Project Natal - What the heck is it?

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Project Natal is the code name for a controller-free gaming and entertainment experience by Microsoft for the Xbox 360 video game platform. Based on an add-on peripheral for the Xbox 360 console, Project Natal enables users to control and interact with the Xbox 360 without the need to touch a game controller through a natural user interface using gestures, spoken commands, or presented objects and images. The project is aimed at broadening the Xbox 360's audience beyond its typical gamer base.

Project Natal was first announced on June 1, 2009 at E3 2009. Microsoft said that over a thousand software development kits began shipping to game developers that same day. It is scheduled to be released in time for Christmas 2010.

Pricing for Project Natal will be starting at $80. Project Natal will reportedly also serve as the basis for a new Xbox 360. Though it is rumored that the launch of Project Natal will be accompanied with the release of a new Xbox 360 console (as either a new retail configuration, a significant design revision, and/or a modest hardware upgrade), Microsoft has dismissed the reports in public, and has repeatedly emphasized that Project Natal will be fully compatible with all Xbox 360 consoles. Microsoft indicates that it considers Project Natal to be a significant initiative, as fundamental to the Xbox brand as Xbox Live, and with a launch akin to that of a new Xbox console platform. Project Natal was even mistakenly referred to as a "new Xbox" by Microsoft chief executive officer Steve Ballmer at a speech.

Carmack Doom-ed to Lifetime Achievement Award

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Thanks to seminal early-'90s hits such as Doom, Quake, and Wolfenstein, id Software essentially invented the first-person shooter genre as the industry currently knows it. Beyond being pioneers in the field of real-time 3D graphics, id's early software lineup also contributed to the proliferation of such standard features as networked multiplayer matches.

Now, the man behind the technology that powered those early shooters will have one more honor to add to his mantel, as Game Developers Conference showrunners UBM TechWeb Game Network announced today that it would honor id chief technical officer John Carmack with a Lifetime Achievement Award as part of the 2010 Game Developers Choice Awards.

Carmack will receive the accolade at the GDCAs, which will take place on March 11 in San Francisco as part of GDC 2010. The studio, which was purchased by Bethesda Softworks parent company Zenimax Media in June 2009, is currently work on the all-new intellectual property Rage, as well as Doom 4 and a free-to-play Web browser-based version of Quake, which is currently in a beta-testing phase.

TV Sportlight #5 - SCRUBS

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Comedy is often lacking in TV shows these days, due to the nature and importance of the events, but after 8 seasons, one show still manages to get some laughs out of sheer brilliance of the humor, or straight up goofy and ridiculous actions, and that show is Scrubs. This latest season is a bigger deviation from the others, as it has some of the original cast members teaching newly inducted medical students in a university instead of a doctor sitcom in the hospital, but still has plenty of entertainment.

This half-hour comedy focuses on the bizarre experiences of fresh-faced medical intern John "J.D." Dorian (Zach Braff) as he embarks on his healing career in a surreal hospital crammed full of unpredictable staffers and patients – where humor and tragedy can merge paths at any time. Joining the… More rumpled J.D. in his exhilarating brave new world are his college buddy, Chris Turk (Donald Faison, " Clueless "), an intern with a more elite surgical group, and J.D.'s fellow medical intern, the beautiful and driven Elliot Reid (Sarah Chalke, " Roseanne "). Keeping the new interns on their toes are: The fatherly chief of medicine, Dr. Bob Kelso (Ken Jenkins); the abrasive, worldly Dr. Perry Cox (John McGinley), and the caring but slightly jaded nurse Carla Espinosa (Judy Reyes). The hospital janitor (Neil Flynn) also never seems to miss an opportunity to harass his target. Scrubs is filmed in a real-life hospital. It's the North Hollywood Medical Center, which has gone under severe reconstruction to fit all the equipment and represent Sacred Heart Hospital.

Whats that, more rediculous FAIL photos? YES!!!

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Round 3 of some of the most ridiculous pictures ever, and as always thank Failblog for them because, well, these photos clearly define the word FAIL.

Picture 1: Yeah, spoilers made of wood are the new thing I guess...
Picture 2: Look at me, I am not being arrested for being near an accident scene!
Picture 3: Apparently common sense is not a requirement of some sign makers.





Violence and Videogames?

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I had to do a pretty big research paper on violence and videogames, so I thought I would share some findings. After enough research, one might think that debate about media violence effects would be over. An historical examination of the research reveals that debate concerning whether such exposure is a significant risk factor for aggressive and violent behavior should have been over years ago (Bushman & Anderson, 2001). Four types of media violence studies provide converging evidence of such effects: laboratory experiments, field experiments, cross-sectional correlation studies, and longitudinal studies (Anderson & Bushman, 2002a; Bushman & Huesmann, 2000). But the development of a new genre-electronic video games-reinvigorated the debate.

Two features of video games fuel renewed interest by researchers, public policy makers, and the general public. First, the active role required by video games is a double-edged sword. It helps educational video games be excellent teaching tools for motivational and learning process reasons. But, it also may make violent video games even more hazardous than violent television or cinema. Second, the arrival of a new generation of ultraviolent video games beginning in the early 1990s and continuing unabated to the present resulted in large numbers of children and youths actively participating in entertainment violence that went way beyond anything available to them on television or in movies. Recent video games reward players for killing innocent bystanders, police, and prostitutes, using a wide range of weapons including guns, knives, flame throwers, swords, baseball bats, cars, hands, and feet. Some include cut scenes (i.e., brief movie clips supposedly designed to move the story forward) of strippers. In some, the player assumes the role of hero, whereas in others the player is a criminal.

The new debate frequently generates more heat than light. Many criticisms are simply recycled myths from earlier media violence debates, myths that have been repeatedly debunked on theoretical and empirical grounds. Valid weaknesses have also been identified (and often corrected) by media violence researchers themselves. Although the violent video game literature is still relatively new and small, we have learned a lot about their effects and have successfully answered several key questions.

Several major gaps remain in the violent video game literature. One especially large gap is the lack of longitudinal studies testing the link between habitual violent video game exposure and later aggression, while controlling for earlier levels of aggression and other risk factors. Indeed, of the four major types of empirical studies mentioned earlier, this is the only type missing. There are such studies focusing on television violence but none on video games.

Another gap concerns potential differences in effect sizes of television versus video game violence. There are theoretical reasons to believe that violent video game effects may prove larger, primarily because of the active and repetitive learning aspects of video games. However, this is a very difficult question to investigate, especially with experimental designs. How does one select violent video game and television stimuli that are matched on other dimensions? On what dimensions should they be equivalent? Number of bodies? Amount of blood and gore? Realism of the images? There are a couple of unpublished correlational studies that have compared the effects of television and video game violence on aggression, using comparable measures of violence exposure. Both yielded results suggesting a larger effect of video game violence. But the issue is still not settled today.