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Showing posts with label Hack. Show all posts
Showing posts with label Hack. Show all posts

Wednesday, October 23, 2013

Starvation, Pollution, Poverty & Ignorance

The Irrational Fear of GM Food
Billions of people have eaten genetically modified food over the past two decades. Not one problem has been found.
By Marc Van Montagu, Oct. 22, 2013WSJ Opinion

Farmers can now produce more crops in an environmentally sustainable way at a lower cost thanks to the efforts of hundreds of scientists over the past half-century. Seeds are developed in a laboratory and then field tested to enhance nutritional value or resistance to drought, disease and herbicides. Genetically modified crops are now planted on nearly a quarter of the world's farm land by some 17.3 million farmers. More than 90% of those farmers are smallholders who harvest a few acres in developing countries.

Society, the economy and the environment have benefited enormously from GM crops. India has flipped from cotton importer to exporter because of insect-resistant cotton. Herbicide-tolerant GM crops have stimulated no-tillage farming, reducing soil erosion and greenhouse gas emissions. Insect-resistant GM crops have cut insecticide sprayings by more than 25%—and as much as sevenfold in some parts of India. In developing countries, GM crops have helped ensure food security and bolster incomes for farmers, allowing parents to focus more resources on other priorities, such as educating their children.

Such remarkable achievements are only the beginning. Dozens of better GM crops are in the pipeline from companies, universities and public agencies around the world. Crops in development include virus-resistant cassava, a starchy root otherwise known as tapioca; nutritionally enriched rice that can help prevent blindness and early death among children; nitrogen-efficient crops that reduce fertilizer runoff; and many more.

These crops will continue to reduce hunger by bringing more bountiful and nutritious harvests. They will also help the environment by mitigating the impact of agriculture by conserving our precious, finite supply of fresh water; freeing up land for other uses, like carbon-absorbing forests; preserving topsoil; and reducing the use of insecticides and herbicides, thereby enhancing biodiversity.

These advancements are particularly timely given the environmental and demographic state of the 21st century. Between now and 2050, global population will rise by about one-third, to 9.6 billion from 7.2 billion, reducing arable land per capita. Almost all of that population growth will occur in the developing world, where about 870 million people are already suffering from hunger and malnutrition, according to the United Nations Food and Agriculture Organization. And 100% of it will happen during a period of greater climate volatility, which may place dramatic new stresses on agriculture.

The question of how to nourish two billion more people in a changing climate will prove one of the greatest challenges in human history. To meet it, we should embrace an agricultural approach that combines the best features of traditional farming with the latest technology.

Biotechnology offers an unparalleled safety record and demonstrated commercial success. Remarkably, however, biotechnology might not reach its full potential. In part, that's because outspoken opponents of GM crops in the U.S. have spearheaded a "labeling" movement that would distinguish modified food from other food on grocery store shelves. Never mind that 60%-70% of processed food on the market contains genetically modified ingredients. In much of Europe, farmers are barred from growing genetically modified crops. Even in Africa, anti-biotechnology sentiment has blocked its application. In Zambia, for example, the government refused donations of GM corn in 2002, even as its people starved.

Opponents of GM crops have been extremely effective at spreading misinformation. GM crops don't, as one discredited study claimed recently, cause cancer or other diseases. GM cotton isn't responsible for suicides among Indian farmers—a 2008 study by an alliance of 64 governments and nongovernmental organizations debunked that myth completely. And GM crops don't harm bees or monarch butterflies.

In fact, people have consumed billions of meals containing GM foods in the 17 years since they were first commercialized, and not one problem has been documented. This comes as no surprise. Every respected scientific organization that has studied GM crops—the American Medical Association, the National Academy of Sciences and the World Health Organization, among others—has found GM crops both safe for humans and positive for the environment.

As a plant scientist, neither I nor my fellow 2013 World Food Prize laureates, Dr. Mary-Dell Chilton and Dr. Robert T. Fraley, anticipated the resistance to genetic modification and biotechnology. After all, nearly everything humans have eaten though the millennia has been genetically altered by human intervention. Mankind has been breeding crops—and thereby genetically altering them—since the dawn of agriculture. Today's techniques for modifying plants are simply new, high-precision methods for doing the same.

Resistance to biotechnology seems all the more unbelievable considering that much of it comes from the same thoughtful people who tend to dismiss climate-change skeptics as "anti-science." It seems to me that much of the resistance to GM foods isn't based on science, but may be ideological and political, based on fears of "corporate profiteering" and "Western colonialism."

To note one irony: The extreme opposition to genetic modification has led to hyper-regulation of GM crops, which has raised the cost of bringing them to market. Now only multinational companies and large research entities can afford to comply with the rules. Smaller enterprises in developing countries are ultimately hurt much more than large conglomerates.

Anyone who cares about alleviating hunger and protecting the environment should work quickly to remove the bias against GM crops. A good first step is for educated, scientifically literate people to avoid being taken in by the myths about genetically modified food. These innovations have too much potential to empower individuals and feed the world to be thwarted by falsehoods and fear-mongering.


Dr. Van Montagu is founder and chairman of the Institute of Plant Biotechnology Outreach at Ghent University in Belgium. He is the co-recipient of the 2013 World Food Prize, along with Dr. Mary-Dell Chilton of Syngenta Biotechnology and Dr. Robert T. Fraley of Monsanto.

Tuesday, October 22, 2013

The Face of ObamaSCare


Woman Faints While Obama Defends ObamaCare Sign Up Process

Friday, October 26, 2012

Jennifer Granholm

And They Complain About Palin

Dating Game 1978

At Convention Giving Fire & Brimstone Speech
Who Did She Pick?

The Crowd Loves Her
Here's the Video...


Wednesday, September 19, 2012

Thursday, July 12, 2012

Consumerism & Innumeracy

The 11 Ways That Consumers Are Hopeless at Math

The Atlantic, JUL 6 2012
This is your brain on shopping, and it's not very smart

vicsec615.jpg
Reuters

You walk into a Starbucks and see two deals for a cup of coffee. The first deal offers 33% extra coffee. The second takes 33% off the regular price. What's the better deal?

"They're about equal!" you'd say, if you're like the students who participated in a new study published in the Journal of Marketing. And you'd be wrong. The deals appear to be equivalent, but in fact, a 33% discount is the same as a 50 percent increase in quantity. Math time: Let's say the standard coffee is $1 for 3 quarts ($0.33 per quart). The first deal gets you 4 quarts for $1 ($0.25 per quart) and the second gets you 3 quarts for 66 cents ($.22 per quart).

The upshot: Getting something extra "for free" feels better than getting the same for less. The applications of this simple fact are huge. Selling cereal? Don't talk up the discount. Talk how much bigger the box is! Selling a car? Skip the MPG conversion. Talk about all the extra miles.

There are two broad reasons why these kind of tricks work. First: Consumers don't know what the heck anything should cost, so we rely on parts of our brains that aren't strictly quantitative. Second: Although humans spend in numbered dollars, we make decisions based on clues and half-thinking that amount to innumeracy. 

Here are 10 more ways consumers are bad at math, with an assist from historian and author William Poundstone.

(2) We're heavily influenced by the first number. You walk into a high-end store, let's say it's Hermès, and you see a $7,000 bag. "Haha, that's so stupid!" you tell your friend. "Seven grand for a bag!" Then you spot an awesome watch for $367. Compared to a Timex, that's wildly over-expensive. But compared to the $7,000 price tag you just put to memory, it's a steal. In this way, stores can massage or "anchor" your expectations for spending.

(3) We're terrified of extremes. We don't like feeling cheap, and we don't like feeling duped. Since we're not sure what things are worth, we shy away from prices that appear too high or too low. Stores can employ our bias for moderation against us. Here's a great story
People were offered 2 kinds of beer: premium beer for $2.50 and bargain beer for $1.80. Around 80% chose the more expensive beer. Now a third beer was introduced, a super bargain beer for $1.60 in addition to the previous two. Now 80% bought the $1.80 beer and the rest $2.50 beer. Nobody bought the cheapest option. 
Third time around, they removed the $1.60 beer and replaced with a super premium $3.40 beer. Most people chose the $2.50 beer, a small number $1.80 beer and around 10% opted for the most expensive $3.40 beer.
In short: We are all Goldilocks.

(4) We're in love with stories.

Monday, June 25, 2012

Summer Message

Jellypish
Does Peeing on a Jellyfish Sting Really Work?
By: Natalie Wolchover, Life's Little Mysteries,19 June 2012

What's worse than the searing pain of getting stung by a jellyfish? The searing pain of getting stung by a jellyfish, plus getting urinated on in a failed attempt to alleviate said pain. No: urine isn't an effective sting ointment. In fact, it can make matters worse.

So says Jennifer Ping, an emergency medicine physician at Straub Clinic and Hospital in Honolulu, who conducted a study last fall on the efficacy of various jellyfish sting treatments.

"I think [the myth] gets perpetuated because it's something that is funny, yet believable," Ping told The Washington Post.

Jellyfish stings are caused by contact with the creature's tentacle, which triggers millions of stinging cells called nematocytes to pierce the skin and inject venom. Ping said the best way to deactivate the nematocytes is to get out of the water, remove the tentacles with something other than your bare fingers, and splash vinegar or some other acidic compound on the wound. Once the stinging cells are disabled, you should scrape them off with a credit card or some other flat object.


But the pH of urine is closer to that of water than vinegar, and it can cause the nematocytes to swell and release more venom, worsening the sting, Ping said. Only after the nematocytes have been deactivated and removed might urine soothe the wound, because of the liquid's warmth alone — but warm water will serve just as well. [15 Weird Things Humans Do Every Day, and Why]

So next time you get stung by a jellyfish, at least you'll know that things could be worse. You could be peed on by your friend for no reason.

Thursday, June 7, 2012

Will Michelle Go All The Way Down?

Very Presidential



Obama's joke?

President Obama, in Los Angeles for a fundraiser, offered this observation on his wife's exercise routine, via the pool report:
“Michelle outdoes me in pushups as well,” he said, after saying that she’s taken some criticism on her technique “because she doesn’t go all the way down” – a line that he let hang, naughtily, provoking laughter from the crowd.

Thursday, May 24, 2012

Clinton Loves the TITles of the Movies

You Can't Make This Stuff Up
Bill Clinton SURROUNDED BY PORN STARS
Exclusive via TMZ
Bill Clinton just out-Clinton'd himself -- posing with two famous porn stars in Monaco moments ago ... and one of them's a real up-and-comer.

Clinton's in a Monte Carlo casino right now for a special "Nights in Monaco" gala event -- and several celebrities are in attendance ... including Diane Kruger, Joshua Jackson ... and a BUNCH OF PORN STARS.

The two porn stars on Bill's arms are Tasha Reign (left) and Brooklyn Lee -- AVN's "Best New Starlet" in porn.

Brooklyn -- who just posted the pic on her Twitter account -- also just won the award for "Best Sex Scene" in "Mission Asspossible." As for Tasha's film credits ... those include "Baby Got Boobs 8" and "Farm Girls Gone Bad."

Our guess -- Bill did not have sexual relations with these women.

What it IS Bill ... 

Wednesday, April 18, 2012

Sunday, April 15, 2012

British Still Pissed Off About General Washington



George Washington named Britain's greatest ever foe
George Washington has been named as the greatest foe ever faced by the British.
Washington was the winner in a contest run by the National Army Museum to identify the country's most outstanding military opponent 
The American was voted the winner in a contest run by the National Army Museum to identify the country's most outstanding military opponent.


He was one of a shortlist of five leaders who topped a public poll and on Saturday was selected as the ultimate winner by an audience of around 70 guests at a special event at the museum, in Chelsea, west London.

In second place was Michael Collins, the Irish leader, ahead of Napoleon Bonaparte, Erwin Rommel and Mustafa Kemal Atatürk.

At the event, each contender had their case made by a historian giving a 40 minute presentation. The audience, who had paid to attend the day, then voted in a secret ballot after all five presentations had been made.
Dr Stephen Brumwell, who had championed Washington, said: "As British officers conceded, he was a worthy opponent."

The shortlist of five were selected from an initial list of 20 candidates, drawn up by the museum's curators.
To qualify, each commander had to come from the 17th century onwards – the period covered by the museum's collection – and had to have led an army in the field against the British, thus excluding political enemies, like Adolf Hitler.

The contest was designed to not only identify Britain's most outstanding opponent, but also to draw attention to some lesser-known adversaries.

Most of the 20 fought in various colonial wars, such as Ntshingwayo kaMahole, the Zulu leader and victor of Isandlwana, one of the British army's greatest military defeats, and Tipu Sultan, known as the "Tiger of Mysore", who resisted British expansion in India.

Alongside Rommel, the only Second World War leader was Tomoyuki Yamashita, the Japanese commander who oversaw the fall of Singapore. The one woman on the list was Rani of Jhansi, who fought British forces in nineteenth century India.

The online poll was launched in the middle of February, and around St Patrick's Day – March 17 – there was a surge in support for Michael Collins, although several people pointed out on the museum's website that, technically, the guerrilla leader never led an army on a battlefield.

He took a strong lead, but the contest was later featured in the Turkish media, leading to wave of support for Atatürk, who ended up winning with more than 3,000 votes – 40 per cent of those cast.

The museum selected the format – of an online poll followed by a closed vote – to filter out tactical voting, reducing the risk that a candidate could win thanks to orchestrated "block" voting – along national lines – rather than on the specific criteria of their performance in battle against the British. The eventual winner, George Washington, came fourth in the online poll, with less than two per cent of the vote.

The top five:

George Washington (1732-99) – 45 per cent of the vote in the final round
Guided the American rebels to victory over the British in the War of Independence. Often outmanoeuvred by British generals with larger armies, his leadership enabled him to hold together an army of secessionists from 13 different states and keep it in the field – and ultimately prevail – during the protracted struggle.

Stephen Brumwell, author and specialist on eighteenth century North America, said: "Washington scores highly as an enemy of Britain on three key grounds: the immense scale of damage he inflicts upon Britain's Army and Empire – the most jarring defeat that either endured; his ability to not only provide inspirational battlefield leadership but to work with civilians who were crucial to sustain the war-effort; and the kind of man he was. As British officers conceded, he was a worthy opponent."

Michael Collins (1890-1922) – 21 per cent

Comstock to Bel Air down Sepulveda Around Getty

Good To Be Back In California


Thursday, March 8, 2012

To Serve Man

(clockwise from top left) Rockstar Games; Take -Two; Blizzard Entertainment; Activision; Electronic Arts; Blizzard Entertainment; Eli Meir Kaplan for the Wall Street Journal (cyclist)


Hours of Intense Play Change the Adult Brain; Better Multitasking, Decision-Making and Even Creativity

WSJ, March 6, 2012

Videogames can change a person's brain and, as researchers are finding, often that change is for the better.
Love them or hate them, online videogames are a treasure trove for researchers who are studying how all those keyboard taps, mouse clicks and joystick moves may affect behavior, perception and even cognitive skills. WSJ's Lee Hotz reports.

A growing body of university research suggests that gaming improves creativity, decision-making and perception. The specific benefits are wide ranging, from improved hand-eye coordination in surgeons to vision changes that boost night driving ability.
People who played action-based video and computer games made decisions 25% faster than others without sacrificing accuracy, according to a study. Indeed, the most adept gamers can make choices and act on them up to six times a second—four times faster than most people, other researchers found. Moreover, practiced game players can pay attention to more than six things at once without getting confused, compared with the four that someone can normally keep in mind, said University of Rochester researchers. The studies were conducted independently of the companies that sell video and computer games.
Scientists also found that women—who make up about 42% of computer and videogame players—were better able to mentally manipulate 3D objects, a skill at which men are generally more adept. Most studies looked at adults rather than children.

Electronic gameplay has its downside. Brain scans show that violent videogames can alter brain function in healthy young men after just a week of play, depressing activity among regions associated with emotional control, researchers at Indiana University recently reported. Other studies have found an association between compulsive gaming and being overweight, introverted and prone to depression. The studies didn't compare the benefits of gaming with such downsides.
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The violent action games that often worry parents most had the strongest beneficial effect on the brain. "These are not the games you would think are mind-enhancing," said cognitive neuroscientist Daphne Bavelier, who studies the effect of action games at Switzerland's University of Geneva and the University of Rochester in New York.

Computer gaming has become a $25 billion-a year entertainment business behemoth since the first coin-operated commercial videogames hit the market 41 years ago. In 2010, gaming companies sold 257 million video and computer games, according to figures compiled by the industry's trade group, the Entertainment Software Association.

For scientists, the industry unintentionally launched a mass experiment in the neurobiology of learning. Millions of people have immersed themselves in the interactive reward conditioning of electronic game play, from Tetris, Angry Birds, and Farmville, to shooter games and multiplayer, role-playing fantasies such as League of Legend, which has been played 1 billion times or so in the two years since it was introduced.

"Videogames change your brain," said University of Wisconsin psychologist C. Shawn Green, who studies how electronic games affect abilities. So does learning to read, playing the piano, or navigating the streets of London, which have all been shown to change the brain's physical structure. The powerful combination of concentration and rewarding surges of neurotransmitters like dopamine strengthen neural circuits in much the same the way that exercise builds muscles. But "games definitely hit the reward system in a way that not all activities do," he said.

"There has been a lot of attention wasted in figuring out whether these things turn us into killing machines," said computational analyst Joshua Lewis at the University of California in San Diego, who studied 2,000 computer game players. "Not enough attention has been paid to the unique and interesting features that videogames have outside of the violence."

[BRAINGAMEJUMP]

Games People Play

Top five video games in 2010 (by units sold)

1. Call of Duty: Black Ops

2. Madden NFL 11

3. Halo: Reach

4. New Super Mario Bros.

5. Red Dead Redemption

Top five computer games in 2010 (by units sold)

1. Starcraft II: Wings of Liberty

2. World of Warcraft: Cataclysm Expansion Pack

3. The Sims 3

4. World of Warcraft: Wrath of the Lich King Expansion Pack

5. Civilization V

Source: Entertainment Software Association, NPD Group
Broadly speaking, today's average gamer is 34 years old and has been playing electronic games for 12 years, often up to 18 hours a week. By one analyst's calculation, the 11 million or so registered users of the online role-playing fantasy World of Warcraft collectively have spent as much time playing the game since its introduction in 2004 as humanity spent evolving as a species—about 50 billion hours of game time, which adds up to about 5.9 million years.

With people playing so many hundreds, if not thousands, of different games, though, university researchers have been hard-pressed to pinpoint the lasting effects on cognition and behavior.

Blizzard Entertainment Inc. in Irvine, Calif., which sells World of Warcraft, StarCraft II and other popular games, did not respond to queries about whether the company supports gaming research or conducts its own studies. Neither did RiotGames Inc. in Santa Monica, which markets League of Legends.

The vast majority of the research did not directly compare gaming with hours of other intense, mental activities such as solving math equations. Almost any computer game appears to boost a child's creativity, researchers at Michigan State University's Children and Technology Project reported in November.

A three-year study of 491 middle school students found that the more children played computer games the higher their scores on a standardized test of creativity—regardless of race, gender, or the kind of game played. The researchers ranked students on a widely used measure called the Torrance Test of Creativity, which involves such tasks as drawing an "interesting and exciting" picture from a curved shape on a sheet of paper, giving the picture a title, and then writing a story about it. The results were ranked by seven researchers for originality, length, and complexity on a standardized three-point scale for each factor, along with detailed questionnaires.

In contrast, using cellphones, the Internet, or computers for other purposes had no effect on creativity, they said.

Several new studies shed new light on how videogames affect the brain and behavior -- and it's not necessarily for the worse. A new study suggests videogames boost creativity in children and offer other neural benefits. Lee Hotz has details on Lunch Break.

"Much to my surprise, it didn't matter whether you were playing aggressive games or sport games, not a bit," said psychologist Linda Jackson, who led the federally funded study of 491 boys and girls at 20 Michigan schools.

Even so, researchers have yet to create educational software as engaging as most action games. Without such intense involvement, neural circuits won't change, they believe. "It happens that all the games that have the good learning effect happen to be violent. We don't know whether the violence is important or not," said Dr. Bavelier. "We hope not."

Until recently, most researchers studied the effects of gaming on small groups of volunteers, who learned to play under laboratory conditions. Some scientists now are turning the commercial games themselves into laboratories of learning.

In the largest public study of electronic gaming so far, Mark Blair at Simon Fraser University in Vancouver, British Columbia, is analyzing the behavior of 150,000 people who play the popular online game called StarCraft II, pulling together more than 1.5 billion data points of perception, attention, movement and second-by-second decision-making.

By analyzing so much game play, he hopes to learn how people become experts in an online world. That may shed light on how new knowledge and experience can become second nature, integrated into the way we react to the world around us.

Friday, February 17, 2012

Tornados the Size of Earth On Sun

Nasa Captures Amazing Video



A tremendous tornado whirling across the surface of the sun was captured by a NASA satellite recently -- an amazing wonder of the solar system that may be as big as the Earth itself. 

 The video was recorded by the Solar Dynamics Observatory (SDO), a sun-watching satellite that has transmitted a series of stunning photos of solar flares in recent months. The new video shows darker, cooler plasma shifting back and forth above the sun's surface over the span of nearly 30 hours stretching from Feb. 7 to Feb. 8. 

 And the giant tornado may be as large as the Earth itself, with gusts of up to 300,000 mph, explained Terry Kucera, deputy SOHO project scientist and a solar physicist with NASA’s Goddard Space Flight Center. 

 “It’s about 15,000 degrees Fahrenheit -- relatively cool,” Kucera told FoxNews.com. After all, the sun’s corona is a whopping 2 million degrees, she explained. 

Such tornadoes (Kucera classed it a “solar prominence”) have been known of for decades; the European Space Agency's SOHO spacecraft captured evidence of them as early as 1996, mainly near the Sun's north and south poles at the time. And though they resemble their cousins here on Earth, they’re created entirely differently, Kucera said -- through magnetism, not pressure and temperature fluctuations.

“Those motions you see, it’s all just moving along the magnetic field somehow -- but we’re still looking to understand what’s happening with these things,” Kucera said. 

 The storm was created by competing magnetic forces, which pull the charged magnetic particles on the sun back and forth, creating a spinning mass of plasma that tracks along strands of magnetic field lines, NASA explained. 

The spinning top of the tornado is mesmerizing, but Kucera noted the span of the prominence as well. The long, ribbon shapes could span hundreds of thousands of miles, she said. 

“In total length, this could be dozens of Earths -- quite large,” she said. Such detailed, high-resolution recordings of the immense tornadoes was not possible until the launch of SDO. The satellite has several cameras on board that capture solar activity in different wavelengths and frequencies, all in the name of science. 

 “Each wavelength of light tells us something different,” she said.