Background Childhood obesity is a common health problem.There are multi-factors causing childhood obesity. One of themis lack of activity like watching television, playing computer, andplaying Play ...Station@ .Objective The aim of this study was to find the duration ofplaying Play Station@ as a risk factor of obesity in school agechildren.Methods This study was a case–control study with individualmatching, that was done since April 2004 until August 2004.Results Children who spent time for playing Play Station@ morethan two hours per day had the risk of obesity 22 times higherthan those who spent less than two hours per day with 95%confidence interval. These results were analyzed with chi squaretest.Conclusion Playing Play Station@ is a risk factor of obesity inschool age children.
The future of real-time computing will include massive assemblies of parallel processors over mesh-connected wireless networks to execute the vast amounts of computation with vast number of sensors ...of all types in order to change the way humans and computers interact in order to meet our human needs. This paper explains the details of the artificial intelligent partner system (AIPS) which was originally introduced in 2008 by Sony, using Play Station III Cell Processor and the intelligent image sensor real-time system, using the Sony Original Pinned Buried Photodiode for future robot vision and solar cell panels with the excellent short-wave blue light sensitivity and the electronic and global shutter function capabilities for fast action pictures.
ELECTRONIC GAMES: CHALLENGES TO THE EDUCATIVE AND PEDAGOGICAL PROCESSES. STUDY OF CASES
This investigation explored the new interactive options of entertainment brought by technology, particularly ...the
electronic games. Among those, the game Play Station was chosen. A survey was administered to 27 sixth
graders and their three teachers. The messages implicit in the game in regard to social values and communicative
contents were analyzed. This study shows the need of teachers to respond to the new challenges posed by
technology, and their need to pursue professional development to adapt their pedagogical practice to the new
ways of socialization process that children go through by using these games as entertainment.
JEUX ÈLECTRONIQUES D C: DÈFIS A L ETUDE DE PROCESSUS ÈDUCATIVE ET PÈDAGOGIQUE. DES CAS
L enquête réalisée s est penchée sur les nouvelles options de divertissements interactifs qui circulent avec la
plateforme technologique, entre autre les jeux vidéo. On y a abordée plus spécifiquement ce qui concerne la
console Play Station. On a utilisé des sondages que l on a appliqués à 27 étudiants de sixième année (Éducation
primaire) et à leurs 3 professeurs. On s est intéressé au type de messages implicites dans les options cd-rom
ainsi qu aux éléments transversaux relatifs à des valeurs, des contenus sociaux et communicatifs qui sont
présents dans la console. L ensemble de ces derniers implique divers défis pour les processus éducatifs et
pédagogiques. Parmi eux on retrouve la prise de conscience face à de nouvelles formes d enseignement qui
exigent une formation intégrale. Par conséquent, on compte sur le fait que les professeurs étudient de façon
permanente ce qui concerne les nouveaux imaginaires culturels des enfants, les formes de socialisation
relatives à la « satisfaction » qui concerne les nouvelles générations et les nouvelles exigences d alphabétisation
du monde électronique. Aspects clés dans le développement de nouvelles visions éducatives et pédagogiques
La investigación realizada exploró acerca de las nuevas opciones interactivas de entretenimiento que circulan
con la plataforma tecnológica como lo son: los juegos electrónicos. Específicamente, se estudió lo relacuionado
con el juego Play Station. Se trabajó con Encuestas aplicadas a 27 estudiantes de 6 grado (Educ. Básica) y
con los 3 profesores de éstos. Nos interesó el tipo de mensajes implícitos en las opciones CD Room, así
como, los elementos transversales relativos a valores, contenidos sociales y comunicativos que están presentes
en el juego. Todo ello implica diversos retos para los procesos educativos y pedagógicos. Entre ellos, el
despertar hacia nuevas formas de enseñanza que exigen de la formación integral y, por ende, el estudio
permanente de los profesores/as en cuanto a los nuevos imaginarios culturales en la infancia, las formas de
socialización acerca del «disfrute» que ocupa a las nuevas generaciones y las nuevas exigencias de alfabetización
del mundo electrónico. Aspectos claves en el desarrollo de nuevas visiones educativas y pedagógicas.
Transductions MacKenzie, Adrian
2002, 2002-08-01
eBook
Transductions explores the nature of technological speed and how technology becomes part of living bodies.Drawing on deconstruction and corporeal theory, Transductions re-examines the borders between ...bodies and machines, between what counts as social and what counts as technological. Using examples which include online computer games, military supercomputers, genomic databases, performance art and the global positioning system, Mackenzie critiques the widely accepted notion that technology speeds everything up, arguing instead that there are only ever differences in speed.
Massive multi-player online games (MMOGs) have been attracting thousands of millions of participants on the Internet in the past decades. The newly emerging smart phones and game consoles together ...with PCs have enlarged the player base to an even larger scale. The increasing game traffic may generate significant real-time traffic across different ISP networks. In this paper, we conducted a measurement study of the traffic locality property of a popular online game, Call-of-Duty (CoD), which is a hybrid peer-to-peer (P2P) client/server massive multi-player online first person shooter (MMOFPS) game in the play station network (PSN) over the Internet. To facility our measurement, we designed and implemented a peer crawler over the PSN. Our instrumented crawler applies the principle of the ARP poisoning attack in our justified scenario so that our crawler is able to penetrate the PSN to harvest player's information successfully. We analyzed the measurement results for finer granularity at the autonomous system (AS) level compared with previous measurement studies. Our results show that the sessions in this CoD game are constructed with players' locality in mind. Nevertheless, optimized locality-aware game sessions are yet to be found. Insights obtained from this study may be valuable for the development and deployment of future P2P online gaming systems.
Within the mobile devices, the gaming consoles have the greatest graphic processing capabilities, in this category can be find the Nintendo DS and Sony PSP. Despite their resources there is minimal ...use of client-server architectures. This potential opens the possibility of using this kind of system where the gaming console acts as a graphic terminal that visualize a 3D world and a desktop computer act as the server to storage the geometric structure of this one. In the mobile gaming consoles class, the platform created by Sony Corporation, called Play Station Portable, has the highest graphic processing potential, and that is why it was chosen for the construction of the system proposed in this work. This paper proposed a client-server system that updates a 3D world in real time and displays it in the graphic terminal, with the geometric information transmitted by the server in response to the user actions, it is also presented a benchmark test to verify the capabilities of gaming consoles.
Les auteurs rapportent l'observation d'un enfant déjà atteint d'allergie à l'arachide depuis l'âge d'un an. À l'âge de neuf ans, il développe un œdème de Quincke, après avoir joué avec sa console de ...jeu. Cette « play station » avait été auparavant utilisée par son oncle après qu'il ait consommé des cacahuètes dans le cadre d'un apéritif familial. Cette observation illustre une nouvelle possibilité de transmission des allergies alimentaires, donnant l'occasion de passer en revue les principales situations connues de ces allergies par procuration.
The authors report the case of a child allergic to peanuts since he was one year old who, at the age of 9 years, developed angioedema after playing with his "Play Station". This device had been used previously by his uncle who had eaten peanuts at a family get-together. This observation illustrates a new way of transmitting food allergies and provides an opportunity to review the principal situations in which this allergy can be transmitted by proxy.
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Entry into platform-based markets Zhu, Feng; Iansiti, Marco
Strategic management journal,
01/2012, Volume:
33, Issue:
1
Journal Article
Peer reviewed
Open access
This paper examines the relative importance of platform quality, indirect network effects, and consumer expectations on the success of entrants in platform-based markets. We develop a theoretical ...model and find that an entrant's success depends on the strength of indirect network effects and on the consumers' discount factor for future applications. We then illustrate the model's applicability by examining Xbox's entry into the video game industry. We find that Xbox had a small quality advantage over the incumbent, PlayStation 2, and the strength of indirect network effects and the consumers' discount factor, while statistically significant, fall in the region where PlayStation 2' s position is unsustainable.
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