Tuesday, January 27, 2009

Deadlight

I think I wrote this somewhere before but I can't find it so here I go again.

The point of this game is to teach people to spot anomalies on the road. It is designed to teach awareness and observation,a and to decrease reaction time.

It is named Deadlight for two reasons, first of all because its fast to say and easy to recall, and secondly to remind the player that it is a seriously valuable skill, since one can die at nearly the speed of light on the road.

Equipment needed: None.

Rules: (Pick and choose as needed.)

Core-
If you are in a car with the engine running you are playing.
First player to spot and call a Deadlight gets a point.
Last player to score a point when the engine shuts off, wins. If player exits vehicle while holding the point, player wins. (this allows kids being dropped off places to win)
There is no score beyond last point scored.
Deadlights may not be called from mirrors or outside normal view. (This negates driver view advantage).

Optionals-
Deadlights can only be called at night. Night is defined by street lamps.
Tail lights, fog lights, broken windows, broken or turned off wipers, car crashes, deer, etc all count as Deadlights, turning without signaling. Any potentially dangerous road anomaly.
Players without seat belts can not win.

Games I invented as a child: Virtual assassins.

Equipment needed:
Toy guns, and explosives. A multi-room setting. Toy Swords Boffa, rubber knives, etc allowed. Nerf guns.

Goal:
Kill everyone in the house (non players as well) and then suicide to score a point. (Suicide bombing counts.)

Rules:
A dead player must stay in the room he was killed in and take no in game action for 30 seconds, or more depending on handicap and agreed upon rules.

A player can elect to stay dead by staying in the room, once a dead player is past his time limit he may cross the threshold of the room into another room to revive.

A single touch into another room with the foot is required. Hands do not count. Unless the player is prone.

Players may play dead.

Weapons by default can only act on player in the same room. A player must be in the room to use a weapons in a room: Solid foot if standing, solid hand if prone, or more than 50% of body mass is beyond threshold.

Firing rate depends on click of gun or actual firing rate in the case of Nerf, if it doesn't click or beep or something, it's a dead weapon.

Semi automatic rifles are 1 room spanners. Melee weapons are limited to actual range, and cannot be throw unless throwing is their only function. (no throwing swords or daggers)

Explosives are room killers, shelter is ignored. These need not make noise. Explosives are limited to one room.

Pets are always in play and their noises kill rooms, pets are immune to physical contact weapons. Players using physical contact weapons on a pet are killed for 24 hours. (In honor of Mitzi. M.I.A.)

Improvised weapons are allowed. Walkie-talkies make good remote bombs. Oven timers are also handy. String and bells may be used as claymores. Or cardboard box mines. Be creative.

Games I invented as a child: Wiffleball Frisbee Bat Beat Down

I invented this game when i was like 10 or something.

Equipment needed: Goal markers, Frisbees (that you don't particularly care about), Wiffleball bats.

Goal: To know the crap out of Frisbees and feel like a ninja. Or to score points, whichever.

The game can have as many players as you like I guess limited by the geometry of the goal zones.

The idea is for each player to have a goal zone, and a bat. Another player's goal is to toss the Frisbee past the player between the goal markers. The idea is to stop the Frisbee, Violently.

You handicap or advantage expert and new players by distancing the markers.

If the Frisbee passes between the markers that's a point for the thrower and it now becomes the defender's turn to throw, always to the left. (In honor of my mom's southern paw.)

If the Frisbee is tossed higher than the defender can theoretically reach, standing bat in hand, then no point is gained. The idea is to get it past them not over.

Friday, January 9, 2009

Itch

Elsevier Article Locator

Abstract


We compared itch sensations and axon reflex flare induced by transcutaneous electrical (0.08–8ms, 2–200Hz) and chemical (histamine iontophoresis; 100μC) stimulation. Stimuli were applied to non-lesional volar wrist skin in 20 healthy human subjects and 10 patients with atopic dermatitis. Intensity of evoked itch and pain sensations were rated on a numerical rating scale (NRS) of 0 (no sensation) to 10 (the maximum sensation imaginable). The axon reflex erythema was measured by laser Doppler imager and areas of alloknesis (itch evoked by light brushing) and hyperknesis (itch evoked by pricking) were assessed psychophysically. Electrical stimulation was most effective for stimulus durations ≥2ms and frequencies ≥50Hz. It evoked pure itch as threshold sensation in 80% of the subjects that was perceived with a delay of approximately 1s. Itch intensities of up to 7/10 were not accompanied by an axon reflex flare. In contrast, histamine provoked a massive increase of axon reflex erythema and maximum itch ratings of 3.1±0.2. The extention of alloknesis areas (2.3±0.5cm) evoked by electrical stimulation clearly exceeded those induced by histamine (0.7±0.3cm). Healthy subjects and patients with atopic dermatitis did not differ significantly in their response to either stimulation. We conclude that C-fiber activation underlies the electrically evoked itch sensation. The low electrical thresholds and the absence of an axon reflex flare suggest that these fibers are not identical with the previously described mechano-insensitive histamine responsive C fibers, but represent a separate peripheral neuronal system for the induction of itch.


Now I'm not going to protend to understand all that, but what it looks like to me is that there is a way to induce itching or more specifically the sensation of itch with a TENS unit, by direct nerve induction.

If that is the case I have an idea.