Wii Console Skin Template Secondlife

Nintendo's Wii video game console brings gaming to people of all ages. Discover Wii games, Wii accessories, and the benefits of connecting your Wii online.

Late morning, 2025. Joe, 17, is looking at geological rock formations in high definition, in three dimensions. He can see the gradient and colour of the rock. He waves his hand and zooms in on a fossilised imprint; he can run his fingers over it. Suddenly, his geology lecturer calls time and the image goes opaque. In a heartbeat, he’s transported from the windswept Jurassic Coast back to the comfort of his living room. His ‘body network’ tells him he’s hungry.

Wii Console Skin Template Secondlife

He hadn’t realised. He’d been ‘hanging’ with his cousin in the Sydney morning sun until the small hours, and missed breakfast. The fridge is empty. He instructs his digital assistant to ‘dial’ sushi and a super-shake.

The order registers on the high street, and an unmanned moped is dispatched, with hardly a word exchanged. His assistant, a child of Siri, opens the windows, and puts Abba on low. His mum calls, worried he’s not looking after himself. She’s seen his electro scores on his ‘Bodybook’; all that study, travel and chat, and he’s hardly left the flat for two days. She’ll come over tomorrow, and they’ll fly drones in the park. TECHNOLOGY TODAY Sound fanciful, as a sketch of a day in a life in 2025? It’s probably not.

Sound kind of familiar? Well, that’s because most of this technology is already available today, in one form or another. Indeed, you could hardly move at the in Las Vegas in January for virtual reality (VR) and augmented reality (AR) gear; Google Glass has set the template, and the same firm’s Google Cardboard head mount has made alternative reality affordable for the masses. Gesture control, seeded in popular consciousness since the 2002 sci-fi film Minority Report, has been an everyday plaything since the dawn of the Nintendo Wii games console. Apple’s Siri and Amazon’s Alexa, among others, have made voice-activated command systems familiar, if sometimes frustrating. Wearable technology has come of age; there’s gadgetry to measure your movement and vital signs, and double as proxy communications interfaces.

There are well-used apps that match the beat of music to the rhythm of your footfall. There are home devices that monitor air quality, and apps that ring up your car’s engine diagnostics. And then there’s all the stuff the military, healthcare and elite sports sectors are up to. Technology invariably finds its industrial purpose before its consumer application. Gauging cognitive activity by shooting minute electrical impulses into the brain (electroencephalography, or EEG) is standard practice in the medical profession, but is now finding its way into various health-related. Similarly, the application of wearable for assessing such things as hunger and thirst by analysing body sweat is around the corner, and suitable for healthcare monitoring, soft robotics and consumer electronics. MISTER 2025 Perhaps a better way of seeing the future is from a human vantage point.

Meet Chris Dancy, ‘Mr 2025’, and the world’s ‘most connected man’, according to his various media engagements. Dancy wears five-to-10 sensors at all times, making him about as close to having both organic and bio-mechanical parts as possible, without actually inserting chips under his skin and swapping for mechanical appendages. He has another 15-odd sensors about his person, and a dozen or so in app-form on his smartphone. He is arguably the most high-profile exponent of the ‘quantified self’ movement, using commonly available sensors to monitor every move and every breath he makes, to borrow a phrase from an old pop standard, along with any number of environmental inputs.

Dancy has used technology to improve his productivity and reduce his stress; he has monitored and adapted everything from his food intake to his daily commute to his sleep patterns. He is happier and healthier, he says; he has found a kind of technological mindfulness.

“This period of time in 2025 will be the last year we have where everything in our lives is not controlled, influenced or enhanced by code. By 2035 ‘existence as a platform’ will be common and everything will be influenced by code,” he says. NO MORE MOBILES 2025 is less than a decade away, and many of the technological plotlines have already been written. During the Davos Summit in January, the World Economic Forum posted a with its own sci-fi forecasts for 2025, based on a poll of 800 technology executives and experts.

Among a number of remarkable predictions about the rise of connected clothing and driverless cars, it reckons the first robotic pharmacist, the first 3D printed car, the first city without traffic lights and the first AI machine on a corporate board of directors will be in place within the next decade. In a recent podcast, California-based venture capital firm Andreessen Horowitz made that point, the next technological jump will see a deconstruction of the physical interface. Unlike previous generations of technology, which have turned each time on the emergence of a new interface (mainframes, minicomputers, workstations, PCs and, currently, mobile), we will by 2025 realise that there isn’t a ‘next’ one, it said.

Futurists reckon 2025 will see an abundance of interfaces; usage will depend on what we’re doing, what we want to achieve and where we are. It will also see the deconstruction of the mobile phone, for some people at least. In its place, we will have a kind of ‘body network’ of its constituent parts, says UK sci-fi author and futurist Ray Hammond. Such a prospect might seem less abstract, and somehow more startling in its way, than virtual reality and mood-reading brain sensors. “For many, the mobile phone will disappear. It will disintegrate and become like a ‘body network’.

The microphone will disappear into a button on your shirt. The visual display will feature on spectacles, in some version of Google Glass.

The processor will be clipped to a belt, or take the form of jewellery. The camera will feature on a lapel button, or somewhere else,” he says. The idea of using a keyboard and screen will be seen as old fashioned as using a ‘smart’ phone. Instead, such things as making a call, playing a song, selecting a travel route will be enabled by voice commands, or entirely pre-selected, even by such nebulous suggestions as mood, reckons Dancy.

“2025 will be the end of mobile phones as we understand them. The hardware makers, and more importantly the platforms – TV, web, publishing – will have moved into our lives, into our homes and cars. The internet as we understood it ended sometime in 2012.

By 2025, the internet will be us and we will be the internet,” he says. BEHIND THE SCENES Of course, this future doesn’t just hinge on the miniaturisation, mass production and affordability of consumer gadgetry. Behind the scenes, the technology industry is looking to set down massive sensor networks and enhanced wireless infrastructure to enable a spiralling number of devices to connect together in the next decade, and to run as-yet unimagined consumer applications. Huawei is a major technology infrastructure provider; it claims its digital solutions already support a third of the world’s communications. 2025 will herald the second digital age, it says, where the ‘internet of things’ is well established, connectivity is considered a basic human right, and the average person’s physical connections double to 10 devices, and their virtual connections jump 10-fold to around 100 applications. “People will effectively have two heartbeats – a physical heartbeat and a cyber heartbeat, like an avatar” says David Wang, the head of Huawei Marketing Insight Dept.

“More and more physical characteristics will be recorded and communicated via digital services and infrastructure. Everyone, and indeed every business, will have a unique avatar that exists within a multi-dimensional digital ecosystem.” BRAIN CONTROL In many ways, the ‘holy grail’ for technologists and futurists is brain to computer communications. Like many other 2025 technologies, brain computer interface (BCI) technologies already exist, to a degree. For example, scientists are demonstrating we can change our moods by putting on a ‘skull cap’, and sending minute EEG pulses into the brain. A is in the works already, which will monitor staff fatigue for industrial purposes through use of small EEG sensors. Such brain communications will likely be available for everyday users in 2025, like our sketch of a regular Joe in the introduction. On another level, scientists are developing solutions that allow people to.

But this idea of true BCI, where we control technology just by thinking about it, will not be achievable in any meaningful way until 2035. “Our thoughts aren’t sufficiently coherent to give clear directions. When we talk, we martial our thoughts as they come out of our mouths. But a computer has no chance of comprehending our raw thoughts, which comprise impressions and ideas, and remembrances,” says Hammond. Whether or not we control computers with our thoughts alone by 2025, it seems we are going that way. “We’re all cyborgs now.” That was the title of a by UX designer and cyborg anthropologist Amber Case, made back in 2010, in which she argues our use of technology today makes us, by extension, cybernetic organisms.

It’s a view to which Dancy, for one, subscribes, and a truth by which he lives. We’re entering a new technological era, he says. “Children born in 2025 will have the option to never understand where ‘information’ comes from. We are at the dawn of the machine age and the sunset of the organic age.”.

At Huawei, we define human progress by innovations that enrich all humanity. We do not view connectivity as a privilege, but as a necessity. We believe that the impact of information and communications technology should be measured by how many people can benefit from it.

We strive to engineer ICT technologies for everyone, everywhere. Huawei is dedicated to innovating around the needs of our customers. We develop networks, solutions, and devices, serving one third of the world’s population in over 140 countries. We are connecting systems, businesses, cities, societies and people around the globe; improving efficiencies, transforming industries and ultimately creating a Better Connected World.

Observing social interactions between children and adults is a major method in the toolkit of psychologists who examine social development and social relationships. Although this method has revealed many interesting phenomena, it cannot determine the effect of behavior independent of other traits. Research on the role of attractiveness in social development provides an example of this conundrum: Are attractive and unattractive children/adults treated differently because of their attractiveness (independent of their behavior), do they behave differently and thus elicit differential treatment, or both? Virtual world and avatar-based technologies allow researchers to control the social behaviors of targets; however, whether children and adults use the facial attractiveness of avatars as a social cue in the same way as they do with real peers is currently unknown.

Using Mii avatars from the popular Nintendo Wii video game console, Study 1 found that the facial attractiveness ratings of real people strongly predicted the attractiveness ratings of avatar faces based on the former group. Study 2 revealed that adults (n=46) and children (n=42) prefer attractive avatars as social partners. The results of this set of methodological studies may help to clarify future research on the relationship between attractiveness and behavior throughout the lifespan. Furthermore, the use of avatars may allow studies to experimentally examine the effects of attractiveness in situations where such research is not ethical (e.g., peer victimization). Observing social interactions between children and adults is a major method in the toolkit of psychologists who examine social development and social relationships.

Although this method has revealed many interesting phenomena, it cannot determine the effect of behavior independent of other traits. Research on the role of attractiveness in social development provides an example of this conundrum: Are attractive and unattractive children/adults treated differently because of their attractiveness (independent of their behavior), do they behave differently and thus elicit differential treatment, or both?

Virtual world and avatar-based technologies allow researchers to control the social behaviors of targets; however, whether children and adults use the facial attractiveness of avatars as a social cue in the same way they do real peers is currently unknown. Using Mii ™ avatars from the popular Nintendo ® Wii ™ video game console, Study 1 found that the facial attractiveness ratings of real people strongly predicted the attractiveness ratings of avatar faces based on the former group. Study 2 revealed that adults (n = 46) and children (n = 42) prefer attractive avatars as social partners. The results of this set of methodological studies may help to clarify future research on the relationship between attractiveness and behavior throughout the lifespan. Furthermore, the use of avatars may allow studies to experimentally examine the effects of attractiveness in situations in which such research is not ethical (e.g., peer victimization). Decades of research demonstrate that children and adults judge each other based on physical attractiveness.

Attractive people are viewed as more sociable, honest, intelligent, and superior social partners compared with less attractive people (see for a review and meta-analysis). Furthermore, these judgments are correlated with differential treatment in social and occupational settings. Not only are unattractive people less likely to be chosen as dating partners, but also they are less likely to receive equal pay and job advancement (;; ). These presumed characteristics are not merely skin deep: Attractive people exhibit more socially desirable behaviors and traits compared with less attractive people ().

Thus, attractiveness and differential treatment/behavior are particularly intertwined. This association poses a problem for research that examines the development of attractiveness-related behavior and the impact of appearance on differential treatment. If attractive people are superior social partners, then research cannot unequivocally conclude that participants’ choices of social partners develop because their partners are more attractive, more friendly, or both. Therefore, research that seeks to test the role of experience must separate attractiveness from behavior to determine their individual effects. Modern technology allows researchers to separate behavior from appearance. In fact, computer science and virtual world research has revealed that adult behaviors in virtual social situations are similar to those in the real world.

For instance, adults show realistic standards of interpersonal space with avatars (), behave differently based on whether the agent resembles themselves or others (), and prefer and are even persuaded by avatars programmed to mimic their own bodily behavior on a 4-s delay (). Moreover, humans interact with computers in a social way (), hence the rise of avatars in everyday life. Importantly, the physical appearance of avatars predicts adult online social behavior. Yee and Bailenson (2007) found that different self-representations change the way participants behave: the Proteus Effect. For example, participants who were assigned attractive avatars showed more behaviors associated with intimacy (e.g., less interpersonal distance and more self-disclosure) than those assigned less attractive avatars. Furthermore, people with taller avatars negotiate more aggressively than those with shorter avatars.

Thus, the facial attractiveness of the perceiver’s avatar predicts the perceiver’s behavior with regard to the target. Does the facial attractiveness of the target’s avatar influence perceiver behavior? Here, the answer is less clear. Social learning via an avatar is promoted when the agent resembles the participant or a known stereotype (e.g., females will chose to learn about engineering from avatars who are “male, older, and uncool”;; ). In a study of an early virtual environment, noted that attractive avatars elicited significantly more attention from other gamers and encouraged them to behave in more flirtatious ways. Additional research has focused on differences in sexual attractiveness (e.g., Banakou & Chorianopoulos; ). Although these studies demonstrate that a form of target avatar attractiveness predicted perceiver behavior, the targets in question were not realistic representations of the general population.

For instance, the attractive avatars that garnered more flirtation behaviors in were often images of lingerie-clad females. Participants most likely did not believe their interaction partner resembled these images. In fact, people often use avatars for escapism and fantasy. With regard to the Proteus Effect, found that people who played as more attractive avatars were more successful at an online video game; however, “attractive” avatars were often nubile females, whereas “unattractive” avatars were often (literally) green ogres. These types of attractiveness disparities do not exist in the real world where the difference between a highly attractive face and a very unattractive face might be a matter of millimeters between features (see ). Thus, we cannot be sure whether the attractiveness effects observed in these studies are similar to the classic attractiveness effects observed with real people in the literature. Lastly, although some research has used avatar methodologies with children (see ), we do not know whether children perceive avatars based on attractiveness in ways that match their perceptions of real peers.

Therefore, the current studies sought to determine whether people respond to avatar facial attractiveness in a manner predicted by the research on human attractiveness. Study 1 examined whether people use attractiveness to differentiate avatars based on real people. Although previous research suggests that adults cognitively represent non-human faces such as those belonging to chimpanzees () and cartoons () in similar ways to human faces, computerized avatars do not have many of the same cues that people typically use to identify facial attractiveness in humans (e.g., skin quality; see Thornhill & Gangestad, 1999). Thus, it is unclear as to whether people perceive humans and the avatars that resemble them as similar. Study 2 sought to replicate the findings from the developmental literature that repeatedly shows that adults and children prefer attractive peers as social partners (e.g.,;; ) by testing whether 6- to 10-year-olds and adults prefer attractive to unattractive avatars as social partners. Participants Sixty-four undergraduates (20 male) rated Miis for attractiveness.

An additional 96 undergraduates (58 male) rated human faces for attractiveness. The self-reported race/ethnicity of these raters was Caucasian (47.06%), Asian (21.93%), Hispanic (19.25%), African-American (5.35%), mixed (3.21%), or they did not report (3.21%). Undergraduates received partial course credit for their contribution. Children did not rate photographs because previous research demonstrates that adults and children agree on attractiveness judgments (e.g., ). Apparatus To create avatars, we employed a Nintendo ® Wii ™. Unlike collaborative virtual environments such as Second Life (see ) in which users are actively encouraged to create an avatar with a unique appearance, the culture of the Wii encourages the creation of self-representative (albeit cartoonish) avatars called Miis ™. Furthermore, because Miis are built from manufacturer-provided templates, researchers are easily able to design faces that deviate from each other in facial attractiveness only (rather than confounding attractiveness with sex, body type, facial expression, and so forth), thereby avoiding the weaknesses of other studies (e.g.,; ).

The Wii was the first home console video game system to use motion-controlled technology. As a result of this feature and an aggressive marketing campaign, the Wii has been unusually successful at appealing to non-traditional gamers such as women and those older than 36. Moreover, as of June 30, 2012, Nintendo had sold over 96 million Wiis, making it one of the best-selling entertainment devices of the last 10 years. Thus, unlike past avatar research, which primarily examines adult participants who have no experience with a particular virtual technology, Mii avatar interactions are a commonplace part of children and adults’ lives. Stimuli The stimuli consisted of two sets. The first set included 39 Caucasian undergraduate students (20 male) who had been recently photographed for their participation in a different study (see ).

Participants posed with a neutral expression and a drape that obscured clothing cues. Images were standardized for size, lighting, and color using Adobe Photoshop 8.0 ™. The second set of stimuli included 39 Mii avatars created using a Wii.

The first set of human faces served as the template for creating the Miis. Like the human images, all Miis were given a standard facial expression so that raters would not differentiate Miis based on expressiveness.

Unlike the human images, however, Miis were given a slight smile rather than a neutral expression (straight line) because pilot participants reported that neutral Miis appeared angry or upset. The final Miis were of a typical cartoonish nature (see ). We took photographs of each Mii from a 77-in plasma monitor. Photoshop smoothed the pixilated appearance of images captured from the monitor. Like the human images, we standardized each Mii image for size, lighting, and color. Procedure The rating procedure for human and Mii faces was identical.

Participants rated images for attractiveness on a 7-point Likert scale (1 = very unattractive, 7 = very attractive). Participants first viewed all the faces they were to rate (either 39 humans or 39 Miis) in a random order for 1 s to gauge the attractiveness range of the faces. Immediately afterward, participants received 5 s to record their rating with pencil and paper for each Mii; again, each Mii was shown in random order (different from the initial exposure). Results and Discussion The mean attractiveness ratings of human faces significantly predicted the mean attractiveness ratings of Mii faces ( β = 0.65, p.95).

This significant relationship demonstrates that people discriminate digital avatars—even cartoonish ones—by facial attractiveness in much the same way they do images of real people. This result is somewhat surprising given that few attractiveness-related cues (e.g., skin quality) distinguish the Mii images. The attractiveness ratings of Mii avatars are predicted by the human faces upon whom they were based. Together with the previous work on behavior with avatars, this finding suggests that adults perceive avatars in the same way they would real people.

However, previous research has not experimentally examined children with respect to avatars differing in attractiveness. Research demonstrates that children identify images of attractive peers as socially favorable (e.g.,; ). To determine whether this hypothesis is correct for digital avatars, children and adults chose social partners from among high, medium, and low attractive Miis in Study 2. Participants Forty-six undergraduates (24 male; M = 19.84, SD = 2.79 years) and forty-two 6- to 10-year-olds (22 male; M = 7.84, SD = 1.52 years) participated. The self-reported race/ethnicity of the undergraduates was Caucasian (52.17%), Asian (26.09%), African-American (13.04%), Hispanic (6.52%), and mixed-race (2.18%).

The parent-reported race/ethnicity of the children was Caucasian (83.33%), Hispanic (9.52%), Asian (4. Atif Aslam Song Sadi Zindagi Free Mp3 Download. 76%), and mixed-race (2.39%). Undergraduates received partial course credit for their contribution.

Children received a prize. Stimuli and apparatus We chose six Miis from Study 1 to represent the levels of attractiveness (low, medium, and high) for both sexes (see ).

The mean (SD) attractive ratings for the low, medium, and high tertiles of female Miis were 2.53 (0.51), 3.78 (0.31), and 4.67 (0.28), respectively; the same ratings for the male Miis were 2.24 (0.44), 3.48 (0.30), and 4.22 (0.42). The experimental suite was equipped with a 77-in monitor connected to a Nintendo Wii. Because we wanted participants to believe that the Miis represented real people (see Procedure), we controlled the avatars via an unseen, adjacent control room. A closed-circuit television camera provided a video feed of the monitor in the Wii room to a second television in the control room. Study confederates controlled the Wii via a secondary light sensor. Procedure Rather than using Miis as stand-ins for facial stimuli, we sought to observe participant behavior when they believed each Mii represented a real person with whom they could interact but not see. To accomplish this goal, we told all participants that they were joining an in-progress study with three same age and gendered peers.

We told participants that those who arrived first had created Miis to resemble themselves and that these avatars “looked a lot like” the real participants. In fact, many of our participants spontaneously told us that they had previously created Miis that closely resembled themselves, their friends, their parents, and so on. As such, we were confident that participants believed they were playing with real people. Participants subsequently created their own Miis. Next, we told participants that they would be playing a game of doubles tennis on Wii Sports ™ with the study participants located in adjacent rooms. In reality, the other “participants” were the set of high, medium, and low attractive Miis controlled by three confederates. We also told participants that they were “randomly selected” to choose doubles- tennis teams.

At this point, a confederate entered the study room to display images of the high, medium, and low attractive Miis (sex-matched with the participant to avoid confounding sex and attractiveness judgments). The experimenter showed the participant these images in a row, with the order of faces (e.g., left, middle, right) counterbalanced across participants. The researchers counted the number of participants who chose the low, medium, and high attractive Miis as partners. Results and Discussion A chi-square test of independence revealed that sports-partner choice was not independent of Mii attractiveness level (high chosen 62.5% of the time; medium 25%; low 12.5%; χ 2= 35.75, p. General Discussion Taken together, these studies demonstrate that adults and children respond to avatars differing in attractiveness in a way that matches how they respond to real people. Specifically, we discovered that not only is avatar attractiveness predicted by the attractiveness of the real people upon whom they were based (Study 1), but also children and adults prefer to play with high attractive avatars compared with medium or low attractive avatars just as they would real peers (Study 2). Thus, avatars are viable replacement for real people when determining the role attractiveness plays in the social behaviors of children and adults.

In addition to using avatars to replace real people, the static images of avatars may also have value as a replacement for images of real people. As previously mentioned, avatars can be standardized to a greater degree than images of real people. Studies with adults often use face-generation software to overcome this problem; however, this solution is somewhat problematic for children because these images are typically of bald adults (see ), which most likely does not reflect a majority of children’s experience with faces. Thus, Miis may be “kid friendly” alternatives to highly standardized images.

Furthermore, many studies using faces of real people are unable to publish examples due to privacy concerns. Therefore, the current studies reveal multiple methodological uses for avatars. Has argued that virtual environment technology is an important tool for understanding social behaviors. We agree; our results add to this argument by showing that a household gaming technology, which is relatively cheap and familiar to participants, can accomplish research goals involving children (particularly younger children who have more difficulty sitting still or in paradigms that require multiple participants). Download Free Aurora Dt6610 Manual Meat more. Importantly, avatars may be more than mere stand-ins for real people in psychological research. Millions of people of all ages and both sexes participate in online worlds with the primary goal of meeting and interacting with people via an avatar.

Thus, these virtual environments themselves are worthy of continued study, and psychologists have only begun to investigate the associated research possibilities. Past work has examined avatars and virtual environments in education (e.g., ), physiological arousal (), and physical appearance (e.g.,; Yee et al., 2010). To our knowledge, our research is the first to show that children and adults respond to digital avatars that differ in attractiveness in similar ways as they typically respond to real people. This finding opens the possibility of attractiveness research that is not possible with real children. For example, several naturalistic studies have found a relationship between perceived unattractiveness and both active (i.e., bullying:; O’Moore & Kirkham, 2001; ) and passive (i.e., exclusion:; ) peer victimization.

Specifically, using avatars in place of a real victim may allow researchers to experimentally examine important and dangerous social phenomena that are not ethically reasonable with human participants (e.g., we cannot randomly assign children to bully and bullied conditions). Because social behaviors and attractiveness judgments are intertwined, more research is needed to further understand their co-development. For example, future research should address whether children learn or behave differently when avatars exhibit stereotype-consistent versus stereotype-inconsistent behaviors. Ultimately, researchers should seek to examine whether avatar-based technologies can be used as an effective tool to alter negative social behaviors. One of the problems associated with the attractiveness stereotype (as opposed to race and gender stereotypes) is that few people, and perhaps especially children, are aware that they behave differently based on the attractiveness of others in everyday situations ().

However, discriminatory behaviors often wane when they are brought to the perceiver’s conscious attention (see ). We are hopeful that the use of avatar-related technologies will aid dissemination of the fact that judgments and behaviors are based on physical attractiveness. 1The Wii is interfaced through wireless remotes that relay button presses via Bluetooth ™.

A camera in the front of the remote detects infrared light from a sensor above or below the monitor and triangulates its position in three-dimensional space back to the console, enabling point-and-click functionality. Because the Wii was designed so that any infrared light source can be read by the remote, we were able to set up a second light sensor in an adjacent room and have equal control of the Wii from a secondary video feed as the participant in the main room.

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