Search results for character world:
Manchester scientists create bedtime 3D fun
Nov 26, 2008 |
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(PhysOrg.com) -- The University of Manchester has teamed up with Manchester based licensed textile company Character World and brand management firm Brand 360 to produce an innovative range of 3D Spider-Man duvet covers and ...
Television shows can affect racial judgments
Feb 20, 2008 |
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A new study published in the journal Human Communication Research reveals that viewers can be influenced by exposure to racial bias in the media, even without realizing it.
Is Second Life's Economy Too Big To Fail?
Oct 13, 2009 |
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One of the more interesting developments in terms of technology is the virtual economy -- and how it translates into something that involves real money.
Is metabolic character different between men and women with gallstone disease?
Apr 20, 2009 |
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There are a cluster of metabolic syndrome, that include obesity, high level of fasting plasma glucose, hypertriglyceridemia and hypertension, which is closely associated with the increased morbidity and mortality caused by ...
'Champions' to unleash virtual heroes and foes
Aug 07, 2009 |
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(AP) -- Think you can do better than Stan Lee? Launching next month, the new massively multiplayer online role-playing game "Champions Online" will let gamers create their own virtual superheroes. Sorry, no Spider-Men or ...
Babies prefer good Samaritans
Medicine & Health / Psychology & Psychiatry
Nov 21, 2007 |
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In the first evidence of its kind to date, Yale researchers find that infants prefer individuals who help others to those who either do nothing, or interfere with others’ goals, it is reported today in Nature.
Narrative entertainment programming can lead to persuasive outcomes
Dec 17, 2008 |
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Entertainment-education is a common strategy for incorporating health and other educational messages into popular entertainment media. Its goal is to positively influence awareness, knowledge, attitudes, and behaviors in ...
'The Sims' are back -- with more personality
Jun 01, 2009 |
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US videogame giant Electronic Arts launches this week episode three in the life of multi-billion-dollar franchise "The Sims", this time adding a psychological dimension to the computer game.
Machine Learning by Watching and Listening
Technology / Computer Sciences
Oct 05, 2009 |
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(PhysOrg.com) -- To expand the boundaries of machine intelligence, Ben Taskar is using television shows with large fan bases like CSI, Alias, and Lost to teach computers how to be smarter about what they see, hear and read.
The two worlds of kids' morals
Mar 02, 2009 |
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Children's moral behavior and attitudes in the real world largely carry over to the virtual world of computers, the Internet, video games and cell phones. Interestingly, there are marked gender and race differences in the ...
Virtual mobility for disabled wins Second Life prize
May 02, 2009 |
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An organization that lets people with disabilities virtually climb mountains and hike trails shared top honors in a first-ever Second Life prize for in-world projects improving real-world lives.
Parts of brain involved in social cognition may be in place by age 6
Medicine & Health / Neuroscience
Jul 15, 2009 |
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the ability to think about the minds and mental states of others—is essential for human beings. In the last decade, a group of regions has been discovered in the human brain that are specifically used for social cognition. ...
Nintendo's Mario endures even as games come and go
Nov 18, 2009 |
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(AP) -- You might call him the Mickey Mouse of video games. He's reminiscent of a doughnut, round and sweet and comforting. He's also a vessel, devoid of a real personality so you can live vicariously through ...
John Quincy Adams tweeting thanks to Mass. society
Aug 04, 2009 |
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(AP) -- It seems John Quincy Adams was way ahead of his time. A high school student touring the sixth U.S. president's archives recently noticed his bite-sized diary entries looked a lot like tweets.
Too scary to be real, research looks to quantify eeriness in virtual characters
Technology / Computer Sciences
Sep 22, 2009 |
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(PhysOrg.com) -- Indiana University's Karl MacDorman has been to the valley -- the uncanny valley of virtual humans so lifelike they give us real humans the creeps. What he's found is that things don't look ...


