) soldiers of the empire.

because… well… you know, she’s a solider, real world soldiers have a tendency to wear the same thing regardless of gender.

Female space marines doing it right. Kicking ass, taking names, stealing hearts… or is that last one just me?

-Staci

16 Jan 19:17

Someone’s refrigerator just took part in a malicious cyberattack

by Christopher Mims
Making ice, sending spam.

Between December 23 and January 6, more than 100,000 internet-connected smart “things,” including media players, smart televisions and at least one refrigerator, were part of a network of computers used to send 750,000 spam emails. So says a study just released by enterprise security company Proofpoint. This is the first time anyone in the security industry has proved that devices that are part of the internet of things are being used just as PCs have been for decades—as part of “zombie” networks of computers used to do everything from sending spam to mining bitcoin.

It’s long been known that smart devices are among the most insecure computers on the internet, but it appears that hackers are finally taking advantage of the fact that everything from our toasters to our lightbulbs will soon be internet connected—and ripe for compromising.

“Bot-nets are already a major security concern and the emergence of thingbots may make the situation much worse,” said Proofpoint security manager Dave Knight in a prepared statement.

In the same statement, security analyst Michael Osterman summed it up like this: “Internet-enabled devices represent an enormous threat because they are easy to penetrate, consumers have little incentive to make them more secure, the rapidly growing number of devices can send malicious content almost undetected, few vendors are taking steps to protect against this threat, and the existing security model simply won’t work to solve the problem.”

Naturally, Proofpoint would like to sell its customers a solution to this issue. It’s not clear yet that hacking smart devices has reached the point that consumers need to worry about it, and spam is a largely solved problem in email, but the fact that this kind of hacking is happening shows that the internet of things will have to be secured just like every other computer network—and someone will make a nice bit of money doing so.

16 Jan 19:13

The healing power of video games

by Richard Moss

By Richard Moss
on January 16, 2014 at 12:01p

How video games helped one teenager beat cancer and form his bridge back to normalcy.

Steven Gonzalez was just 12 years old when doctors diagnosed him with acute myeloid leukemia, a rare form of cancer that causes anemia, frequent infections and pain. Told he had a two percent chance of survival and torn away from his friends to the harsh confines of a hospital, Gonzalez turned to video games for comfort.

As he was absorbed in these virtual worlds, alone or with his father, his pain, nausea and fatigue disappeared. Games proved an escape from the psychological and physical ravages of his treatment, which included chemotherapy and a double umbilical cord blood transplant — a special kind of blood transfusion that provides stem cells for growing new bone marrow — followed by 30 days of hospital isolation and 100 days of home isolation. They provided what he calls a bridge back to normalcy — a shared hobby by which he could bond with other kids, separate from the cancer and transition smoothly back into his old life when he entered remission.

Five years later, in August 2012, Gonzalez stood in front of the audience at TEDxSugarLand and described his time as a patient at MD Anderson Cancer Center in Houston. "I met two kids who shared the same love of video games," he said. "As we began talking, the world of cancer melted away." Inspired by this experience and many others both during and following his treatment, he revealed his mission. He wants to tell the world about the healing power of video games, and he's founded a non-profit organization called The Survivor Games to help build bridges between game developers, cancer patients and everybody else.

It was a harrowing time, made worse by uncertainty over his treatment.

Play against cancer

Play against cancer

Steven Gonzalez was on a Boy Scout camp out in October 2007 when he woke up with a swollen face. "We went to the clinic until eventually they sent us to a hospital because the labs weren't right," he recalls. "And something was clearly wrong."

"It was kind of insane," his uncle Eddie Gonzalez-Novoa interjects. "They went from thinking maybe it was an allergic reaction [or] a bug bite — something really simple — to all of a sudden running tests." The doctors soon put a name to it, and — instead of trick-or-treating as planned — Gonzalez was admitted to the hospital on Halloween. It was a harrowing time, made worse by uncertainty over his treatment. The go-to treatment for leukemia is a bone marrow transplant, Gonzalez-Novoa says, but "Steven is half Puerto Rican, half Mexican, with indigenous blood on both sides, and it was near impossible to find a match on the bone marrow list."

They tested family members, but none of them matched either. Plan B turned out to be a stem cell transplant, which Gonzalez faced after three months of chemotherapy concluded on the day before Valentine's Day. Sitting in his hospital bed, uncomfortable, nauseated and contorted from all the tubes hanging out of him, he played Marvel: Ultimate Alliance with his dad while the doctors set up an IV and the new stem cell-rich blood entered his veins.

2008_celebration__128_Steven Gonzalez

They stopped playing around halfway through the procedure because his dad's eyes were tired from staring at the tiny TV. His nausea forgotten, fatigue took hold and Gonzalez fell asleep immediately. "When I woke up it was all done," he recalls.

Next came months of isolation as his immune system rebuilt from scratch. He got sick. He got infections. But he grabbed hold of the Macbook computer gifted by the Make-A-Wish Foundation and taught himself iMovie, the professional 3D animation suite Maya and a number of other programs. And he made a game.

Play Against Cancer, or P.A.C. for short, has 18 mazy levels wherein you play as Pac-Man and shoot bullets at green Pac-Man ghosts that represent cancer cells. "And then you pretty much beat cancer," he says.

He handed copies of the game out to other sick kids at Christmas. In the following months, when he returned for more hospital events, they rushed to tell him about all the different glitches they found in the game and how they thought these could be fixed. "Kids just loved it and loved talking about it," Gonzalez says.

It was a big moment in his uncle's eyes. "I already knew how the playing of video games helped," Gonzalez-Novoa says. "I think what I began to really observe is that the act of developing video games kind of took his personal therapy to another level. It made him be creative, [gave him] a product to focus on [and] a game and goals to work toward."

Both Gonzalez and his uncle saw how this might be extrapolated to other sick kids. Making a game provides an outlet for the rage, frustration and fear at having cancer, and it helps build a sense of being in control. Game development, Gonzalez-Novoa argues, can "give them a sense of hope that all of this is only the beginning for them."

The same goes for any kind of creative artistic endeavor, Ian Cion explains. He's the director of the Arts in Medicine program at the MD Anderson Children's Cancer Hospital where Gonzalez was treated. His job involves collaborating with sick kids on art projects of all kinds.

Pac_tittlePac_lvl2_startPac_lvl2_end_end

Mega P.A.C. (Play Against Cancer)

Arts in medicine

Arts in medicine

"When you walk into a room and someone is feeling physically really low," says Cion, "they might be vomiting and they might be in a lot of pain, and to engage them creatively has a real effect. ... You can in a short period of time have somebody stop crying, start focusing on a project and start laughing and telling stories."

There's a biological, physiological value to being focused like this, he argues. "You're releasing endorphins; there are certain pain inhibitors that are getting blocked when you're focusing. And all of a sudden you're engaged with something and you literally see the life coming back to people. You see [their] dynamic steer to spunky — you know, fun shine[s] forth in somebody when they start to engage in something creative."

Cion gets sick kids into things like painting and animating. He helps them create something incredible that will be showcased publicly — often in the form of a digital remix that brings their original drawing to life. But his reach is limited; he is able to see and build meaningful relationships with barely 15 to 20 percent of the 2,000 or so children with cancer that MD Anderson treats each year. And for all the good it does, his program is costly. "To get my position in place," he says, "we had to start a pilot program, get grant funding, work and really document everything that we're doing, do tons of presentations within the institution and beyond and continually raise money — just to keep me going."

Gonzalez had already completed his treatment by the time Cion started, but the pair have worked together on a number of projects. Gonzalez did an animation internship while he was still in high school. He was tasked with developing animated versions of patient artwork. It was one of many initiatives meant to foster a sense of community and to support patients and families going through treatment.

"I think in terms of self image and body image, there are people going through a lot of changes," Cion says, "and they don't necessarily want their friends and families to see them when they are physically down with their hair falling out or skin much more frail.

"It allows people to stay connected in a lot of ways where they might be a bit shy."

"In some ways the digital world, the virtual world, the gaming world — all these platforms for connecting where you're not necessarily representing yourself physically can be helpful because [they allow] people to stay connected in a lot of ways where they might be a bit shy."

He'd love to have another five or six artists to work alongside him permanently, to better refine this idea, but the reality is that budgets only stretch so far — and in many cases other services or new equipment like MRI machines take precedence. Meanwhile, the patients at MD Anderson who don't get to work with Cion still have access to a team of child life specialists and a number of dedicated play rooms, including an arcade where teenagers can hang out and play games both new and old. And the hospital has renovated since Gonzalez was a patient, further improving the quality of life during treatment for patients and their families.

MD Anderson is also collaborating with Houston-based developer Playnormous on a number of health-related games and apps, with Gonzalez and other patients consulting on the designs alongside doctors and nutritionists.

Remission

Remission

Steven Gonzalez entered remission at the end of his isolation period, whereupon he resumed his normal life of going to school, hanging out with friends and engaging in a host of hobbies and interests. He returned regularly to the MD Anderson Cancer Center, bringing games that he'd made himself as well as commercial games he secured as outside donations.

The positive impact of video games on himself and other kids with cancer stuck with him. "It was able to create a world where none of it existed," he says. "Where you could comfortably talk to other people about a fun subject and have that ease in friendship and escape to a whole 'nother world where cancer is irrelevant and pain is irrelevant. You have a task that needs to get done. And [it breaks down] the mental barrier that cancer has created."

A seed grew in his mind for a social network designed specifically around bringing sick kids together through gaming. In mid-2012 the idea took a giant leap toward realization.

"It was able to create a world where [cancer didn't exist]."

Gonzalez went to a meetup his dad was curating where engineers could pitch ideas to an audience of entrepreneurs. "As I was listening I thought, 'I could do this,'" he says, "so I sent my dad a text: 'Can I present my company idea?' He's like, 'Sure, why not.'" Word got back to the organizer of TEDxSugarLand about it by way of an impressed audience member, and suddenly the 17-year-old was on the register for a major speaking event.

Gonzalez took the stage in August to an enraptured audience, calmly sharing his story of cancer survival and the role video games played in his recovery. "Any one of us can be ripped away from the world that we know," he concluded. "But through the healing power of video games, we can be that relief from pain, that sense of community, and we can be that bridge back to normalcy. And that is the magic of the healing power of video games."

His uncle watched proudly from afar via livestream, extremely impressed. "I told Steven that I would support him no matter what from a distance from New York City," Gonzalez-Novoa says, "but it wasn't until I saw his video that I saw him for the first time not as a child — as my nephew — but as an entrepreneur and a professional."

So he quit his job and moved to Houston to run The Survivor Games alongside his nephew.

905270_679937995364008_1116382624_o

The Survivor Games

The Survivor Games

"The good news is that I've kind of been preparing for this all my life without even realizing it," says Gonzalez-Novoa. His last job was executive director at a non-profit leadership development organization. He was originally trained in play therapy — a kind of counseling and psychotherapy that encourages children to express their thoughts and feelings and process traumatic experiences with help from toys, games and art materials. His focus was on what he describes as "the healing power of play for pre-school children." He moved to New York in 1997 to work on a startup, then ran after-school programs for teenagers — some of whom were HIV positive.

"Getting adolescents to get support around very sensitive health issues when they already have lots of stuff going on in their life as a teenager is really hard," he says. "We've made strides in social media and technology, but teenagers are still teenagers."

That's both challenging and wonderful, he argues, and games may prove the best way to reach them. Researchers have had positive results with games specifically targeted at educating teen cancer patients about their illnesses and the consequences of not taking prescribed medicine.

HopeLab's third-person shooter Re-Mission is one such game, taking players on a wild tour through the immune system of a cancer patient as they blast the bad cells into oblivion. It took a team of animators, cell biologists, cancer experts, psychologists and cancer patients six years to create, and now a follow-up collection of six arcade-style minigames — which Steven Gonzalez consulted on — is playable online.

Re-mission_screen1Re-mission_screen3Re-mission_screen4

Re-Mission

Patient Empowerment, a collaborative effort between the University of Utah and the Utah Primary Children's Medical Center in 2011, similarly encourages healing — its inspiration came from the observation that an incentive spirometer is a very simple game that motivates patients to do better. The idea is that the character in the game will inspire players to fight their diseases and maintain their treatments as well as carry the attitude that nothing is insurmountable into every facet of life.

A growing body of research indicates that playing games reduces nausea and anxiety in people of all ages. Games are increasingly used to treat soldiers with post-traumatic stress. Additionally, Nintendo Wii games have been shown to help senior citizens stay more active and socially connected, staving off the ravages of aging.

The Nintendo Wii was also used effectively to promote physical activity and lift the spirits of adult hospital patients with cancer. "All patients lost time awareness and felt distracted from the daily hospital routine," wrote University Hospital Halle's head of nursing research and development, Patrick Jahn in a journal article for Oncology Nursing Forum. "A majority of patients [also] reported an improved mood state from the game sessions."

Charities such as Child's Play, Extra Life and GamesAid raise millions of dollars in donations each year to provide game consoles, games, toys and a variety of services to sick kids and hospitals around the world. They receive heart-rending testimonials that show that even if games can't cure cancer, they can at least pose a very real therapeutic effect.

Now Gonzalez and his uncle hope to tie it all together — games, cancer, community, teenagers and play therapy. They're building relationships with hospitals, game developers and sick kids, learning what works, what's already out there and what's missing. Their goal is to plug all the gaps, and to make socializing over video games easier for these kids. The Survivor Games is planning an initial test of its social network this spring, with an online arcade rolling out some time after that, which will offer a number of games that are downloadable or playable in a web browser.

The arcade will be built around what they term "survivor games" — games that are fun to play, are largely social and involve cooperation. Not every game is suited to the needs of cancer patients — blood and death can raise stress levels, while many of the more immersive 3D experiences cause nausea, and at various phases of treatment, physically demanding titles may be too much to handle.

"If I can beat a 14-foot monster in a game then cancer is nothing."

Survivor games tend to be more constructive like Minecraft, Gonzalez-Novoa says, and they generally offer more of a blank slate kind of playable character — somebody who players can easily project themselves onto and who will grow in power and skill as the game progresses. "Those days where you feel like you're losing to cancer but you can beat something else," he says, "it gives you that motivation like, 'If I can beat a 14-foot monster in a game then cancer is nothing.'"

They are trying to work with indie developers, who Gonzalez-Novoa believes are best prepared to respond to these needs, with the hope that existing games and game ideas can be adapted somehow. "[Like] this is a great game that kids love," he says, "but ... can we reimagine it as a multiplayer game? Because it's reinforcing their sense of isolation."

It's too early to tell how The Survivor Games and its ideas will be received in medical circles beyond the child life specialists who use play to engage kids every day. But its founder is hopeful. "Everyone that we've talked to so far is really open-minded about doing things differently — approaching situations differently," says Gonzalez. "Even if they don't pick it up right away, they're really open-minded to picking it up. So with some explanation, and just telling my story, they eventually see it. It's really cool to watch it unfold." Babykayak

16 Jan 19:13

Games Workshop stock loses 25% of its value in one day

by Polar_Bear
firehose

Sales are down 12% in a year where they hiked prices quite a bit faster than inflation despite rapidly expanding competition, sudden growth of the chipboard pawn market, and the first real dents made by custom 3D-printed minis

Games Workshop stock loses 25% of its value in one day

Games Workshop released their quarterly profits and due to the not-good-news, their stock fell 24% in one day. Link goes to MastermindMinis article on the event. Source From the article: Newsflash: After peaking at over 810 pence per share in October, Games Workshop’s stock market value dropped sharply by 24% today, following their release of [...]
16 Jan 19:09

Photo

firehose

boo



16 Jan 19:08

Quit the red-herring freakout over cellphone reception on planes and subways

by Zachary M. Seward
firehose

'First of all, two major airlines, Delta and Southwest, have already signaled that they won’t allow passengers to make calls from the sky. Their rivals will undoubtedly follow suit if the FCC goes forward. No one wants a cabin full of gabbing. It’s not going to happen.

More to the point, the proposed new rules aren’t really about making phone calls. They’re about data.'

don't care

otoh, I'm all for having a sound-proofed first-class cabin that costs twice as much and allows phone calls

put them all in the same coffin in the front of the plane, where death in a crash is more likely

Hillary Clinton using her phone on a plane.

“The Shactman Family wishes to inform that we will fly no airline that has unlimited cell phone access,” wrote Alan Schactman in a letter (pdf) to the Federal Communications Commission in November. “We have timesharing in the Caribbean and in anticipation of such a decision, we would sell the timesharing and stay within the U.S.”

Among those protesting a proposal to allow cellphone use on flights in the United States, the Shactmans are perhaps the most extreme. But their sentiment is widely shared: 59% of Americans said they opposed the plan in a recent poll.

Yet the freakout over in-flight calling—and similar anxiety over cellphone reception in urban subway systems—is misplaced.

First of all, two major airlines, Delta and Southwest, have already signaled that they won’t allow passengers to make calls from the sky. Their rivals will undoubtedly follow suit if the FCC goes forward. No one wants a cabin full of gabbing. It’s not going to happen.

More to the point, the proposed new rules aren’t really about making phone calls. They’re about data.

Smartphone owners are making fewer calls while data usage explodes. They are using their phones to browse the web, stream music or movies, and swap messages and selfies with their friends. This trend was already obvious in 2010, when a New York Times feature declared, “Cellphones Now Used More for Data Than for Calls.” (Yet today, the Times suggests that cellphone use on the New York City subways would break “the relative peace of a subway ride.”)

To get a sense of what connected transit would really be like, just visit Seoul, which is a bit like visiting the future: The entire subway system is outfitted with Wi-Fi and cellular reception. (You can even pick up TV signals on specially equipped phones.) The Seoul subway is as tranquil as any in the world: Lots of passengers are immersed in their phablets, but on a visit last year, I didn’t hear a single person making a call.

If the FCC or New York’s transit agency open up to cellular, allowing more people to get even more lost in their phones, the result will, if anything, be quieter trips. Just like the good old days…

Newspapers on train

16 Jan 19:06

Newswire: Kids, this is the story of how How I Met Your Mother met accusations of racism

firehose

'Jason Segel’s character explains, in a Kill Bill homage, how he’d been trained by three kung fu masters in the art of the slap—masters who were played by Josh Radnor, Alyson Hannigan, and Cobie Smulders in kimonos and Fu Manchu mustaches. And while the show wisely avoided any Mickey Rooney-in-Breakfast-At-Tiffany’s-style accents, the sight of three white actors in stereotypically “Asian” accoutrements was enough to spark online outrage ...

series creators Carter Bays and Craig Thomas were forced to take to Twitter to apologize: “With Monday's episode, we set out to make a silly and unabashedly immature homage to Kung Fu movies, a genre we’ve always loved,” Bays wrote. “But along the way we offended people. We're deeply sorry, and we’re grateful to everyone who spoke up to make us aware of it. We try to make a show that's universal, that anyone can watch and enjoy. We fell short of that this week, and feel terrible about it. To everyone we offended, I hope we can regain your friendship, and end this series on a note of goodwill. Thanks.” '

16 Jan 19:05

Time Warp

firehose

'Time Machine has been an integral component of my backup system since its inception in OS X 10.5. Despite its utility, I dislike how backup snapshots are handled when Time Machine’s hard drive is full. To make efficient use of hard drive space, Time Machine keeps hourly backups for a single day, daily backups for a month, and finally weekly backups until the backup drive is full. Once full, Time Machine operates as a First-in, First-out queue (FIFO)—the oldest snapshot is dequeued to allow an incoming snapshot to be enqueued. This post is about my backup tool called Time Warp and how I use it to modify Time Machine’s backup behavior using weighted reservoir sampling. I built Time Warp to preserve important backup snapshots and prevent Time Machine from deleting them.

Time Machine’s backup behavior is incongruous with the way I work. I primarily use Time Machine for two purposes—to restore files recently changed or to recover files that were deleted some time ago. When a drive is full, Time Machine continuously deletes older backups to make room for newer backups. This behavior makes it impossible to restore files older than a few months using a normal sized backup drive. Time Machine preferentially retains snapshots based on the assumption that a user is more likely to need to restore a more recently changed file versus an older file. Dequeuing by FIFO is undesirable because I find that it’s equally likely that I may need to restore a file from 6 weeks or 6 months ago.'

Time Warp:

Time Warp is a tool for modifying Time Machine’s backup behavior using weighted reservoir sampling.

16 Jan 19:00

Boston Police Think Aaron Hernandez Might Have Been the Shooter in Double ... - BostInno

firehose

I keep waiting for someone to link Hernandez to the Tsarnaevs


Boston Police Think Aaron Hernandez Might Have Been the Shooter in Double ...
BostInno
Until now, the suspected ties between Aaron Hernandez and a 2012 double homicide in South Boston were largely speculative. In court documents unsealed earlier Thursday, however, the public is now officially aware that Boston police suspect that ...

and more »
16 Jan 18:59

Rockstar's reaction to Grand Theft Auto Online exploits is expected, boring and a missed opportunity

by Ben Kuchera
firehose

glad someone is looking at the disconnect of fighting exploits in an exploitation-themed game

Rockstar has announced that players could be banned if they’re caught abusing the system in Grant Theft Auto Online in order to gain more cash.

The exploits are allowing players to amass giant amounts of in-game currency, and through things like the bounty system, the cheating players have spread the currency around the game, to the detriment of honest participants.

If you happened to kill someone with a massive bounty on their head due to the exploits, the money will be removed from your account. You’ll be able to keep your items, and won’t be punished in any other way. The more vicious "cheaters" will be dealt with, however.

This is a criminal simulator, by the way.

Hate the player, not the game

The Grand Theft Auto world is filled with violent, dishonest people who will do anything to get ahead, which makes the strict adherence to the in-game rules amusing to those observing from the outside. Grand Theft Auto Online players are expected to be terrible to each other, but only within the rules and systems created by Rockstar.

You can screw over each other, in other words. The system allows that. But something has to be done when you begin to screw over the system.

Let’s take a look at an exploit that has already been patched out to show some of the methods that people are using to gain massive amounts of cash. The fact that people find these flaws, and then leverage them against the game itself, is fascinating.

Game designer David Sirlin wrote an amazing piece about how World of WarCraft teaches the wrong lessons back in 2006, and he noted that punishing the players for these kinds of loopholes is counterproductive.

"The very idea of using the terms of service as the de facto way to enforce a certain player-behavior goes against everything I've learned. A game should be a system of rules that allow the player to explore. If the player finds loopholes, then the game developer should fix them," Sirlin wrote.

"It's never, ever the player's fault: it's the game developer's fault. People who currently make deals with enemy faction (Horde or Alliance ) to trade wins in battleground games are not really at fault… A line in the Terms of Service saying that you shouldn't behave this way changes nothing, and teaches nothing."

The piles of cash impact the balance for everyone who plays, but why ban paying customers who are using every aspect of the system Rockstar created in order to succeed? If no code is being changed and no actual hacking being done the players are technically using all the rules of the game Rockstar released to get ahead.

Using the argument that the game wasn’t "intended" to work that way just proves that you failed at creating the game you intended.

Having a large audience is like pouring water into a container: If there are any holes or cracks, the water will find them. Blaming the liquid is boring, anachronistic and counter-productive. It crushes often enjoyable metagames or the ability for the player to become creative with the game’s systems.

"The very idea of using the terms of service as the de facto way to enforce a certain player-behavior goes against everything I've learned."

This is their game, and they can do whatever they want with it, but it’s not like the in-game Rockstar culture has ever preached restraint or class. We’ve discussed how social norms need to change for online behavior to change, and that’s likely never going to happen in a Grand Theft Auto game.

If the game teaches that violence and force gets you what you want, that those who color outside the lines are often rewarded handsomely, it’s hard to argue that everyone should play by your set of rules when the game is found to have so many opportunities for ill-gotten gains.

Rockstar is approaching the holes in their container like a traditional developer or publisher, and this shows a lack of understanding about what they’ve created. Why not reward players who pull off virtual heists against the game’s rules? Or better yet, inflate the price of everything and then shut down the exploits. Force the players to adapt to the hell they've created.

Make that cash mean something, or nothing, from a gameplay point of view. If the campaign proves that crime pays, often handsomely, it would be interesting if the other players in the online game were forced to deal with characters who were more powerful because they became what amounts to virtual criminals. What would happen? How would people behave, or how would the meta-game change?

Grand Theft Auto celebrates crime as a pop culture fetish, and then steps on that same attitude in the multiplayer aspect of the game. Why not see what happens when someone breaks the rules to become an actual virtual gangster?

The game may even isolate cheating players so they only play with and against each other. Put me on that list! The ruthless, creative players all put together in their own sandbox sounds way more interesting than dutiful adherence to the rules. Putting all the players who are willing to find holes in the system for proft into a single bucket is a wonderful way for them to punch holes in that bucket. I can't wait to see what happens.

Rockstar's reaction is expected and boring. Embracing these exploits as virtual crime, while trying to remove the cracks and tighten up the game, would offer so many chances for emergent play and creativity on the part of the player that it’s depressing to think about what we’ve lost. The players are doing what they do best: Testing the limits of the simulation and playing with the game.

Rockstar should stop punishing the players and begin to play back.

16 Jan 18:57

A History of Whoa! Woah!

by René
firehose

via Snorkmaiden

Toller Artikel auf Slate über die Geschichte des Whoa! und seine Mutation ins Woah!

“Whoa” is hardly a new word; it dates back to at least the early 17th century. At that time it was used mostly in shouted form and was intended to garner the attention of someone in the distance. Around the the mid-1800s, people began using “whoa” to halt forward-moving horses, and by the latter half of the 20th century it had morphed into an expression for conveying alarm, surprise, or advanced interest. (Messrs. Bill and Ted solidified the strength of this usage in 1989, Joey Lawrence sealed the deal during the ’90s, and Keanu Reeves reappeared without Bill S. Preston, Esq. to help usher the word into the new millennium via The Matrix.)

Whoa! Woah?! Whoah. – How an old exclamation became the Internet’s most variously spelled word. (via Coudal)

16 Jan 18:47

Google Removes "Search Nearby" Function From Updated Google Maps

by timothy
firehose

R.O.F.L

First time accepted submitter BillCable writes "One of the most useful and intuitive features of Google's Map tool was the "Search nearby" link. After searching for a location, users could click on a marker on the map to pop open a window with the address and other details. This window also contained a link to 'Search nearby' — extremely useful if you want to find a list of restaurants near a hotel, the closest pharmacy, or any other business you might want to patronize. Google recently updated their map tool, and 'Search nearby' is no longer present. The 300 posts to the Google Product Forums complaining about this omission indicates this is a feature Maps users sorely miss. Google's work-around (detailed by Google staff in said thread) are a poor substitute and unreliable. There is no indication Google will add the feature to their new tool. For now users are able to revert to the original Google Maps with the 'Search nearby' feature intact. But there's concern that when Google discontinues support that the feature will be lost. So why would Google remove one of its best features?"

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