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Biotech

Extinct Mammoth, Coming To a Zoo Near You 312

Techmeology writes "Professor Akira Iritani of Kyoto University plans to use recent developments in cloning technology to give life to the currently extinct woolly mammoth. Although earlier efforts in the 1990s were unsuccessful due to damage caused by extreme cold, Professor Iritani believes he can use a technique pioneered by Dr Wakayama (who successfully cloned a frozen mouse) to overcome this obstacle. This technique will enable Professor Iritani to identify viable cell nuclei, and transfer them to egg cells of an African elephant which will carry the mammoth for a 600 day pregnancy."
Education

Do Children's E-Books Ruin Reading? 149

An anonymous reader writes "A fierce argument has begun over whether children are actually 'reading' new e-books or simply 'watching' them. As publishers pump increasing levels of interactivity into e-books, the New York Times and others argue that these highly-interactive, popular titles are ruining the purpose of reading. The NYT also worries that new e-book titles could distract kids from the tougher task of actually concentrating on literature: '[W]hat will become of the readers we've been: quiet, thoughtful, patient, abstracted, in a world where interactive can be too tempting to ignore?' Others, like Gizmodo, defend these new e-books, pointing at titles like Alice for the iPad, of which they blabber, 'For the first time in my life, I'm blown away by an interactive book design.' But, the NYT counters, 'What I really love [about traditional books] is their inertness. No matter how I shake Alice's Adventures in Wonderland, mushrooms don't tumble out of the upper margin, unlike the Alice for the iPad.'"
Advertising

Paper Manufacturer Launches "Print More" Campaign 446

innocent_white_lamb writes "Domtar, a major North American paper manufacturer, has launched an advertising campaign to encourage people to print more documents on paper. Domtar CEO John Williams opposes campaigns by other companies asking employees to be responsible with what they print. 'Young people really are not printers. When was the last time your children demanded a printer?' Mr. Williams said ... 'We've got to do some work about having them believe and feel that printing isn't a sort of environmental negative.' The industry expects that, absent this campaign, paper demand will decrease by 4% annually. Williams's comments did not go down well in some environmental circles."
Science

Scientists Postulate Extinct Hominid With 150 IQ 568

Hugh Pickens writes "Neuroscientists Gary Lynch and Richard Granger have an interesting article in Discover Magazine about the Boskops, an extinct hominid that had big eyes, child-like faces, and forebrains roughly 50% larger than modern man indicating they may have had an average intelligence of around 150, making them geniuses among Homo sapiens. The combination of a large cranium and immature face would look decidedly unusual to modern eyes, but not entirely unfamiliar. Such faces peer out from the covers of countless science fiction books and are often attached to 'alien abductors' in movies. Naturalist Loren Eiseley wrote: 'Back there in the past, ten thousand years ago. The man of the future, with the big brain, the small teeth. He lived in Africa. His brain was bigger than your brain.' The history of evolutionary studies has been dogged by the almost irresistible idea that evolution leads to greater complexity, to animals that are more advanced than their predecessor, yet the existence of the Boskops argues otherwise — that humans with big brains, and perhaps great intelligence, occupied a substantial piece of southern Africa in the not very distant past, and that they eventually gave way to smaller-brained, possibly less advanced Homo sapiens — that is, ourselves. 'With 30 percent larger brains than ours now, we can readily calculate that a population with a mean brain size of 1,750 cc would be expected to have an average IQ of 149,' write Lynch and Granger. But why did they go extinct? 'Maybe all that thoughtfulness was of no particular survival value in 10,000 BC. Lacking the external hard drive of a literate society, the Boskops were unable to exploit the vast potential locked up in their expanded cortex,' write Lynch and Granger. 'They were born just a few millennia too soon.'"
Science

Caltech Scientists Film Photons With Electrons 46

al0ha writes "Techniques recently invented by researchers at the California Institute of Technology which allow the real-time, real-space visualization of fleeting changes in the structure of nanoscale matter have been used to image the evanescent electrical fields produced by the interaction of electrons and photons, and to track changes in atomic-scale structures."
Games

NYT's "Games To Avoid" an Ironic, Perfect Gamer Wish List 189

MojoKid writes "From October to December, the advertising departments of a thousand companies exhort children to beg, cajole, and guilt-trip their parents for all manner of inappropriate digital entertainment. As supposedly informed gatekeepers, we sadly earthbound Santas are reduced to scouring the back pages of gaming review sites and magazines, trying to evaluate whether the tot at home is ready for Big Bird's Egg Hunt or Bayonetta. Luckily, The New York Times is here to help. In a recent article provokingly titled 'Ten Games to Cross off Your Child's Gift List,' the NYT names its list of big bads — the video games so foul, so gruesome, so perverse that we'd recommend you buy them immediately — for yourself. Alternatively, if you need gift ideas for the surly, pale teenager in your home whose body contains more plastic then your average d20, this is the newspaper clipping to stuff in your pocket. In other words, if you need a list like this to understand what games to not stuff little Johnny's stocking with this holiday season, you've got larger issues you should concern yourself with. We'd suggest picking up an auto-shotty and taking a few rounds against the horde — it's a wonderful stress relief and you're probably going to need it."

Google Visual Search Coming Soon to Android 111

Several sources have shared the news that "Google Goggles," publicly known as Google Visual Search, will be "coming soon" to an Android phone near you. Rather than typing in the search term, you will be able to just take a picture with your phone and search results will be returned. The new search was recently featured on CNBC's "Inside the Mind of Google." Unfortunately Goggles didn't pass muster with a recent focus group, so it could be a while before Google decides this is ready to hit the streets.
Books

Submission + - Writing for Video Game Genres

Aeonite writes: The third book in a pseudo-trilogy, Writing for Video Game Genres: From FPS to RPG offers advice from 21 experts in the field of video game writing, pulled from the ranks of the IGDA's Game Writers Special Interest Group and wrangled together by editor Wendy Despain. It follows in the footsteps of Professional Techniques for Video Game Writing and Game Writing: Narrative Skills for Videogames, and in keeping with the trend offers the most specific, targeted advice for how to write for an assortment of game genres.

Depending on your particular poison, the authors of each chapter might be immediately recognizable or complete unknowns. Possibly most likely to be familiar to a general audience are Sande Chen (The Witcher) and Richard Dansky (Tom Clancy's Splinter Cell, Far Cry), but Lee Sheldon (the Agatha Christie series), Andrew Walsh (Prince of Persia) and David Wessman (the Star Wars: X-Wing series) might also ring a bell.

The important thing here, however, is not who the writers are, so much as that they deftly cover a wide variety of terrain. As the subtitle suggests the book covers everything from FPS to RPG, from MMO to ARG, and the entirety of alphabet soup in-between. Each chapter covers the particular challenges of writing for one particular genre, and generally offers specific tips on how to overcome those challenges when writing for that genre. The chapter on MMOs, for example, discusses the fact that MMOs have stories that never end, worlds with millions of chosen ones, and a complete inability to control pacing or quest flow. "Writing for Platform Games" emphasizes the need to provide a coherent narrative even while the player is generally busy trying to complete the next jumping puzzle. Other familiar genres covered along the way include Adventure games, Sports games, Flight Simulators and Driving games.

Several of the chapters also venture outside of what traditionally constitutes a "game genre." For example, Richard Dansky and Chris Klug respectively cover Horror and Sci-Fi/Fantasy, themes that are based on the shape of the narrative rather than any particular gameplay format. Later chapters also explore Sandbox games (which author Ahmad Saad indicates can include everything from Grand Theft Auto III to SimCity), Serious games (being "games that do not have entertainment as a primary purpose"), and Casual games. Chapters are also devoted to specific platforms: Evan Skolnick covers Handheld games, and Graeme Davis explores Mobile Phone games. The fact that some of these categories necessarily include games that might also fall into genres covered earlier is never a problem here, however; each chapter offers specific advice relevant to its particular subject, and there is little if any "what he said" repetition to be found, and certainly nothing like outright contradictory advice from different authors.

While a single numbered outline format is followed throughout the book, each author writes in a slightly different fashion. This means that some authors (such as Andrew Walsh, in his coverage of Platformers) present swaths of dense copy within each numbered section, whereas others break up their chapter with numerous subheads, a single short paragraph beneath each point (as with Daniel Erickson's chapter on RPGs). Further, while the format of the book's bulleted lists is consistent throughout, their prevalence is somewhat uneven; Lee Sheldon's chapter on Adventure games is chock full of bullets, while Dansky's chapter on Horror games nearly dispenses with them altogether (but for one single list of five items). Certain chapters contain many charts, tables and/or screenshots, while others lack them altogether. One particular design feature — a boxed "Special Note" that intrudes into the margin — is used only a scant handful of times in the entire book, which makes each sudden instance more of a "Hey! Over Here!!" than the "Psst, by the way..." which I think was intended.

None of this is in any way bad: in fact, Despain's Preface encourages skipping around, and specifically addresses the issue of inconsistency by saying that the chapters are "written as personal essays with the individual style of each author intact." However, it is a notable feature of the book and worth a mention; this is not a book you read from cover to cover in one sitting.

The larger consideration for the purposes of review is this: should you buy a copy? The book's intended audience is — as with the earlier books in the "trilogy" — geared towards professionals already working in the game industry. Quotes on the back cover specifically mention "those of us swimming in the murky waters of games storytelling," and the book's closing chapter (J. Robinson Wheeler's "Writing For Interactive Fiction") dispenses with any illusion altogether, saying "If you're reading this book, you're a writer..." Even the Preface says "we" more than "you" when addressing the reader. The assumption is that you're already "one of us," and while that's a warm embrace for me (since I am indeed "one of them"), it might come across as a bit of a lukewarm shoulder for someone outside the industry.

In short, this book — perhaps even moreso than either of the previous IGDA Writers SIG books — is by writers, and for writers. As a "starting point from which we (game writers) can work together to improve the state of the art," the book provides an excellent foundation, and deserves to be on the bookshelf of any game writer or designer, be they novice or veteran. As for everyone else... if you're ready to dip a toe in the chilly waters of game writing, you could do far worse than to check out the advice within.

You can purchase Writing for Video Game Genres: From FPS to RPG from amazon.com. Slashdot welcomes readers' book reviews — to see your own review here, read the book review guidelines, then visit the submission page.
Businesses

EA Shuts Down Pandemic Studios, Cuts 200 Jobs 161

lbalbalba writes "Electronic Arts is shutting down its Westwood-based game developer Pandemic Studios just two years after acquiring it, putting nearly 200 people out of work. 'The struggling video game publisher informed employees Tuesday morning that it was closing the studio as part of a recently announced plan to eliminate 1,500 jobs, or 16% of its global workforce. Pandemic has about 220 employees, but an EA spokesman said that a core team, estimated by two people close to the studio to be about 25, will be integrated into the publisher's other Los Angeles studio, in Playa Vista.' An ex-developer for Pandemic attributed the studio's struggles to poor decisions from the management."
The Military

Two Sunken Japanese Submarines Found Off Hawaii 239

Ponca City, We love you writes "The NY Times reports that two World War II Japanese submarines, including one meant to carry aircraft for attacks on American cities, have been found in deep water off Hawaii where they were sunk in 1946. Specifically designed for a stealth attack on the US East Coast — perhaps targeting Washington, DC and New York City — the 'samurai subs' were fast, far-ranging, and some carried folding-wing aircraft. Five Japanese submarines were captured by American forces at the end of the war and taken to Pearl Harbor for study, then towed to sea and torpedoed, probably to avoid having to share any of their technology with the Russian military. One of the Japanese craft, the I-201, was covered with a rubberized coating on the hull, an innovation intended to make it less apparent to sonar or radar; it was capable of speeds of about 20 knots while submerged, making it among the fastest diesel submarines ever made. The other, the I-14, much larger and slower, was designed to carry two small planes, Aichi M6A Seirans that could be brought onto the deck and launched by a catapult. The submarines were meant to threaten the United States directly, but none of the attacks occurred because the subs were developed too late in the war, and American intelligence was too good. 'It's very moving to see objects like this underwater,' says Hans Van Tilburg of the National Oceanic and Atmospheric Administration, 'because it's a very peaceful environment, but these subs were designed for aggression.'"
The Courts

Toyota Claims Woman "Opted In" To Faux Email Stalking 667

An anonymous reader writes "ABC News is reporting that a California woman is suing Toyota for $10 million for sending her email that appeared to be from a criminal stalker. The woman claims the emails terrified her to the point that she suffered sleeplessness, poor work performance, etc. Toyota says the ruse was part of a marketing campaign for the Toyota Matrix. A Toyota spokesman says they are not liable for the woman's distress, because 'The person who made this claim specifically opted in, granting her permission to receive campaign emails and other communications from Toyota.'"

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