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Showing posts with label Parenting. Show all posts
Showing posts with label Parenting. Show all posts

Thursday, April 19, 2018

VR gaming gears up for the mainstream

A group of gamers wearing VR headsets at Zero Latency Singapore. The VR arcade in Singapore is the latest to pop up around the world as backers of the technology seek to shake off teething problems and break into the mainstream. — AFP

Arcades seek to take virtual reality gaming mainstream


SINGAPORE: Gamers wearing headsets and wielding rifles adorned with flashing lights battle a horde of zombies, letting out the occasional terrified shriek.

The virtual reality arcade in Singapore is part of a wave of such venues being opened as backers of the technology seek to shake off teething problems and break into the mainstream.

The buzz around virtual reality (VR) gaming has seen Taiwan-based HTC, Sony and Facebook-owned Oculus VR battling to woo consumers with a range of headgear.

But it has been slow to really take off, partly due to the hefty price of top-end headsets, beginning at around US$350 (RM1,362), and the challenges in setting up complex VR systems at home.


But VR arcades, which have been springing up around the world, particularly in Asia, are now giving people the chance to try it out more easily and for a fraction of the price.

“Given the complications of at-home, PC-based VR systems, pay-per-use, location-based entertainment venues can fill the gap,” said Bryan Ma, from International Data Corporation (IDC), a consumer technology market research firm, in a recent note on the industry.

Several VR gaming companies have made forays into Singapore, seeing the ultra-modern, affluent city-state that is home to hordes of expatriates as a good fit.

The zombie fight-out was taking place at a centre where participants stalked a room with a black floor and walls.

“I did paintball before, it’s quite fun... but I think the whole scene is much more interesting here,” said Jack Backx, a 55-year-old from the Netherlands, who was playing with colleagues from the oil and gas industry on a work day out.

The location is run by VR gaming group Zero Latency, which started in Australia and has expanded to nine countries. It uses “free-roam” virtual reality – where gamers move around in large spaces and are not tethered to computers with cables.

It’s not all intense, shoot-’em-ups – VR group Virtual Room has an outlet in Singapore that transports gamers to scenarios in the prehistoric period, a medieval castle, ancient Egypt and even a lunar landing.

Asia leads the way

VR arcades have been springing up in other places. China was an early hotbed for virtual reality gaming although the industry has struggled in recent times, while they can also be found in countries across the region including Japan, Taiwan and Australia.

Many key industry milestones over the past two years have been in Asia but arcades have appeared elsewhere – London’s first one opened last year while there are also some in the United States.

Consumer spending on virtual reality hardware, software and services is expected to more than double from US$2.2bil (RM8.56bil) in 2017, to US$4.5bil (RM17.51bil) this year, according to gaming intelligence provider SuperData Research.

For the best-quality experience, it can be relatively expensive – a session in Singapore costs Sg$59 (RM175).

“The equipment here is not cheap,” said Simon Ogilvie, executive director of Tomorrow Entertainment, which runs the Zero Latency franchise in Singapore.

The industry faces huge challenges.

China offers a cautionary tale – according to IDC, VR arcades have struggled there after expanding too quickly.

There have also been warnings that improvements in home-based technology may eventually lead to VR gaming centres suffering the same fate as traditional arcades that were once filled with Pac-Man and Street Fighter machines.

“The rise and fall of coin-operated videogame arcades in the 1980s suggests that such VR arcades may eventually fade in relevance as home-based computing power and prices fall within mass consumer reach,” said the note from IDC’s Ma.

Rebecca Assice, who runs Virtual Room in Singapore, said one challenge was getting people interested in the first place as many still did not know about the arcades.

“VR is still a really new industry,” she said. “A lot of people just don’t know this sort of activity exists.” — AFP

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VR gaming gears up for the mainstream

A group of gamers wearing VR headsets at Zero Latency Singapore. The VR arcade in Singapore is the latest to pop up around the world as backers of the technology seek to shake off teething problems and break into the mainstream. — AFP

Arcades seek to take virtual reality gaming mainstream


SINGAPORE: Gamers wearing headsets and wielding rifles adorned with flashing lights battle a horde of zombies, letting out the occasional terrified shriek.

The virtual reality arcade in Singapore is part of a wave of such venues being opened as backers of the technology seek to shake off teething problems and break into the mainstream.

The buzz around virtual reality (VR) gaming has seen Taiwan-based HTC, Sony and Facebook-owned Oculus VR battling to woo consumers with a range of headgear.

But it has been slow to really take off, partly due to the hefty price of top-end headsets, beginning at around US$350 (RM1,362), and the challenges in setting up complex VR systems at home.


But VR arcades, which have been springing up around the world, particularly in Asia, are now giving people the chance to try it out more easily and for a fraction of the price.

“Given the complications of at-home, PC-based VR systems, pay-per-use, location-based entertainment venues can fill the gap,” said Bryan Ma, from International Data Corporation (IDC), a consumer technology market research firm, in a recent note on the industry.

Several VR gaming companies have made forays into Singapore, seeing the ultra-modern, affluent city-state that is home to hordes of expatriates as a good fit.

The zombie fight-out was taking place at a centre where participants stalked a room with a black floor and walls.

“I did paintball before, it’s quite fun... but I think the whole scene is much more interesting here,” said Jack Backx, a 55-year-old from the Netherlands, who was playing with colleagues from the oil and gas industry on a work day out.

The location is run by VR gaming group Zero Latency, which started in Australia and has expanded to nine countries. It uses “free-roam” virtual reality – where gamers move around in large spaces and are not tethered to computers with cables.

It’s not all intense, shoot-’em-ups – VR group Virtual Room has an outlet in Singapore that transports gamers to scenarios in the prehistoric period, a medieval castle, ancient Egypt and even a lunar landing.

Asia leads the way

VR arcades have been springing up in other places. China was an early hotbed for virtual reality gaming although the industry has struggled in recent times, while they can also be found in countries across the region including Japan, Taiwan and Australia.

Many key industry milestones over the past two years have been in Asia but arcades have appeared elsewhere – London’s first one opened last year while there are also some in the United States.

Consumer spending on virtual reality hardware, software and services is expected to more than double from US$2.2bil (RM8.56bil) in 2017, to US$4.5bil (RM17.51bil) this year, according to gaming intelligence provider SuperData Research.

For the best-quality experience, it can be relatively expensive – a session in Singapore costs Sg$59 (RM175).

“The equipment here is not cheap,” said Simon Ogilvie, executive director of Tomorrow Entertainment, which runs the Zero Latency franchise in Singapore.

The industry faces huge challenges.

China offers a cautionary tale – according to IDC, VR arcades have struggled there after expanding too quickly.

There have also been warnings that improvements in home-based technology may eventually lead to VR gaming centres suffering the same fate as traditional arcades that were once filled with Pac-Man and Street Fighter machines.

“The rise and fall of coin-operated videogame arcades in the 1980s suggests that such VR arcades may eventually fade in relevance as home-based computing power and prices fall within mass consumer reach,” said the note from IDC’s Ma.

Rebecca Assice, who runs Virtual Room in Singapore, said one challenge was getting people interested in the first place as many still did not know about the arcades.

“VR is still a really new industry,” she said. “A lot of people just don’t know this sort of activity exists.” — AFP

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The hottest tech in videogames is virtual reality. Find out its potential effects on kids before buying a headset.   VR can make you th...
 

Monday, April 16, 2018

What parents need to know about VR ?

The hottest tech in videogames is virtual reality. Find out its potential effects on kids before buying a headset.

 
VR can make you think and feel things you know aren’t real. —Dreamstime/TNS
EVERYONE who’s tried it agrees: virtual reality is mind-blowing. Once you strap on that headset, you truly believe you’re strolling on a Parisian street, careening on a roller coaster, or immersed in the human body exploring the inner workings of the oesophagus.

But for all its coolness – and its potential uses, from education to medicine – not a lot is known about how VR affects kids. Common sense Media’s new report, Virtual Reality 101: What You Need to Know About Kids and VR, co-authored by the founding director of stanford University’s virtual Human Interaction Lab, offers a first-of-its-kind overview of the expanding uses for the technology and its potential effects on kids.

Now that VR devices from inexpensive viewers to game consoles to full-scale gaming arcades are finally here – with lots more coming soon – it’s a good idea to start thinking about how to manage VR when it comes knocking at your door.

VR can make you think and feel things you know aren’t real. Other media can give you the sense of “being there” – what’s called psychological presence – but not to the extent that VR can. This unique ability is what makes it so important to understand more about the short- and long-term effects of the technology on kids. Here are some of the key findings from the report.

Even though we don’t yet have all the answers to how vR affects kids, we know enough to consider some pros and cons. And whether kids are using vR through a mobile device like Google Cardboard, on a console like the Playstation vR, on a fully tricked-out desktop rig like the Oculus Rift, or at a mall arcade, these guidelines can help you keep any vR experience your kids have safe and fun.

Pay attention to age ratings. Check the recommended age on the headset package and don’t let younger kids use products designed for older kids. The minimum age isn’t based on medical proof of adverse effects on the brain and vision, but it’s the manufacturer’s best guess as to who the product is safest for.

Choose games wisely. Because the vR game experience can be more intense than that of regular games, it’s even more important to check reviews to make sure the gameplay, the content and the subject matter are appropriate for your kid.

Keep it safe. A few precautions: Once you have the goggles on, orient yourself to the room by touching the walls; stick to short sessions until you know how you’re affected by vR; stay seated if possible; move furniture out of the way; and have a second person as a spotter.

Pay attention to feelings – both physical and emotional. If you’re feeling sick to your stomach, dizzy, drained, or sad, angry, or anxious – give it a rest for a while.

Talk about experiences. since vR feels so real, it’s an excellent time to talk through what your kid has experienced in a game. Ask what it felt like, what the differences are between vR and regular games, and how vR helps you connect to other people’s experiences by putting you in someone else’s shoes.

Find opportunities; avoid pitfalls. Don’t let your kids play vR games that mimic experiences you wouldn’t want them to have in real life, such as using violent weapons. On the other hand, take advantage of vR that exposes kids to things they wouldn’t normally get to see, feel, and learn, such as visiting a foreign country.

Keep privacy in mind. Devices that can track your movements – including eye movements – could store that data for purposes that haven’t yet been invented. — Common sense Media/Tribune news service.

Star2 Technology  by Caroline Knorr


What parents need to know about VR ?

The hottest tech in videogames is virtual reality. Find out its potential effects on kids before buying a headset.

 
VR can make you think and feel things you know aren’t real. —Dreamstime/TNS
EVERYONE who’s tried it agrees: virtual reality is mind-blowing. Once you strap on that headset, you truly believe you’re strolling on a Parisian street, careening on a roller coaster, or immersed in the human body exploring the inner workings of the oesophagus.

But for all its coolness – and its potential uses, from education to medicine – not a lot is known about how VR affects kids. Common sense Media’s new report, Virtual Reality 101: What You Need to Know About Kids and VR, co-authored by the founding director of stanford University’s virtual Human Interaction Lab, offers a first-of-its-kind overview of the expanding uses for the technology and its potential effects on kids.

Now that VR devices from inexpensive viewers to game consoles to full-scale gaming arcades are finally here – with lots more coming soon – it’s a good idea to start thinking about how to manage VR when it comes knocking at your door.

VR can make you think and feel things you know aren’t real. Other media can give you the sense of “being there” – what’s called psychological presence – but not to the extent that VR can. This unique ability is what makes it so important to understand more about the short- and long-term effects of the technology on kids. Here are some of the key findings from the report.

Even though we don’t yet have all the answers to how vR affects kids, we know enough to consider some pros and cons. And whether kids are using vR through a mobile device like Google Cardboard, on a console like the Playstation vR, on a fully tricked-out desktop rig like the Oculus Rift, or at a mall arcade, these guidelines can help you keep any vR experience your kids have safe and fun.

Pay attention to age ratings. Check the recommended age on the headset package and don’t let younger kids use products designed for older kids. The minimum age isn’t based on medical proof of adverse effects on the brain and vision, but it’s the manufacturer’s best guess as to who the product is safest for.

Choose games wisely. Because the vR game experience can be more intense than that of regular games, it’s even more important to check reviews to make sure the gameplay, the content and the subject matter are appropriate for your kid.

Keep it safe. A few precautions: Once you have the goggles on, orient yourself to the room by touching the walls; stick to short sessions until you know how you’re affected by vR; stay seated if possible; move furniture out of the way; and have a second person as a spotter.

Pay attention to feelings – both physical and emotional. If you’re feeling sick to your stomach, dizzy, drained, or sad, angry, or anxious – give it a rest for a while.

Talk about experiences. since vR feels so real, it’s an excellent time to talk through what your kid has experienced in a game. Ask what it felt like, what the differences are between vR and regular games, and how vR helps you connect to other people’s experiences by putting you in someone else’s shoes.

Find opportunities; avoid pitfalls. Don’t let your kids play vR games that mimic experiences you wouldn’t want them to have in real life, such as using violent weapons. On the other hand, take advantage of vR that exposes kids to things they wouldn’t normally get to see, feel, and learn, such as visiting a foreign country.

Keep privacy in mind. Devices that can track your movements – including eye movements – could store that data for purposes that haven’t yet been invented. — Common sense Media/Tribune news service.

Star2 Technology  by Caroline Knorr


Tuesday, June 14, 2016

Paedophiles' predators using apps in phone to find and groom potential victims


http://rage.com.my/catching-sex-predators/

https://www.youtube.com/watch?v=nu_WnaEzw-E

Hunters hunted: R.AGE journalists went undercover as 15-year-old girls to meet up with online sex predators who target teenagers. Watch the videos at rage.com.my/predator:

This was among the material gathered by The Star’s R.AGE journalists who went undercover for these meetings.

Six months before paedophile Huckle made global headlines, the R.AGE team had already started its undercover sting operation against sex predators.

During the period, R.AGE compiled material that included obscene images, inappropriate messages and hidden camera footage of the undercover journalists at work.

Malaysia does not have laws against “sexual grooming”, which refers to the process of gaining a child’s trust for future sexual exploitation, even though statistics show it has been on the rise.

Mobile chat apps (WhatsApp, WeChat, BeeTalk, Facebook Messenger, etc.) seem to have become the most popular tools for sex predators in Malaysia, based on Bukit Aman’s statistics.

Since 2015, a whopping 80% of reported rape cases involved sex predators who started out online.

During a sting, R.AGE confronted one such predator, who was propositioning the undercover journalist on WeChat and sending photos of his penis.

“It’s a numbers game,” said the 28-year-old postgraduate student who is a self-confessed sex addict.

“On WeChat and BeeTalk, you can search for people nearby, and filter them based on gender. After I filter out all the men, I just send messages to as many girls as possible.”

The predators then start grooming those who reply to them. They would earn the trust of these children and gradually introduce sex into the conversations.

Another man claimed he is “an expert in massages” and that he had done it on at least two other girls below 15.

The situation has long weighed on Assistant Commissioner Ong Chin Lan, the Bukit Aman Sexual, Women and Child Investigation Division (D11) assistant principal director.

“If we had grooming laws, the authorities might be able to arrest predators like Huckle early on,” said Ong.

“We need to empower our law enforcement agencies.”

Sources: The Star http://rage.com.my/Predator/; http://rage.com.my/catching-sex-predators/

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PEDOPHILIA is not a new sex crime. What is new is the attention that it is getting in the public arena in Malaysia especially after the cas...

Friday, June 10, 2016

The affliction that feeds on children

PEDOPHILIA is not a new sex crime. What is new is the attention that it is getting in the public arena in Malaysia especially after the case of Huckle (pic). In fact pedophilia has developed into the hot topic in Criminology.


A pedophile is an individual who prefers to have sex with children. They have an abnormal and an unnatural desire and attraction for sexual relations only with children.

Sexual abuse of the children can begin without people recognizing it because it can be a small act in everyday life.

Pedophiles come from a variety of socioeconomic backgrounds. They are normally male, from any race, educated or uneducated, young or old, rich or poor, employed or unemployed. They can be religious or non-religious, a father, family member or trusted coworker or professional.

Just as Huckle used” wealth and status as Westerner” to exploit children, pedophiles hide behind the cloak of normality, morality and respectability within the community. Research revealed that nine out of ten are close to their mothers.

One of the most popular criminological theories is the notion that criminal behavior is learned in association with those who have criminal attitudes and values.

The majority of criminologists believe that the behavior of a pedophile is caused by environmental factors (nurture), involving upbringing and life experience of the individual. Furthermore, perpetrators confess that they themselves were child victims of sexual abuse.

However, recent studies revealed that individuals suffering from pedophilia are also fostered by genetic or biological traits which eventually lead to criminal behavior.

Colleen Berryessa, a Criminologist, stated that a 2014 Korean report on monozygotic twins with pedophilia, concluded that genetic influences appeared to be more important to the causes and development of pedophilia than environmental factors, including childhood abuse.

But there seems to be little or no agreement about what conclusively makes an individual cause pedophilia.

Experts also believe that there is no permanent treatment to cure pedophiles but some claim therapy treatment can work but is a challenge. Since pedophiles are sociopaths whose behavior is antisocial, lack sense of empathy and moral responsibility for their victims, the disorder is chronic and lifelong.

Studies show that pedophiles are repeat offenders after imprisonment or treatment.

The criminogenic asymmetries factor such as relaxed atmosphere, weaknesses in laws and enforcement produce criminal opportunity, motive for foreign pedophiles like Huckle himself to took advantage of the weak internal controls in a country to find victims. The penalty in their home country is normally more severe.

To fight this crime we need legislative changes, more effective laws, intelligence gathering and sharing, technology such as facial recognition and enhance investigation capabilities by training specialists.

Huckle operates a website called The Love Zone (TLZ) on the Dark Web, a hidden network used to maintain anonymity. His site consisted of photos of the children he abused and shared with other members.

The web is accessible only with specialized software or conducting deep web analysis. To make it more complicated; cybercriminals are often using encryption to protect their malicious data and communications.

There should also be increased focus on proper enforcement and skill level in conducting cybercrime investigations in order to reduce the use of the Dark Web in committing child sexual activities.

Crime prevention should be the priority for police but that should not be their sole responsibility. To prevent crime is the obligation of everyone in society and parents, schools and families have responsibility to ensure children are safe.

They must also instill in children a strong appreciation of right and wrong.

Parents, being the most important people in their children’s lives, must make sure children are not exposed to situations where irresponsible people can take advantage of them.

They must pay attention and respond when any adult seems overly focused on befriending a child, make a spot check on child nurseries and babysitters and do not allow a child to go alone on vacation or spend the night with someone other than those proven to be trustworthy and reliable.

Certainly do not assume that a person is reliable because of position, status, title or working in a place where children commonly gather.

At this point, our country still does not have a central registry for child abusers and pedophiles. The data is very important as it would contain the particulars of sex offenders, allowing law enforcement agencies to keep track and monitor the child sexual activities in our community. We need to protect our children.

By DATUK AKHBAR SATAR
Institute of Crime & Criminology, HELP University

Related:

Cops to identify other victims

 NGO: Hard to catch predators

Preying on the faithful - Watching The World

Protect our children from sex offenders 

http://www.thestar.com.my/metro/focus/2016/06/10/protect-our-children-from-sex-offenders-malaysia-cannot-be-perceived-as-a-paradise-for-child-abusers/

The dynamics of elder abuse is different from child or domestic abuse. There needs to be specific laws that protect the elderly and safeguard their interests.

Change needs to happen to protect seniors from being abused


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Huckle pleaded guilty to 71 charges of sexual offences against 23 children aged between six months and 13 years from an impoverished Chris...