Ergonomics for Video-Game Console Playing Kids
Lately you may notice that I’ve been advocating better ergonomics particularly with use of computer monitors. It’s probably because I’m in front of the computer for most of my waking hours that I’m beginning to feel the strain on my eyes, joints and back.
For people whose occupations involve using display equipment for extended periods of time, it helps to pay attention to good ergonomics and proper use of equipment. You never know when your health (or sanity) will start to deteriorate because of these factors.
However, other people may not recognize early on that they also need to abide by these concepts, too, even if they’re not working on computers or other such equipment. For instance, kids these days spend hours and hours in front of the television set playing games or watching videos, cable, and free TV.
With the prevalence of present-generation video game consoles as a home multimedia center, use of the TV will have a larger share of your everyday life. Long hours spent in front of the television and pressing buttons on a console game controller are sure to cause musculo-skeletal disorders, in particular with poorly-designed games, furniture, controllers and even television sets. Add to that the poor posture that extended periods of play or video-watching can encourage, and you’ve got yourself a good recipe for aching bodies and strained eyes.
Here are a few tips on how to avoid the stresses and pains that come about from improper television ergonomics. These tips are particularly well-suited for parents with school-aged kids fond of playing console games.
Hardware
Furniture. Use a chair that’s properly-sized for your child. The back, neck and head should be well-supported. The seat should be soft but firm, and your kid’s feet should be able to firmly touch the ground. There should be a few inches of space between the back of his knees and the chair’s edge. A good chair would have armrests that encourage sitting upright.
Controllers. It’s sometimes called Nintendonitis–the pains or numbness caused by extended use of console controllers. Most of the time, trauma is caused by the vibrate-feedback feeature in most of today’s consoles. That’s why the newer Xbox 360 and the upcoming PlayStation3 and Nintendo Wii have minimized and even taken out this feature altogether.
Television positioning. You should position the television at eye-level from where your child usually plays (and from where you watch also), to avoid neck and back-strain. Sometimes kids would play video games while sitting on the floor, pillows or bean-bags. This should be discouraged because it forces them to look upwards, thus straining their necks. Your child should also sit at least five to ten feet away from your TV set.
Lighting. As I earlier mentioned, adequate room lighting is important, so the eyes won’t have to strain from the bright television screens. Some television sets automatically adjust brightness according to the room lighting. For those that do not, set the television brightness to match the room’s lighting level. Brighter rooms should be matched with higher brightness levels. Dim rooms should be matched with lower TV brightness.
Management
Education. As a parent, it would be your responsibility to educate your kids on the dangers of excessive television and game console use. Tell them about the dangers to their health. It’s also important to remind your kids that video games are just that–and they shouldn’t extend into real life (with all the violence and fast-paced action in today’s games).
Time management. Teach your kids to manage their time properly. Of course, homework should come first before playing any games on TV. You could also set up a reward-system for playing games and watching TV. For instance, allow an hour of watching or playing games after homework time.
Remember that TV and videogame-playing time should also be limited.
Techniques to reduce TV and game-related stress
Stretching and eye relaxation. Follow the 20-20-20 rule. That means your kids should take a break every 20 minutes to look at an object 20 feet away for about 20 seconds:
- 20 minutes - Take a break every 20 minutes
- 20 feet - Look away from your monitor, and stare at something 20 feet away
- 20 seconds - Stare at it for at least 20 seconds
It’s also best to stretch the arms and back to release and built-up stress.
Holding the controller. Remind your kids to hold the controller only lightly. This reduces the risk of repetitive-strain injuries (RSI), although it may not prevent it altogether.
Playing games is just another part of childhood. In fact, many adults do play video games also, for relaxation, as a hobby, and sometimes even for a living! At any rate, this should be done with proper regard for one’s health and well-being.
1080p, But No 1080p
This article’s title may be confusing, so let us put forward a bit of clarification. 1080p, in television and display parlance, is the shorthand name of a set of video modes or resolutions that are usually marketed as “full” or “true” high definition. 1080 stands for the lines of vertical resolution (think of the “768″ in your usualy XGA monitor’s 1024×768), while “p” means “progressive mode,” or that the video displayed is non-interlaced.
1080p displays usually folllow a form factor of 16:9, (width x height), meaning this is a wide-screen type display. Resolutions are commonly at 1920×1080.
A while back, it was reported that Hitachi was releasing a 1080p-capable 32-inch television set that would retail for only US$ 2,200. This came as quite an exciting news to expectant consumers and TV enthusiasts, because true 1080p displays came at a steep price, usually upwards of US$ 3,000. However, the concept of an affordable 1080p-capable set might be too far away into the future after all, as Hitachi clarified their product’s processor could handle 1080p (and also 1080i–or “interlaced”), but the screen itself could only display at a lower resolution, hence the processor still has to down-sample into that native screen resolution.
Bill Whalen, senior product manager at Hitachi, [said] that while the chip can create and convert the highest resolution, the TV itself cannot. In fact, the chip may take a 1080i (interlaced) or 1080p source, convert it to 1080p (in case of 1080i sources) - and then render it back down to a resolution the TV actually supports. In the case of the four new Hitachi LCD TVs, which will be introduced later this year for prices between $2200 and $3000, that would be 768p (1366×768 progressive).
And we thought 1080p was just within our reach. Ah, too bad.
Cablevision in Legal Battle Over Copyright
Cable provider Cablevision is being sued by major studios for using Digital Video Recording Technology. Cablevision’s remote-storage DVR or RS-DVR is being marketed as a device that basically lets users record shows on schedule and watch these on demand, with the option to zip past advertisements.
The issue here: the studios say that Cablevision isn’t paying license fees for “video on demand,” which the technology they are selling is, by definition.
In a case that could reshape copyright law, Fox, NBC Universal, Paramount Pictures, CBS and Disney asked a U.S. district court here to stop Cablevision Systems from rolling out a service that lets an ordinary digital set-top box function as a DVR, like TiVo. There are 45 million such digital boxes in use.
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The studios argue that means Cablevision is selling not a DVR, but a video on demand service, without paying the studios a license fee as they do for VOD. “Unlike with a set-top box, Cablevision will copy copyrighted content and retransmit it without authorization,” says Kori Bernards of the industry’s Motion Picture Association of America. “Cablevision’s refusal to seek a license has left the plaintiffs no option but to sue.”
Cablevision argues that the service is not video-on-demand, but simply a digital video recorder, even if the actual “recorder” is not in the premises of the subscriber, but in Cablevision’s own facilities. This is the basic premise that would be argued in court: whether such a facility should be considered as in fact offering video-on-demand, or simply as a remote-DVR, analysts say. Further, the issue could take years to resolve, even reaching Supreme Court-level, much like the landmark MGM vs. Grokster case.
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