Spine Gaming Software

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Paulette Dzurilla

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Aug 5, 2024, 11:30:35 AM8/5/24
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Background: We report a patient who fractured the seventh cervical vertebra while playing a virtual reality (VR) game, without any other trauma. This case report aims to describe the spinal trauma incurred during the use of a VR headset in a video game.


Case presentation: The Caucasian patient presented with pain and swelling in the lower cervical spine at our clinic after playing a video game involving a combination of shoulder, arm and head movements while wearing a VR headset. Preexisting comorbidities were not present in the 31-year-old male. No history of regular medication use or drug abuse was recorded. After performing a clinical examination and radiological diagnostics, we found a dislocated traumatic fracture of the spinous process of the seventh cervical vertebra. After a soft tissue defect was excluded through magnetic resonance imaging (MRI) diagnostics, a conservative therapy regimen with pain therapy and immobilization was started. After hospitalization, outpatient controls were conducted at 4, 6 and 12 weeks. At 6 weeks after hospitalization, the patient had recovered from the injury without complications.


Conclusions: Rapid movements during VR gaming can lead to injuries of the cervical spine. In addition to rapid movements, the additional weight of the VR headset as well as the decoupling of audiovisual stimuli from the perceived proprioceptive information should be considered. Determining whether this is an isolated incident induced by unknown preexisting factors or whether the trauma mechanism alone can lead to severe spinal trauma needs to be studied further with additional cases.


I was recently approached by Katrina Noble, art director at the University of Washington Press, to work on an upcoming book cover called Woke Gaming: Digital Challenges to Oppression and Social Injustice. Edited by Kishonna L. Gray and David J. Leonard, Woke Gaming consists of essays exploring the ways gamers are using current technologies to challenge inequities within and beyond virtual reality. Not just focusing on #Gamergate and the common discussion of violence within video games, Woke Gaming discusses the future of gaming, identifying strategies for detoxing video game culture and turning it into a positive catalyst for social justice. The book discusses a broad range of social issues from gender dynamics and misogyny to racial and queer positions in gaming practices.


One of the main points to keep in mind was to make sure the cover conveyed a sense of optimism and shy away from the look that gaming is wrong or the gamer themselves are toxic. Katrina mentioned the online game Hair Nah, one of the video games discussed in the book. Its bright, colorful 8-bit game style was perfect inspiration for the cover.


For the second concept I focused on crafting pixilated typography with a bright color palette. The color palette was specifically inspired by the saturated, blocky 8-bit video game mentioned in the book, Dys4ia by Anna Anthropy. The game recounted her experiences of hormone replacement therapy and overall gender dysphoria. I layered the pixilated typography to give it extra dimension and legibility, with the subtitle enclosed in a speech bubble to focus on the idea of fostering a dialogue and opening up conversations on social justice in video games. At the time I was on a T26 Carbon kick (it has not ended) and it proved to pair well with the pixilated title.


Hi there! I just started using Spine in my productive process and it really is an awesome tool.

But at the moment it's a massive performance hog too. I noticed it instantly as i tried debugging a game while Spine was running in the background. The game ran all stuttery and even using photoshop was all choppy too. That's when i noticed that Spine was the culprit, wasting 40% of the quad-core CPU and pretty much all of the GPU performance while sitting in the background completely idle and doing nothing. (On my more powerful gaming rig it's still wasting 20% CPU, but is less noticable.)

Wasting performance like this is a total no-go for a desktop application that will often times just sit idle in the background. That's why i consider this a bug, even though it doesn't break Spine's functionality.


Frist of all: I guess VSync isn't used at the moment? Because the amount of performance wasted seems very high for what Spine renders. Activating VSync by default could already lower the required processing power by a good amount.


Now for the actual fix: Spine seems to be rendering in a constant loop even when no animation is running and no input is made, wasting resources by redrawing the exact same screen over and over again. Drawing in a loop should only happen when an animation is actively running. Otherwise drawing should only occur when:

A) The window has focus and receives mouse or keybord interaction.

B) The window invalidates / receives a paint event.


This will reduce the required processing power to only a tiny fraction of what it is now while working with no animation actively running (because even mouse move events usually happen far less frequent than 60 times a second) and reduce it to pretty much nothing when it just sits idle in the background.


This is no pressing matter and i can avoid the issues caused by it by simply closing down Spine when i'm doing anything else. So no sweat while Nate enjoys his hopefully incredible honeymoon. ? I just hope it will be fixed at some point in the not too distant future so that the tool can be left open without wasting performance like crazy.


Odd. I put a passively cooled ATI card into my work machine that is just marginally more powerful than the previous NVidia card and WAY less powerful than the NVidia card in my gaming rig and CPU usage is down to 5%. I certainly wouldn't have complained about that. So it's an NVidia driver issue, i guess? Very odd.


Interesting, maybe some setting in the nvidia control panel is the culprit. I use an nvidia card myself and haven't had the problem. But thanks for reporting the issue, maybe someone else will run into it.


Is the 15 fps at idle necessary? Most GUI programs I know of have some kind of event loop at their core that will simply sleep, waiting for events to arrive.

I hit this problem because on my lenovo x1 carbon laptop running Ubuntu 13.04, Spine takes 30% CPU even when not running any animations. It affects other other rendering heavy programs running simultaneously as noted, but more importantly, it heats the laptop, spins up the fans and eats battery which is quite annoying.


Spine is using OpenGL and is written like a game, so it renders many times per second. Non-continuous rendering could be done, but it is easy to miss triggering a redraw, especially when the UI framework it is built on is not designed for non-continuous rendering. The effort it would take hasn't been worth having it use less CPU. On my (admittedly beefy) laptop Spine uses 0-1% in the background and 0-3% in the foreground while playing animations.


At Peak Spine & Sports Medicine, we understand the importance of maintaining a healthy spine, even for gamers. In this blog post, we'll explore effective strategies to prevent back pain and discomfort while enjoying your favorite games.


Preventing back pain while gaming is entirely possible with the right strategies in place. By prioritizing proper seating, maintaining good posture, taking regular breaks, practicing ergonomic setup, engaging in core exercises, and incorporating stretches into your routine, you can enjoy your gaming sessions without compromising your spinal health.


If you experience persistent back pain or discomfort, don't hesitate to consult the experts at Peak Spine & Sports Medicine. Our team specializes in diagnosing and treating musculoskeletal conditions, ensuring you can continue gaming without any discomfort.


I have checked different kinds of games online where you can follow some of the instructions while playing the games. I have seen many players who love to do online streaming which is available through the gaming PC which is the best platform for doing online gaming streaming with social media marketing options.


Embody was originally designed with the input of more than 30 physicians and PhDs in biomechanics, vision, physical therapy and ergonomics. Now, we've researched how gamers sit and enhanced the original design in partnership with Logitech G.


Your strongest posture is standing, when your chest is open and your pelvis is tilted slightly forward. Because you sit when you game, our patented PostureFit device is here to mimic that strong, standing position by supporting your spine at its lowest point, the sacrum, while also providing lumbar support.


Now that Defold games can be used in casino games (as all source is available and can be audited / the license no longer prohibits it) it may be possible to get some of those kinds of gaming companies to sponsor Defold / some specific additions. Tools like Spine are currently heavily used in the design of slot machines. Think of the animated reels. So may be worth doing some outreach to the big gambling gaming companies and seeing if they would be interested in sponsoring Defold.


I had known Enterprise and paycheck ADP. Those are good sales roles. Enterprise was good. They kept all these metrics that you could pull back on when you went for interviews and things. I rented a car at the Kansas City airport to a guy who had a spine distributorship in Arizona. A little bit more detail than I told you was the guy to whom I rented the car initially was not the guy who hired me.


As you get into this, there are distributors and manufacturers. For the manufacturer, you will have manager roles that cover several states. The guy who rented the car to me was the manager for one of the companies that my company now sells. He rented the car from me. We got to talking. We would get hit on or pitched by a lot of different medical device companies.

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