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Adults ‘not losing any sleep’ over computers

University of Sydney researchers have debunked the widespread belief that technological devices such as computers and mobile phones are increasingly eating into our sleep.

In a paper just published in the December issue of the Medical Journal of Australia, Nicholas Glozier, Associate Professor of Psychological Medicine, and co-authors apply some scientific rigour to the common perception that Australians were sleeping an hour less than they did a decade ago.

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Mini-laptop market to shrink by 40 mn in 2012


Tablet computers will eat into the miniature laptop market by 40 million units in 2012, the head of a Taiwanese research institute has said. Tablets and Ultrabooks will "erode the market share of netbooks, or mini laptops, in 2012," said Shen Chu-san, director of the Institute for Information Industry's Market Intelligence Centre (MIC), a government-funded think tank, Xinhua reported.

However, "sales of traditional notebook computers will not be affected by tablets and Ultrabooks, as the latter two have no effect on traditional laptops", Shen said.

Ultrabooks, as a new trend of personal computer development, consume low power and are thin and light with long standby time.

The number of tablets to be sold globally in the first half of 2012 is expected to reach 29.4 million, up 42 percent year-on-year.

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IT Managers Talking Desktop Virtualization Strategies


What are the different, common desktop virtualization strategies used today? Four IT managers representing various industries discussing (with animated demonstrations) the optimal desktop virtualization strategy for their respective industries, and how Intel Core vPro processors enhance the experience with strengthened security & manageability.

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Intel Cloud 2015 Vision: Client Aware Cloud


Intel Cloud 2015 Vision calls for a federated, automated, and client aware environment. This animation explains what is meant by client aware by showing examples of three required characteristics of a client aware cloud: compute, context, and capabilities

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Too much gaming makes kids obese, violent: Survey

Excessively playing video games can generate a greater risk of obesity, aggressive and violent behaviour in children and teenagers, finds a new survey.

The recent survey by Assocham reveals that over 82 per cent of teenagers spend an average of 14-16 hours per week playing games on computer, web portal or consoles and about 7 per cent of children surveyed qualified as being pathological video gamers (over 20 hours per week).

Gaming is taking away time that could be spend on activities that have educational benefits. Compulsive gamers display signs of diminished empathy, increased aggression and conflicts at home, school and work. It could also create problems and lead to poor social skills.

Rising addiction to video games include easy availability of resources and absence of quality parental care reveals the survey conducted under Assocham's Social Development Foundation (SDF).

Over 2,000 teenagers and 1,000 parents were interviewed by Assocham-SDF during April 2011 to June 2011 in Delhi-NCR, Mumbai, Chandigarh, Lucknow, Ahmedabad, Patna, Kolkata, Chennai, Bengaluru and Jaipur.

The sample included almost an equal number of males and females in the age group of 8-18 years.

About 84 per cent (ages 8 to 18) of children said they played violent games when they were alone than with their parents. About 76 per cent prefer to play action games and 45 per cent of gamers, who shows signs similar to addiction, are also more likely to have a video game system in their bedroom.A total of 1,200 teens (76 per cent) played video games.

About 20 per cent of the gamers were girls and female gamers were found to spend an average of 30 minutes playing on the weekdays and one hour playing on the weekends. Male gamers spend an average of 50 minutes playing on the weekdays and 2-3 hours playing on the weekends.Gamers who are going to school account for 72 per cent and college students at 28 per cent.


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