Worm causes computer to crash

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When Mark Taylor’s computer crashed, he suspected he had a “worm” virus in the system, but was surprised to discover the problem was caused by an actual earthworm. The discovery was made by IT repairmen who found the 5in worm lodged inside the computer. The creature had crawled into his £360 old laptop through an air vent and wrapped itself around the internal fan, leading to a total breakdown. The worm itself was burned and frazzled having been ‘cooked’ by the overheating internal workings of the Gateway laptop computer.

Toyota Wants to Build Car From Seaweed

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Toyota is looking to a greener future — literally — with dreams of an ultralight, superefficient plug-in hybrid with a bioplastic body made of seaweed that could be in showrooms within 15 years. The kelp car would build upon the already hypergreen 1/X plug-in hybrid concept, which weighs 926 pounds, by replacing its carbon-fiber body with plastic derived from seaweed. As wild as it might sound, bioplastics are becoming increasingly common and Toyota thinks it’s only a matter of time before automakers use them to build cars.

To Save Animals, Put a Price on Them

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Rather than relying on warm, fuzzy feelings to protect animals, conservationists suggest appealing to something more reliable: greed. By selling financial contracts pegged to species health, the government could create a market in the future of threatened animals, making their preservation literally valuable to investors.

MIT Unveils 90 MPH Solar Race Car

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MIT’s latest solar race car might look like a funky Ikea table with a hump, but don’t laugh. It’ll do 90 mph and is packed with technology that may end up in the hybrids and EVs the rest of us will soon be driving. The university’s Solar Electric Vehicle Team, the oldest such team in the country, unveiled the $243,000 carbon-fiber racer dubbed Eleanor on Friday and is shaking the car down to prepare for its inaugural race later this year.

Without Tears, Is There Still Sadness?

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POST-A new study has found that removing just the tears out of pictures of people crying reduces the sadness that viewers perceive in the photos, even though the rest of the expression remains intact. The research subjects said when the tears were digitally erased, the faces’ emotional content became ambiguous, ranging from awe-filled to puzzlement. “One of the startling things is that the faces not only look less sad but they don’t look sad at all. They look neutral,” said Robert Provine, the University of Maryland-Baltimore County neuroscientist who led the work. “Any photograph you see, you can put your finger on the screen and block out the tears.

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SAN FRANCISCO — Electronic Arts’ upcoming game Dante’s Inferno is a riff on God of War that stars a beefed-up warrior based on the author of The Divine Comedy. Seriously.

For those of us who spent our formative years sleeping through Classics lectures, Dante Alighieri’s 14th-century epic poem The Divine Comedy is largely a mystery — 14,000 lines of allegory chronicling the author’s philosophical journey through hell, Purgatory and beyond. Electronic Arts hopes to jog our collective memories a bit with Dante’s Inferno, an action game adapted from the first section of the Comedy.

This contemporary take on the author’s trip through the nine circles of hell follows the general framework of the original piece, with artistic liberties taken to convert demure prose into a fast-paced action-adventure title for PlayStation 3 and Xbox 360.

While the game is still at least a year away, I recently visited EA’s studios for some hands-on time with an early build of the PS3 version.

Inferno, the first part of Dante’s original work, consists largely of conversations between the author and the poet Virgil — not exactly the best source material for an action game.

EA’s take still features Dante as the protagonist, but the poet-philosopher is now a hulking veteran of the Crusades. He returns home from war to find Beatrice, the subject of his love and admiration, murdered. When her soul is “kidnapped” by Lucifer himself, Dante dives down to the very depths of hell, armed with Death’s scythe, to win her back.

Hell, as described in The Divine Comedy, is a nasty place. The development team at EA, fresh off their last game, Dead Space, is hard at work re-creating the nine circles in all their glory. The backgrounds are teeming with life (of sorts). Countless souls spew from demonic fountains, or shuffle about through Limbo, waiting to be judged.

Much of the concept art and monster designs are the work of Wayne Barlowe, who is credited with working on the Hellboy and Harry Potter movies. An unannounced Academy Award–winning writer will assist in penning the game’s script, and many of the lines and characters — including cameo appearances by Pontius Pilate and Pope Celestine V — will be lifted directly from The Divine Comedy.

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The game itself is a single-player, combo-based action title, taking many cues from Sony’s God of War. Dante’s scythe extends in an arc just like Kratos’ cursed chain-blades. Enemies drop colored power-up orbs. Quick-time button-pressing events are used for dramatic action sequences. (It’s likely no coincidence that God of War II’s lead level designer is now on the Inferno team.)

The levels I traversed are likely to change dramatically before the game ships, but here’s what I saw. Dante tears through hordes of demonic minions, with occasional puzzle elements tossed in. The combat system is rather robust, blending simple combinations of light and heavy attacks into complex combos, with blocks and counterattacks thrown in to offer a wide variety of options.

Only a few types of enemies showed up in the demo, but each required specific strategies to defeat: Larger guards require players to block attacks and counterattack, while the hordes of unbaptized demonic attack-babies (with blades for arms) force you to stay on the move, lest you be overwhelmed by their numbers.

The development team is committed to keeping the game running at 60 frames per second, and it shows: Combat is fast and furious, featuring fluid, smooth animations even at this early, unpolished stage. They’re toying with adding a slow-motion effect that would slow the action down for about half a second on meaningful impacts — counters, special attacks, etc. — to give players a moment to adjust their stance, or prepare for the next move. It’s a subtle effect, but half a second’s reprieve in the midst of a crowd of enemies is a long time to prepare.

Dante’s Inferno stands in a rather awkward place. The source material is a treasured piece of culture, yes, but it’s far less likely to incite fanboy wrath than would a videogame adaptation of a contemporary movie or comic book series. Liberal arts majors might be shocked to find Dante morphed into a hypermasculine action hero. Other people won’t care.

There’s still plenty of time before the game escapes development purgatory, but as it stands I couldn’t shake just how much it felt like a God of War game. That said, God of War is popular for a reason, and it has very few imitators.

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