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Mar 23, 2007

Korean Startup Xtive fights Online Addiction with Subliminal Sound

Via Korea Times

 

Xtive, a Korean venture start-up, has developed a subliminal sound sequence, which it claims can prevent obsessive use of online games, thus giving hope to game addicts, reports The Korea Times. 
 

From the Korea Times interview

``We incorporated messages into an acoustic sound wave telling gamers to stop playing. The messages are told 10,000 to 20,000 times per second,’’ Xtive President Yun Yun-hae said.

``Game users can’t recognize the sounds. But their subconscious is aware of them and the chances are high they will quit playing,’’ the 35-year-old Yun said. ``Tests tell us the sounds work.’’

Xtive, which was established in 2005, spent about a year to create the sound sequence geared toward addressing the concern that Korean teenagers spend too much time playing computer games.

The addiction to the network games has turned into a serious social problem and some gamers have even died after long sessions in front of the computer.

Experts point out roughly 10 to 20 percent of high school students can be categorized as Web junkies who need treatment. And many believe that is a conservative perspective.

``Experiences tell us kids or adolescents simply don’t stop playing games when faced with forceful measures. Such attempts can also cause many side effects,’’ Yun said.

``But our newly developed sound sequence tells them to stop playing on their own. We think this can make a real difference in the war against obsessive game play,’’ he said.

Yun said Xtive plans to commercialize the phonogram along with the government and game companies.

``Game companies can install a system, which delivers the inaudible sounds after it recognizes a young user has kept playing after a preset period of time,’’ Yun said.

Xtive applied for a domestic patent for the phonogram and is looking to take advantage of the technology in other sectors.

``We can easily change the messages. In this sense, the potential for this technology is exponential,’’ Yun said.

 

Mar 19, 2007

An Interview with Virtual Reality Pioneer Jaron Lanier

Human Productivity Lab blog has a very interesting interview with Jaron Lanier about the reasons why virtual reality technology has not yet become commonplace.

Here is an excerpt from the interview:

 

JARON LANIER: Well, first of all, I personally think that a lot more could have happened with Virtual Reality than has happened. I feel that what went wrong with VR was that decent software standard platform didn't happen. The ones that were most in the forefront like VRML just didn't work well enough. So to get back to your question: what were people looking for? I still believe that what people really want from VR is to be able to touch upon the feeling of being able to share a dream with someone else - to take a little step away from the sense of isolation that people feel today. I think this is a universal and very healthy desire. (VR isn't the only way to address it obviously.)

But in VR, at some point, you would be able to be inside this place with other people where you were making it up as you went along. What people really wanted was a kind of intimacy where you're making up a dream together with other people. You're all experiencing it. I was calling it post-symbolic communication. The basic idea is that people thought that with VR they would be able to experience a kind of intense contact with imagination, some sort of fusion of the kind of extremes of aesthetics and emotional experience you might have when you open up the constraints of reality.

You can divide the requirements of the technology that will give you that into two pieces. You can call one piece the production quality or production standards - how detailed is the resolution? How realistic do surfaces look? That boils down to fast computers, high quality sensors and displays: the tech underpinnings of it all. But then there's this other side; the software side, which involves how you can get a virtual world to do things. My feeling is that even a low-res virtual world can get people the kind of experience that I was just describing. And I think we did have some great moments and great experiences in the `80s, even with very low- res systems that were available then. I think that the failure since then is that the software that's been developed is very rigid.

There are a couple of reasons for this. One was that there was a bizarre alliance between people doing military simulation and people doing recreational gaming. There are a lot of
different kinds of games, so I don't want to put them all under one critical tent here. I think a lot of them are OK. But one of the dominant ideas is that a person who is playing is capable of being in the location, moving, shooting, or dying [laughs]. That's pretty much it. You might pick up an amulet or something, but it doesn't give you a lot to do.

 

 

00:45 Posted in Virtual worlds | Permalink | Comments (0) | Tags: virtual worlds

A Brain On/Off Switch

Re-blogged from Medgadget

Researchers at the Stanford Medical Center developed a procedure that allows scientists turn selected parts of the brain on and off. The tool may be used as a treatment option for people with different psychiatric problems.

From the MIT Technology Review report

While scientists know something about the chemical imbalances underlying depression, it's still unclear exactly which cells, or networks of cells, are responsible for it. In order to identify the circuits involved in such diseases, scientists must be able to turn neurons on and off. Standard methods, such as electrodes that activate neurons with jolts of electricity, are not precise enough for this task, so Deisseroth, postdoc Ed Boyden (now an assistant professor at MIT; see "Engineering the Brain"), and graduate student Feng Zhang developed a neural controller that can activate specific sets of neurons.

They adapted a protein from a green alga to act as an "on switch" that neurons can be genetically engineered to produce (see "Artificially Firing Neurons," TR35, September/October 2006). When the neuron is exposed to light, the protein triggers electrical activity within the cell that spreads to the next neuron in the circuit. Researchers can thus use light to activate certain neurons and look for specific responses--a twitch of a muscle, increased energy, or a wave of activity in a different part of the brain.

Deisseroth is using this genetic light switch to study the biological basis of depression. Working with a group of rats that show symptoms similar to those seen in depressed humans, researchers in his lab have inserted the switch into neurons in different brain areas implicated in depression. They then use an optical fiber to shine light onto those cells, looking for activity patterns that alleviate the symptoms. Deisseroth says the findings should help scientists develop better antidepressants: if they know exactly which cells to target, they can look for molecules or delivery systems that affect only those cells. "Prozac goes to all the circuits in the brain, rather than just the relevant ones," he says. "That's part of the reason it has so many side effects."


 

MindFit Clinical Trial Results Announced

 
NEW YORK and YOQNEAM, Israel, March 16 /PRNewswire/
 
For the first time, a double-blind clinical trial has shown that computer-based training improves the cognitive functions of the 50-plus crowd.

Against conventional wisdom, the computer training in MindFit(tm) cognitive skill assessment and training software, created by CogniFit, Ltd. http://www.cognifit.com), was found to improve short-term memory, spatial relations and attention focus--all skills used in driving and other daily activities that maintain our independence as we age.

The trial was conducted at the Tel-Aviv Sourasky Medical Center of Tel-Aviv University in Israel, where researchers are taking a leading role in the study of age-related disorders. During the two-year clinical trial, doctors conducted a prospective, randomized, double-blind study with active comparators of 121 self-referred volunteer participants age 50 and older. Each study participant was randomly assigned to spend 30 minutes, three times a week during the course of three months at home, using either MindFit or sophisticated computer games.

While all study participants benefited from the use of computer games, MindFit users experienced greater improvement in the cognitive domains of spatial short term memory, visuo-spatial learning and focused attention. Additionally, MindFit users in the study with lower baseline cognitive performance gained more than those with normal cognition, showing the potential therapeutic effect of home-based computer training software in those already suffering the effects of aging or more serious diseases.


"These research findings show unequivocally that MindFit, which requires no previous computer experience of users, keeps minds sharper than other computer games and software can," said Prof. Shlomo Breznitz, Ph.D., founder and president of CogniFit. "In fact, the same cognitive domains that MindFit keeps sharp are also central in most daily activities-including driving-that enable aging independently."

Breznitz continued, "These findings support CogniFit's belief that if you exercise your brain just as you do your muscles, you can build the speed and accuracy of your mental functions, significantly. 'Working out' with MindFit three times a week from the comfort of your home will yield similar results for your brain as exercising at the gym with that same frequency does for your muscles."

"We are additionally encouraged by the implications of our findings for those already below baseline in cognitive performance," said Nir Giladi, M.D., principal investigator, senior neurologist for the Department of Neurology for Tel-Aviv University's Tel-Aviv Sourasky Medical Center and faculty member in Tel-Aviv University's Sackler School of Medicine. "In the future, we may research MindFit's effect on Alzheimer's disease and forms of dementia."

MindFit software helps to assess and build overall cognitive skills for baby boomers, seniors and people of all ages. In other research studies, MindFit has helped users to improve their short-term memory by 18 percent. The comprehensive cognitive training program assesses, trains and enhances cognitive skills--including memory, focus, learning and concentration and safeguards overall cognitive vitality, an overall concept patented by CogniFit.

After an initial assessment session, users are encouraged to train with the software on their home PCs three times a week for 20 minutes a day. Then, MindFit provides fun, individualized training to match users' unique cognitive skill sets, changing exercises and levels to suit each individual's unique needs. No other cognitive assessment or training software product on the market has that personally tailoring technology.