Dear Annie: I don't know what to do.
I recently retired. My husband is still working.
In the past few years, he has started playing a computer game. This is not one of the ones that involve other players; it involves only him.
At first, he did it for only an hour or two. Now he starts when he gets home from work and plays until bedtime, usually only stopping for dinner. On weekends, except for mowing the lawn and doing a few other tasks, he plays from morning until bed.
He has no interest in doing any of the things we used to do, and I am worried about the future when he retires.
We once talked about all the things we could do when we are both retired, but I can't see that happening anymore. He used to be good company; we used to go places and do things together. I have many interests and outside activities, but I miss the man I married. I am very sad and not looking forward to a future of this. He refuses to consider counseling, saying that I am the one with a problem.
I guess that is true, because he is apparently happy with the game. Do you have any suggestions? – Lonely
Dear Lonely: Your husband is playing a losing game with addiction.
Seeing as he's defensive and insistent that he doesn't have a problem, you might try shifting the focus to your marriage and the way his behavior is impacting you. Then suggest marriage counseling. An objective third-party might be the game changer he needs.
I would also recommend contacting On-Line Gamers Anonymous. It offers help for people in your position.
One of the first things it emphasizes is to stop enabling the gamer's problematic behavior. "This means refraining from doing anything that makes their life comfortable while they game, such as bringing them meals at the computer," the group says.
Dear Annie: I'm a woman in my early 50s. Eight years ago, I began having messy bathroom-related accidents in my car after eating in restaurants.
Doctors confirmed I had an allergy to gluten – which made sense, seeing as one of my parents has it and I had usually just consumed wheat before having an attack in the car.
Many restaurants and supermarkets are very accommodating. The hardest part is dealing with regular snide comments about my gluten-free diet – people saying I'm just being trendy and I'll get over it.
I'm sure a lot of people are avoiding wheat by choice, but some of us have to do it out of necessity. Please tell your readers to be more discerning. – Frustrated in Framingham
Dear Frustrated: It sounds as if the people making these remarks have some intolerance issues of their own. Gluten-related disorders, such as celiac disease, are very real.
Just because some fad dieters have gravitated toward a gluten-free trend doesn't make it OK to dismiss the issue. Your diet is between you and your doctor. If anyone else wants to judge you, he or she should first walk a mile with your stomach issues.
Dear Annie: There was no response to "Knight's" letter from you in our local paper, so I am sending one.
How chivalrous he is – and self-centered. Many men who "pay" expect something in return that a woman might not care to offer.
Quid pro quo.
This is not about commitment. It is about power, control, intimidation and manipulation.
Treating someone should not be about you; it should be about the other person.
If your date chooses to not accept your offer, it doesn't say anything about you; it says something about the comfort level of your date. – Not a Fan
Sunday, December 25, 2016
Tuesday, November 22, 2016
How to earn money while playing games online
A Lebanese boy plays the computer game 'Special Force 2', inspired by last summer's war between Israel and Hezbollah, in a southern suburb of Beirut 23 August 2007. The computer game puts players in the role of a Hezbollah fighter on the front line of war with Israel, simulating raids into Israel to capture soldiers, battling tank movements in the valleys of south Lebanon and launching Katyusha rockets at Israeli towns.
Playing games have always been an interest for everyone at one point of time, but can you really get paid to play games? The answer is yes! Playing games online to get paid has become very popular. These games are web-based games that give anyone options to earn some extra cash just by playing online.
There are lists of websites that pay for playing your favorite games online as per Money Pantry.
Swagbucks - This website allows members to earn money by doing the things that they normally do on a daily basis. Out of these, gaming is an easy way to earn credits on Swagbucks. Users just need to log on to Swagbucks and start gaming, the more a user games the more Swagbucks are earned.
These Swagbucks can either be redeemed through Amazon gift cards or converted into cash to a PayPal account. This is one of the easiest ways to earn money by while playing games online.
Cash Dazzle - with several games available to play online Cash Dazzle games could bring its users prizes and cash on a daily basis.
LalaLoot - The games on LalaLoot are addictive and loads of fun to play, its users are required to view ads in order to collect tokens to play games for the first 5 days. There is also a draw that happens every day with a minimum of $10,000 prize money at stake as per Reviewopedia.
GSN World Winner - This particular website is not famous but is has simple options to earn money by playing games like Free Cell, 8-Ball Pool and Bejeweled 2.
Play and Win - Play and Win has the simplest games that could get you some extra money, by playing games like Backgammon, Bingo and Mahjong rewards are given according to the number of games won.
The best option for users to do is to sign up to all these websites in order to get different gift cards and prizes. The make it more interesting users can opt for cash, the internet has been providing easy options to earn money while just playing games online.
Nobody would have ever thought that they will get paid for gamming online. But with these options it can certainly be done and the best part is that all these websites are for free.
Wednesday, October 26, 2016
Is this computer game the most romantic marriage proposal of all time?
Finding the right way to pop the question isn't easy.
The story of how you proposed is told to friends and strangers for the rest of your lives, so you want to choose something that won't fall flat over the dinner table.
And while some people choose to ask over candlelit dinners or iconic landmarks, one romantic developer decided to turn his proposal into a chance to build a customised computer game for his betrothed.
Austin Piech and Lauren Woodrick had been dating for a few years when he decided he wanted to take their relationship to the next level, so he decided to put together a playable proposal for his girlfriend to attempt to complete.
Piech posted a video of his ingenious proposal to YouTube, which has racked up almost 800,000 hits from impressed internet users.
Each level of the clever platform game features memorable moments from Piech's time dating his girlfriend - from their first date venue to holidays they'd taken together over the years.
According to the developer, his partner had no idea that the video game was a proposal - she thought she was just helping him to test out a new computer game he'd been working on.
As she navigates through each difficult level, the camera points out that the engagement ring is hidden behind the computer.
The final level of the game involves passing digital mariachis which, we are told, are 'playing' the same song Piech's grandfather proposed to his grandmother with.
Once she defeats the mariachi players, the credits reveal the message, 'It's dangerous to go alone. Take this!'
At this point, Piech pulls the ring out a ring which he hands over to his crying girlfriend. A tearful Lauren says yes, and the game becomes a success.
The viral video has gathered attention on Reddit today, with commenters remarking on the originality of the proposal.
'I'll marry you,' said user SupMatto.
'Best proposal i've ever seen, nice one bro,' agreed bakerXderek.
Thinking of popping the question? It might be time to book yourself into a coding class.
Tuesday, September 20, 2016
Humans play computer game using only direct brain stimulation
In the Matrix film series, Keanu Reeves plugs his brain directly into a virtual world that sentient machines have designed to enslave mankind.
The Matrix plot may be dystopian fantasy, but University of Washington researchers have taken a first step in showing how humans can interact with virtual realities via direct brain stimulation.
In a paper published online Nov. 16 in Frontiers in Robotics and AI, they describe the first demonstration of humans playing a simple, two-dimensional computer game using only input from direct brain stimulation -- without relying on any usual sensory cues from sight, hearing or touch.
The subjects had to navigate 21 different mazes, with two choices to move forward or down based on whether they sensed a visual stimulation artifact called a phosphene, which are perceived as blobs or bars of light. To signal which direction to move, the researchers generated a phosphene through transcranial magnetic stimulation, a well-known technique that uses a magnetic coil placed near the skull to directly and noninvasively stimulate a specific area of the brain.
"The way virtual reality is done these days is through displays, headsets and goggles, but ultimately your brain is what creates your reality," said senior author Rajesh Rao, UW professor of Computer Science & Engineering and director of the Center for Sensorimotor Neural Engineering.
"The fundamental question we wanted to answer was: Can the brain make use of artificial information that it's never seen before that is delivered directly to the brain to navigate a virtual world or do useful tasks without other sensory input? And the answer is yes."
The five test subjects made the right moves in the mazes 92 percent of the time when they received the input via direct brain stimulation, compared to 15 percent of the time when they lacked that guidance.
The simple game demonstrates one way that novel information from artificial sensors or computer-generated virtual worlds can be successfully encoded and delivered noninvasively to the human brain to solve useful tasks. It employs a technology commonly used in neuroscience to study how the brain works -- transcranial magnetic stimulation -- to instead convey actionable information to the brain.
The test subjects also got better at the navigation task over time, suggesting that they were able to learn to better detect the artificial stimuli.
"We're essentially trying to give humans a sixth sense," said lead author Darby Losey, a 2016 UW graduate in computer science and neurobiology who now works as a staff researcher for the Institute for Learning & Brain Sciences (I-LABS). "So much effort in this field of neural engineering has focused on decoding information from the brain. We're interested in how you can encode information into the brain."
The initial experiment used binary information -- whether a phosphene was present or not -- to let the game players know whether there was an obstacle in front of them in the maze. In the real world, even that type of simple input could help blind or visually impaired individuals navigate.
Theoretically, any of a variety of sensors on a person's body -- from cameras to infrared, ultrasound, or laser rangefinders -- could convey information about what is surrounding or approaching the person in the real world to a direct brain stimulator that gives that person useful input to guide their actions.
"The technology is not there yet -- the tool we use to stimulate the brain is a bulky piece of equipment that you wouldn't carry around with you," said co-author Andrea Stocco, a UW assistant professor of psychology and I-LABS research scientist. "But eventually we might be able to replace the hardware with something that's amenable to real world applications."
Together with other partners from outside UW, members of the research team have co-founded Neubay, a startup company aimed at commercializing their ideas and introducing neuroscience and artificial intelligence (AI) techniques that could make virtual-reality, gaming and other applications better and more engaging.
The team is currently investigating how altering the intensity and location of direct brain stimulation can create more complex visual and other sensory perceptions which are currently difficult to replicate in augmented or virtual reality.
"We look at this as a very small step toward the grander vision of providing rich sensory input to the brain directly and noninvasively," said Rao. "Over the long term, this could have profound implications for assisting people with sensory deficits while also paving the way for more realistic virtual reality experiences."
The Matrix plot may be dystopian fantasy, but University of Washington researchers have taken a first step in showing how humans can interact with virtual realities via direct brain stimulation.
In a paper published online Nov. 16 in Frontiers in Robotics and AI, they describe the first demonstration of humans playing a simple, two-dimensional computer game using only input from direct brain stimulation -- without relying on any usual sensory cues from sight, hearing or touch.
The subjects had to navigate 21 different mazes, with two choices to move forward or down based on whether they sensed a visual stimulation artifact called a phosphene, which are perceived as blobs or bars of light. To signal which direction to move, the researchers generated a phosphene through transcranial magnetic stimulation, a well-known technique that uses a magnetic coil placed near the skull to directly and noninvasively stimulate a specific area of the brain.
"The way virtual reality is done these days is through displays, headsets and goggles, but ultimately your brain is what creates your reality," said senior author Rajesh Rao, UW professor of Computer Science & Engineering and director of the Center for Sensorimotor Neural Engineering.
"The fundamental question we wanted to answer was: Can the brain make use of artificial information that it's never seen before that is delivered directly to the brain to navigate a virtual world or do useful tasks without other sensory input? And the answer is yes."
The five test subjects made the right moves in the mazes 92 percent of the time when they received the input via direct brain stimulation, compared to 15 percent of the time when they lacked that guidance.
The simple game demonstrates one way that novel information from artificial sensors or computer-generated virtual worlds can be successfully encoded and delivered noninvasively to the human brain to solve useful tasks. It employs a technology commonly used in neuroscience to study how the brain works -- transcranial magnetic stimulation -- to instead convey actionable information to the brain.
The test subjects also got better at the navigation task over time, suggesting that they were able to learn to better detect the artificial stimuli.
"We're essentially trying to give humans a sixth sense," said lead author Darby Losey, a 2016 UW graduate in computer science and neurobiology who now works as a staff researcher for the Institute for Learning & Brain Sciences (I-LABS). "So much effort in this field of neural engineering has focused on decoding information from the brain. We're interested in how you can encode information into the brain."
The initial experiment used binary information -- whether a phosphene was present or not -- to let the game players know whether there was an obstacle in front of them in the maze. In the real world, even that type of simple input could help blind or visually impaired individuals navigate.
Theoretically, any of a variety of sensors on a person's body -- from cameras to infrared, ultrasound, or laser rangefinders -- could convey information about what is surrounding or approaching the person in the real world to a direct brain stimulator that gives that person useful input to guide their actions.
"The technology is not there yet -- the tool we use to stimulate the brain is a bulky piece of equipment that you wouldn't carry around with you," said co-author Andrea Stocco, a UW assistant professor of psychology and I-LABS research scientist. "But eventually we might be able to replace the hardware with something that's amenable to real world applications."
Together with other partners from outside UW, members of the research team have co-founded Neubay, a startup company aimed at commercializing their ideas and introducing neuroscience and artificial intelligence (AI) techniques that could make virtual-reality, gaming and other applications better and more engaging.
The team is currently investigating how altering the intensity and location of direct brain stimulation can create more complex visual and other sensory perceptions which are currently difficult to replicate in augmented or virtual reality.
"We look at this as a very small step toward the grander vision of providing rich sensory input to the brain directly and noninvasively," said Rao. "Over the long term, this could have profound implications for assisting people with sensory deficits while also paving the way for more realistic virtual reality experiences."
Wednesday, August 31, 2016
Computer games found to be as good as drugs for relaxing youngsters before an operation
Computer games are as good as drugs at helping children relax before operations, a study found.
Boys and girls that played on an iPad ahead of surgery were just as calm as those given powerful sedatives.
And their parents were happier overall.
The find comes from a French study of 112 children aged four to ten who were having day surgery.
Half were given a sedative ahead of the anaesthetic, to calm their nerves and to help the actual anaesthetic take better.
These 'pre-meds' are often given to young children but can also be used to help anxious adults relax.
The other youngsters were given an iPad loaded with games 20 minutes before being wheeled into the operating theatre.
Finally, the children, their parents and the theatre nurses were asked a battery of questions.
The answers revealed the iPads to be as good as the midazolam sedative at controlling the children's anxiety.
Plus, the nurses were more satisfied and the parents were happier overall, the World Congress of Anaesthesiologists annual conference in Hong Kong heard.
Researcher Dominique Chassard, of the Hospices Civils de Lyon, said: 'Our study showed that child and parental anxiety before anaesthesia are equally blunted by midazolam or use of the iPad.
'Use of iPads or other tablet devices is a non-pharmacologic tool which can reduce stress without any sedative effect in paediatric surgery.'
Dr Chassard doesn't explain why the computer games were so helpful. But possible reasons range from simple distraction to the familiarity of playing on a computer making the experience feel less medical and so less threatening.
Previous British research has found that a simple conversation can help patients relax during surgery.
The University of Surrey study found chatting to a nurse and squeezing a stress ball to be better at easing stress and pain than listening to music or watching a film.
The researchers said that having a nurse chat to a patient while holding their hand could be a simple and inexpensive way of making operations done without general anaesthetic more pleasant.
Boys and girls that played on an iPad ahead of surgery were just as calm as those given powerful sedatives.
And their parents were happier overall.
The find comes from a French study of 112 children aged four to ten who were having day surgery.
Half were given a sedative ahead of the anaesthetic, to calm their nerves and to help the actual anaesthetic take better.
These 'pre-meds' are often given to young children but can also be used to help anxious adults relax.
The other youngsters were given an iPad loaded with games 20 minutes before being wheeled into the operating theatre.
Finally, the children, their parents and the theatre nurses were asked a battery of questions.
The answers revealed the iPads to be as good as the midazolam sedative at controlling the children's anxiety.
Plus, the nurses were more satisfied and the parents were happier overall, the World Congress of Anaesthesiologists annual conference in Hong Kong heard.
Researcher Dominique Chassard, of the Hospices Civils de Lyon, said: 'Our study showed that child and parental anxiety before anaesthesia are equally blunted by midazolam or use of the iPad.
'Use of iPads or other tablet devices is a non-pharmacologic tool which can reduce stress without any sedative effect in paediatric surgery.'
Dr Chassard doesn't explain why the computer games were so helpful. But possible reasons range from simple distraction to the familiarity of playing on a computer making the experience feel less medical and so less threatening.
Previous British research has found that a simple conversation can help patients relax during surgery.
The University of Surrey study found chatting to a nurse and squeezing a stress ball to be better at easing stress and pain than listening to music or watching a film.
The researchers said that having a nurse chat to a patient while holding their hand could be a simple and inexpensive way of making operations done without general anaesthetic more pleasant.
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