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Wednesday, April 25, 2012
Enterprise Mobile Startup DoubleDutch Raises $2M Series A From Bullpen, Floodgate & Others
Tuesday, April 24, 2012
Nokia begins construction on Vietnamese production facility
In keeping with Elop's focus on Asia-based production, Nokia's just broken ground on a new manufacturing facility in Vietnam. The site, located in the country's Bac Ninh province, spans over 17 hectacres and is slated to begin production of mobile devices when it's completed in early 2013. The move marks a shift in strategy for the Finnish company, eyeing unmet demand for smartphones in the region, an area it's deemed a "high growth [economy]." In addition to supplying that emerging market with its portfolio of products, the new plant will also help to create job opportunities for locals -- a welcome turn of fortune given Espoo's recent track record of worldwide layoffs. You can check out the presser below for additional bits surrounding its newly minted Vietnamese arm.
Continue reading Nokia begins construction on Vietnamese production facility
Nokia begins construction on Vietnamese production facility originally appeared on Engadget on Mon, 23 Apr 2012 17:37:00 EDT. Please see our terms for use of feeds.
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Can video games promote healthier aging?
[ | E-mail |
Contact: Vicki Cohn
vcohn@liebertpub.com
914-740-2100 x2156
Mary Ann Liebert, Inc./Genetic Engineering News
New Rochelle, NY, April 23, 2012-- Videogame technology is proving to be a valuable tool for helping people of all ages improve lifestyle and health habits and manage disease. New research is showing that exergames have significant benefits for older adults by providing cognitive stimulation and a source of social interaction, exercise, and fun. Thus, the games help them to lead fuller, more independent lives for a longer time, according to two articles in Games for Health Journal, a new bimonthly peer-reviewed publication from Mary Ann Liebert, Inc. The articles are available free on the Games for Health Journal website.
"The elderly often forsake their lifelong activities in exchange for the safety, security, and care of institutional living," says Editor-in-Chief Bill Ferguson, PhD. "This trade-off need not require the sacrifice of physical activity and fitness. Furthermore, videogames offer an escape from routine. All of these benefits can improve the well-being of elderly adults."
Digital games offer a home-based method to support behavior modification, motivating patients to take better care of themselves and to self-mange chronic conditions. Recommendations for how to use and integrate videogame technology in the rehabilitation and training of older adults are presented in the review article "Interactive Videogame Technologies to Support Independence in the Elderly." Videogames offer a good alternative to traditional forms of aerobic exercise, according to the authors, Hannah Marston, PhD, German Sport University Cologne, Germany, and Stuart Smith, PhD, Neuroscience Research, Randwick, New South Wales, Australia.
Another article in the issue describes a study performed in three European countries that defined and compared the specific features of videogames that would most interest older adults. Unai Diaz-Orueta, PhD, Matia Gerontological Institute Foundation-INGEMA (Donostia-San Sebastian, Spain), and colleagues from Spain, The Netherlands, and Greece identified several main factors that motivate interest in gaming: the social aspect of the experience; the challenge it presents; the combination of cognitive and physical activity; and the ability to gain specific skills as a result of gaming. They present their findings in the article entitled "What is the Key for Older People to Show Interest in Playing Digital Learning Games? Initial Qualitative Findings from the LEAGE Project on a Multicultural European Sample."
###
About the Journal
Games for Health Journal breaks new ground as the first to address this emerging and increasingly important area of health care. The Journal provides a bimonthly forum in print and online for academic and clinical researchers, game designers and developers, health care providers, insurers, and information technology leaders. Articles in the Journal explore the use of game technology in a wide variety of clinical applications in disease prevention, promotion, and monitoring, including nutrition, weight management, medication adherence, diabetes monitoring, post-traumatic stress disorder, Alzheimer's, and cognitive, mental, emotional, and behavioral health.
About the Publisher
Mary Ann Liebert, Inc. is a privately held, fully integrated media company known for establishing authoritative peer-reviewed journals in many promising areas of science and biomedical research, including Cyberpsychology, Behavior, and Social Networking and Telemedicine & e-Health. Its biotechnology trade magazine, Genetic Engineering & Biotechnology News (GEN), was the first in its field and is today the industry's most widely read publication worldwide. A complete list of the firm's 70 journals, books, and newsmagazines is available at Mary Ann Liebert, Inc.
Mary Ann Liebert, Inc. 140 Huguenot St., New Rochelle, NY 10801-5215
Phone: (914) 740-2100 (800) M-LIEBERT Fax: (914) 740-2101
www.liebertpub.com
?
AAAS and EurekAlert! are not responsible for the accuracy of news releases posted to EurekAlert! by contributing institutions or for the use of any information through the EurekAlert! system.
[ | E-mail |
Contact: Vicki Cohn
vcohn@liebertpub.com
914-740-2100 x2156
Mary Ann Liebert, Inc./Genetic Engineering News
New Rochelle, NY, April 23, 2012-- Videogame technology is proving to be a valuable tool for helping people of all ages improve lifestyle and health habits and manage disease. New research is showing that exergames have significant benefits for older adults by providing cognitive stimulation and a source of social interaction, exercise, and fun. Thus, the games help them to lead fuller, more independent lives for a longer time, according to two articles in Games for Health Journal, a new bimonthly peer-reviewed publication from Mary Ann Liebert, Inc. The articles are available free on the Games for Health Journal website.
"The elderly often forsake their lifelong activities in exchange for the safety, security, and care of institutional living," says Editor-in-Chief Bill Ferguson, PhD. "This trade-off need not require the sacrifice of physical activity and fitness. Furthermore, videogames offer an escape from routine. All of these benefits can improve the well-being of elderly adults."
Digital games offer a home-based method to support behavior modification, motivating patients to take better care of themselves and to self-mange chronic conditions. Recommendations for how to use and integrate videogame technology in the rehabilitation and training of older adults are presented in the review article "Interactive Videogame Technologies to Support Independence in the Elderly." Videogames offer a good alternative to traditional forms of aerobic exercise, according to the authors, Hannah Marston, PhD, German Sport University Cologne, Germany, and Stuart Smith, PhD, Neuroscience Research, Randwick, New South Wales, Australia.
Another article in the issue describes a study performed in three European countries that defined and compared the specific features of videogames that would most interest older adults. Unai Diaz-Orueta, PhD, Matia Gerontological Institute Foundation-INGEMA (Donostia-San Sebastian, Spain), and colleagues from Spain, The Netherlands, and Greece identified several main factors that motivate interest in gaming: the social aspect of the experience; the challenge it presents; the combination of cognitive and physical activity; and the ability to gain specific skills as a result of gaming. They present their findings in the article entitled "What is the Key for Older People to Show Interest in Playing Digital Learning Games? Initial Qualitative Findings from the LEAGE Project on a Multicultural European Sample."
###
About the Journal
Games for Health Journal breaks new ground as the first to address this emerging and increasingly important area of health care. The Journal provides a bimonthly forum in print and online for academic and clinical researchers, game designers and developers, health care providers, insurers, and information technology leaders. Articles in the Journal explore the use of game technology in a wide variety of clinical applications in disease prevention, promotion, and monitoring, including nutrition, weight management, medication adherence, diabetes monitoring, post-traumatic stress disorder, Alzheimer's, and cognitive, mental, emotional, and behavioral health.
About the Publisher
Mary Ann Liebert, Inc. is a privately held, fully integrated media company known for establishing authoritative peer-reviewed journals in many promising areas of science and biomedical research, including Cyberpsychology, Behavior, and Social Networking and Telemedicine & e-Health. Its biotechnology trade magazine, Genetic Engineering & Biotechnology News (GEN), was the first in its field and is today the industry's most widely read publication worldwide. A complete list of the firm's 70 journals, books, and newsmagazines is available at Mary Ann Liebert, Inc.
Mary Ann Liebert, Inc. 140 Huguenot St., New Rochelle, NY 10801-5215
Phone: (914) 740-2100 (800) M-LIEBERT Fax: (914) 740-2101
www.liebertpub.com
?
AAAS and EurekAlert! are not responsible for the accuracy of news releases posted to EurekAlert! by contributing institutions or for the use of any information through the EurekAlert! system.
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Monday, April 23, 2012
Bethenny Frankel "Tired" of Reality Television
From The Real Housewives of New York City to Bethenny Ever After and all the way back to her time as a contestant on Martha Stewart's season of The Apprentice, Bethenny Frankel, 41, has shared most of her adult life on television.
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Pinterest Rival Fancy Gets Fancier With ?Match By Color? Visual Search
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Sunday, April 22, 2012
Knock-Off Neck Massager Soothes and Tears Your Hair Out [Video]
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Hominick, Yagin, Browne and Rothwell pocket UFC 145 bonuses
The bonuses for UFC 145 were given to main card fighters, who put on a more exciting show than the preliminary bouts. Mark Hominick and Eddie Yagin's bloody decision was awarded Fight of the Night. Ben Rothwell's quick knockout of Brendan Schaub won Knockout of the Night, while Travis "Hapa" Browne won Submission of the Night for his arm triangle of Chad Griggs. Each bonus gave the fighter an extra $65,000.
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