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domingo, 23 de junho de 2013

VIDEO: This Is Your Life in Jelly Beans

At http://mashable.com/2013/06/22/life-jelly-beans-video/

Serious introspection usually doesn't come in sugary form, but that's what makes this video so sweet. Using candy, Ze Frank has created a visual representation of the average American's lifetime. One jelly bean equals one day, 28,835 beans... ( VIDEO and more at http://mashable.com/2013/06/22/life-jelly-beans-video/ )

Whole human brain mapped in 3D

At http://www.nature.com/news/whole-human-brain-mapped-in-3d-1.13245

Ten-year 'BigBrain' effort yields 1-trillion-byte atlas of fine-scale cerebral anatomy.

Helen Shen
20 June 2013 Corrected: 21 June 2013

Researchers used a special tool called a microtome cut a human brain preserved in paraffin wax into 20-micrometre thick slivers and map its anatomical structure with high resolution.
Image of Amunts, Zilles, Evans et al.

An international group of neuroscientists has sliced, imaged and analysed the brain of a 65-year-old woman to create the most detailed map yet of a human brain in its entirety. The atlas, called 'BigBrain', shows the organization of neurons with microscopic precision, which could help to clarify or even redefine the structure of brain regions obtained from decades-old anatomical studies.


"The quality of those maps is analogous to what cartographers of the Earth offered as their best versions back in the seventeenth century," says David Van Essen, a neurobiologist at Washington University in St Louis, Missouri, who was not involved in the study. He says that the new and improved set of anatomical guideposts could allow researchers to merge different types of data — such as gene expression, neuroanatomy and neural activity — more precisely onto specific regions of the brain.

The brain is comprised of a heterogeneous network of neurons of different sizes and with shapes that vary from triangular to round, packed more or less tightly in different areas. BigBrain reveals variations in neuronal distribution in the layers of the cerebral cortex and across brain regions — differences that are thought to relate to distinct functional units.

The atlas was compiled from 7,400 brain slices, each thinner than a human hair. Imaging the sections by microscope took a combined 1,000 hours and generated 1 trillion bytes of data. Supercomputers in Canada and Germany churned away for years reconstructing a three-dimensional volume from the images, and correcting for tears and wrinkles in individual sheets of tissue.

The researchers describe their results today in Science1, and will make the full data set publicly available online. It shows the brain at a resolution of 20 micrometres — 50 times higher than the typical 1 millimetre resolution of atlases based on whole-brain scans.

"This completely changes the game in terms of our ability to discriminate very fine structural and physiological properties of the human brain," said study co-author Alan Evans, a neurologist at the Montreal Neurological Institute at McGill University in Canada, at a press conference on 19 June.

"Their quality really looks very high," says Christof Koch, chief scientific officer at the Allen Institute for Brain Science in Seattle, Washington. The Allen Institute maintains its own human brain atlas, which provides structural data at slightly lower resolution than that of the latest study but includes extensive annotations and maps of gene expression2.

Research roadmap

BigBrain is part of the Human Brain Project, a 10-year, €1-billion European initiative to create a supercomputer simulation of the human brain. Detailed knowledge of neuronal clustering could help to set realistic parameters for the simulation, says lead author Katrin Amunts, a neuroscientist at the Heinrich Heine University Dusseldorf in Germany.

Although the atlas shows data from only one person's brain, it is an important starting point for interpreting data from other brains in the future, adds Van Essen, who compares BigBrain to the sequencing of the first human genome. "Getting a really accurate map in one individual is, I think, very valuable," he says.

The atlas will serve as a reference with which other data sets can be aligned, and the BigBrain team plans to work with the Allen Brain Institute to link information from their two databases.

Computing push

Since the BigBrain effort began in 2003, technology has advanced to enable researchers to scan human brain sections at a resolution of one micrometre. But completing another atlas at such a high resolution would create about 20,000 trillion bytes of data — more than the most advanced computers today could process efficiently, says... ( VIDEO and more at http://www.nature.com/news/whole-human-brain-mapped-in-3d-1.13245 )

Oslo Running Out Of Trash, How Much Is Yours Worth?

At http://www.industrytap.com/oslo-running-out-of-trash-how-much-is-yours-worth/5514

Oslo, Norway is a city of 1.4 million people that finds itself in the enviable position of having to import garbage. In fact half of Oslo's residents need a steady supply of garbage in order to power appliances and heat their homes. Pal Mikkelsen, head of Oslo's Waste-to-Energy Agency, sites "400 plants currently operating in the region due to construction of these facilities over the past several decades."

The following diagram show a typical garbage burning plant with outputs of electricity, landfill, water vapor and "cleaned" flue gasses:

Trash Burning Electricity Producing Plant (Image Courtesy www.whyfiles.org)

Overcapacity in Northern Europe

This huge capacity for garbage burning vastly outpaces local waste production. Northern Europe produces about 150 million tons of burnable trash a year but their installed capacity for incineration is 700 million tons.

In general these facilities burn waste to produce heat which boils water generating steam to drive electric turbines. The systems are from 15 to 30% efficient but cogeneration or recycling waste heat provides homes with hot water and recycled flue gas fumes for biogas production powering Oslo's Metro bus system; cogeneration increases efficiency to between 75% and 100%.

Governments Involved in Solving Problem

Oslo has begun importing garbage from England, Ireland and Sweden and is studying the efficacy of importing garbage from the... ( more at http://www.industrytap.com/oslo-running-out-of-trash-how-much-is-yours-worth/5514 )

The Largest Garbage Dumps in the World:

Many of these plants receive 10,000 to 20,000 tons of new garbage a day and could be suitable locations for this type of plant:

  • Bordo Poniente Landfill, Nezahualcoyotl, Mexico
  • Great Pacific Garbage Patch
  • Fresh Kills Landfill, New York City (closed in 2001)
  • Lago Dump, Nigeria (500 container ships dump elecronic waste each month)
  • Apex Regional Landfill, Las Vegas, Nevada (Will close when it has recieved 1 billion tons of garbage)
  • Sudokwon Landfill, South Korea (adds 6.3 million tons of garbage per year)
  • Puente Hills Landfill, Los Angeles, California (Holds 3.7 million tons on 700 acres)

David Schilling

David lives in the North End of Boston, Massachusetts, and regularly visits MIT, Harvard, Boston University, Northeastern, Boston's leading companies and labs, the stacks at Boston Atheneaum and Boston Public Library to uncover and research story ideas. You can also find David on .

sábado, 22 de junho de 2013

5 Reasons You WANT Negative Reviews

At http://www.bookdaily.com/authorresource/blog/post/1269353

Rainy Kaye January 30, 2013


We all strive for excellence in our work. Sometimes, though, others don't think we measure up. It can be annoying, heartbreaking, or downright infuriating. Others will remind us that not everything is everyone's cup of steeped leaf water, and we'll eventually put down the chocolate, or wine, and get on with our existence.

But could it be we actually need negative reviews? Yes!

Here are five reasons why:

Congratulations! You're real. In the throes of self publishing and sock puppet reviews, it's important to establish a piece of work—and the creator behind it—is honest. One of the surest ways to do this is by receiving negative reviews. Since nothing is universally loved, not even Harry Potter, then a book with only five-star reviews is bound to raise a few eyebrows.

Marketing: You're doing it right. When a book is first born, it usually finds itself passed around from one loving supporter to another. And that's okay. Eventually, though, your baby will have to find its legs and start exploring the world. That means it will be outside the safety of the village, and into the wild. And some things out there will want to have it for breakfast. In short, if your book hasn't garnered a few negative reviews, you haven't sent it out far enough.

Welcome to the classroom. Before publication, a book should have been revised, beta read, and edited. Even with all that, your manuscript likely only saw less than a dozen people. Once out in the world, it—hopefully—will reach hundreds, or even thousands of readers. Among all the voices, some might ring true with thoughts and opinions no one had considered before. Don't dismiss constructive criticism just because it was accompanied by a one-star.

In the words of Picard. Anyone with even the slightest bit of knowledge about a marketing will tell you that word of mouth is the best way to promote anything. This means you need people to talk about the book. Negative reviews often generate conversation among readers. No need to get involved. Just let it run its course. Engaged readers pique curiosity along the way.

It's good for the soul. Praise is nice. If you managed to see a book through from start to finish, you've earned all the bubbly feedback. But even Shakespeare had critics (and now entire classrooms pick his work apart). Sometimes it takes a negative review or two to keep us grounded and, therefore, real to our fans.

No one likes negative reviews. It's okay to be privately hurt or even angry about... ( more at http://www.bookdaily.com/authorresource/blog/post/1269353 )

About the Author:
Rainy Kaye is an aspiring overlord. In the mean time, she runs Book and Blog Services, blogs at Rainy of The Dark, and is preparing to debut an epic paranormal series all from her lair somewhere in Phoenix, Arizona. When not planning world domination, Rainy can be found appeasing her inner geek or traveling to strange parts of the world. She is fueled by coffee, encouraged by chocolate, and lives in fear of the household felines plotting her demise. She's married to a man who excels at humoring her.


What to do when...you're caught in an email war

At http://www.careerchickchat.com/2012/11/what-to-do-whenyoure-caught-in-email-war.html

The opportunities for misunderstandings, misinterpretations and conflict over email are many. Without meaning too - it's not hard to end up in the middle of a conflict on email that you have to work your way out of - even if you're not sure how it started in the first place!

With most people receiving at least 100 emails a day at work - it's easy to understand how quick messages, sent when you're in a hurry, stressed or thinking about something else, may not be your (or someone else's) best literary effort.

But an email war does not do anybody any good.

For a start it's not an efficient way to resolve an issue or seek a resolution to a business problem. And nobody comes out of a written email conflict with an enhanced business reputation - especially if it's a public battle and there are lots of people copied or included on the email.

You could be caught in an email battle (or be caught in an ambush) in a variety of ways.

You've sent off a quick email and it's been misinterpreted and elicited an angry response. There are more than enough challenges ensuring that what you mean is what people actually understand you to mean when you are talking to them. And that's when you have the benefit of your body language, pitch and tone of voice to help convey what you mean. In writing it's even harder! Something you write sounding one way in your head can be taken quite another on email.

Alternatively someone is frustrated by a situation and fires off a message with half the world (well, it seems like it) included or cc'd on the message. Their reason may have been fine (these are all the people involved in the issue, they think) but what they actually do is create a messy situation that results in multiple emails and often confusion about who is doing what. (The saying about too many cooks in a kitchen applies to email as well!) Someone gets upset, a little bit terse and before you know it the emails are flying back and forth and a proverbial mountain has been made out of the molehill.

Or even worse (I think) is the person who sends emails and copies their manager or other 'important' people in order to get a response. I think this is a very heavy handed approach and akin to bullying. It certainly  demonstrates that the person the email has been sent to isn't trusted to do what has been asked. (There's a lot to this topic of email cc'ing that I'll tackle in my next post!) Or that the person sending it is too lazy to negotiate!

What it often comes down to is that the person who has been copied often feels the need to weigh in on the issue, be directive or want explanations and you have more email havoc!

Whoever starts it or however you got involved (your fault or not) the trick is how to get out of the conflict, resolve the issue and ensure that relationships and reputations (particularly yours!) are not damaged.

Consider these options:

Get off email

The best way I've found to diffuse the situation is to take the issue off email and call or go to see the key person involved.

You'll have the advantage of being able to ask questions, get immediate answers and be able to respond appropriately in a very short time frame. You'll also be able to use body language and voice tones and intonations (both yours and theirs) to support the communication. This will help you understand where they are coming from and assist you reinforce or position what you are saying. A little bit of gentle humor can work wonders in a conversation. On email it often doesn't work at all.

An actual conversation can really help take the heat out of a situation that is about to implode on email.

Making contact offline also shows that you have prioritized the issue and are concerned about their position by taking the time, interest and energy to make a call. It is usually well worth the effort. And if a 5 minute phone call saves 5 emails back and forth in all probability it's going to be a lot faster!

Talk to the key person 

The situation is going to dictate who is the best person for you to talk to about the issue. If an email is only between you and one other person - then they're the one you call!

But if there are multiple people involved - have a quick think what is the cleverest way to get to the best resolution. If it's your manager or senior stakeholder you will want to talk to them.

Depending on the situation it may be that another quick call to one of the others involved to find out the information you need or agree on the resolution is needed before you make the call to your manager.

If there are delays in getting a response or the answer you need I would make a call to the senior person and let them know why you're calling, what you are doing to resolve the issue and exactly when you will be back to them with more information.

If you do need to reply by email:

Be clear

There are some circumstances (time zones, availability etc.) where the issue has to stay on email.

Be really clear in what you write; don't say anything that can be subject to misinterpretation. Ask someone to proof read your response to make sure that your meaning is obvious.

Take the emotion out

Don't reply to an email when you are angry or emotional. Go for a walk, do something else and it at all possible, leave it until the next day before you respond. Angry exchanges back and forth will ignite, not resolve, a situation.

Remove the cc's

If you do need to respond by email it's better if you can do it without an audience. Whoever has been copied is likely to have opinions or want to become involved - which will just add complexity to the resolution of the issue.

Communicate with the other party involved directly. Once you have achieved the outcome you can then go back to the cc's and let them know the outcome. Most will be relieved that the problem is solved and that they haven't had to be subject to multiple emails.

Manage expectations

If there's going to be a time lag before there is a conclusion you might want to send just one email and let people know what is happening and that you will let them know the outcome. You'll be seen as professional, the emails will be reduced and most importantly everyone can get on with business.

A follow up note

Every time I suggest that calling or going to see the person involved might be an effective way of resolving an issue I get comments like "but I need an email trail" or "there won't be a record of who said what". 

Which is true.

But I think it's often used as an excuse to stay behind the safety of a keyboard rather than have to have a tough conversation. And unfortunately some organizational cultures require that you cover your back by having proof of everything that happens (the business equivalent of a Kevlar vest?)

The way around this is to send a follow up email after any offline conversations or agreements. For example,  "Just a quick note to confirm our agreement on .... to ...." or " A short note to thank you for helping to resolve..." 

This provides another chance to confirm the outcome,... ( more at http://www.careerchickchat.com/2012/11/what-to-do-whenyoure-caught-in-email-war.html )

Do Salamanders' Immune Systems Hold the Key to Regeneration?

At http://www.sciencedaily.com/releases/2013/05/130520163727.htm?utm_source=feedly&utm_medium=feed&utm_campaign=Feed%3A+sciencedaily%2Ftop_news%2Ftop_health+%28ScienceDaily%3A+Top+News+--+Top+Health%29

May 20, 2013 — Salamanders' immune systems are key to their remarkable ability to regrow limbs, and could also underpin their ability to regenerate spinal cords, brain tissue and even parts of their hearts, scientists have found.

In research published today in the Proceedings of the National Academy of Sciences researchers from the Australian Regenerative Medicine Institute (ARMI) at Monash University found that when immune cells known as macrophages were systemically removed, salamanders lost their ability to regenerate a limb and instead formed scar tissue.


Fire salamander. (Credit: © Jürgen Fälchle / Fotolia)

Lead researcher, Dr James Godwin, a Fellow in the laboratory of ARMI Director Professor Nadia Rosenthal, said the findings brought researchers a step closer to understanding what conditions were needed for regeneration.

"Previously, we thought that macrophages were negative for regeneration, and this research shows that that's not the case -- if the macrophages are not present in the early phases of healing, regeneration does not occur," Dr Godwin said.

"Now, we need to find out exactly how these macrophages are contributing to regeneration. Down the road, this could lead to therapies that tweak the human immune system down a more regenerative pathway."

Salamanders deal with injury in a remarkable way. The end result is the complete functional restoration of any tissue, on any part of the body including organs. The regenerated tissue is scar free and almost perfectly replicates the injury site before damage occurred.

"We can look to salamanders as a template of what perfect regeneration looks like," Dr Godwin said.

Aside from "holy grail" applications, such as healing spinal cord and brain injuries, Dr Godwin believes that studying the healing processes of salamanders could lead to new treatments for a number of common conditions, such as heart and liver diseases, which are linked to fibrosis or scarring. Promotion of scar-free healing would also dramatically improve patients' recovery following surgery.

There are indications that there is the capacity for regeneration in a range of animal species, but it has, in most cases been turned off by... ( more at http://www.sciencedaily.com/releases/2013/05/130520163727.htm?utm_source=feedly&utm_medium=feed&utm_campaign=Feed%3A+sciencedaily%2Ftop_news%2Ftop_health+%28ScienceDaily%3A+Top+News+--+Top+Health%29 )

Why Specific Goals Matter Less than You Think

At http://www.jonathanfields.com/blog/goals-matter/

Today's guest contributor is writer, coach, violinist, filmmaker, law school graduate, and web designer, Emilie Wapnick. Emilie works with multipotentialites to help them build lives and businesses around ALL of their interests and she's the troublemaker behind Puttylike.com.

+++

"I moved to Portland to find community, a home… To settle down," I spoke softly.

She looked at me with big eyes.

"Now I have to choose between Portland, and the thing that Portland represented, which is what I actually wanted."

Like many 20-somethings of my generation, I have consciously designed most facets of my life. I chose self-employment to provide me with freedom and a sense of contribution, I chose a broad theme for my business over a niche in order to express my multipotentiality, I gave real thought to the friends in my life, to how I wanted my day to look, to how I wanted to feel, and to where I wanted to live.

How lucky we are to live in a time and place where this is possible, and to be privileged enough to enjoy this freedom.

I've been very deliberate about designing my life ever since realizing that I could. But what happens when the universe that you trust, that has been so good to you, decides to impose some of its own conditions? Do you stick with your original plan or do you shift, maybe giving up some of that autonomy you hold so dear? (In this case, moving to a new city with the person you love.)

There is one thing that makes decisions like these easier; it's knowing what it is that you are truly seeking, behind the specific city or the specific career or goal. What do these things that you are striving for represent?

Do you really want to be a film director, or is it that you love working with big teams and seeing a creative vision come to life? If so, you could probably get the same feelings from being the leader of a nonprofit organization or the conductor of an orchestra. I'm not saying that you should pursue these avenues instead, but it's worth knowing.

Is programming really what you love to do? Or is it the problem solving, the attention to detail, the service, the feeling of solitary work, of a deep flow state that you get when you are coding? Maybe these feelings could also be achieved in other ways too.

I see it everywhere. We confuse the specific form that our goals take for the goals themselves. We become wrapped up in one medium, and think that because we use paint to express our ideas we are a painter or that because we use legal doctrines to help people navigate the system, we are a lawyer. We become tied to, and thus defined by one role. We don't see that it is empowering others that we seek, or inspiring a particular feeling or connecting with another human being. We don't see the Why behind what we do.

There is danger in becoming attached to the specific and not knowing what your goals represent or why you love what you love. The danger is that your industry might die or you might become bored with a particular medium/job, and then lose your whole sense of identity.

When you dream about the sort of life you want to create, do just that... ( more at http://www.jonathanfields.com/blog/goals-matter/ )


+++

Emilie Wapnick works with multipotentialites to help them build lives and businesses around ALL of their interests. She is the troublemaker behind Puttylike.com. Her work has been featured in The Financial Times and Lifehacker.

- See more at: http://www.jonathanfields.com/blog/goals-matter/#sthash.A6AYMCUk.dpuf

Beta Readers: What they are and why we need them

At http://melissafoster.com/content/beta-readers-what-they-are-and-why-we-need-them

Beta Readers: What are they and why we need them

I'm asked every week about beta readers. Do authors need them? Why? Are you losing sales by offering your manuscript to others first? Will they change your story? HOLD ON! Slow down, and let's take a look.

Beta readers are readers who read your manuscript for more than just its enjoyment value. Betas read your work with a critical eye, looking for pace, characterization, spelling and grammar errors, and general flow of the story.

Are beta readers editors?

No, beta readers are not editors. They will typically catch easy-to-spot errors, but it is not their job to be the editor of your work. You should hire a professional, experienced editor (structural and developmental) and copy editor/proofreader.

Why do we need beta readers?

As authors, we already know the backstory of every character, the settings we want to convey. We know where they our characters are heading, the trouble they will endure, and even what they are thinking—the problem is that because we know these things, we are not really reading the story. We are reading the story as we already know it to be, and many times, what we know, leads us to write a less fleshed out story. Beta readers can pick up on inconsistencies and pieces of the story that were left out (because they existed only in our heads and never made it to the story). Beta readers can tell us if our characters are likable, relatable, and interesting. They can show us how the actions and/or dialogue may be misinterpreted by readers. Beta readers help our stories become the best they can be before hitting the shelves.


Isn't that what editors do?

Yes and no. Structural and developmental editors are looking for pace, characterizations, and flow of the story, from an editorial standpoint. Professional and experienced editors are trained to look for story structure, which readers are not. Editors, for example, will look for goals of your protagonist and the speed at which they progress, differentiations between characters' dialogue and mannerisms. Editors evaluate the changes that your characters move through in the book, consistent point of view, and pace of the story in a way that most beta readers cannot.  Copy editors and proofreaders are looking for grammatical errors and typos—a job that is not sufficiently handled by beta readers. Think of beta readers as your pre-publishing audience, and editors as the ones who take your book from a great read to a polished novel.

What should I look for in a beta reader?

Many authors ask their best friends and family members to be beta readers. That can be helpful, if your friends and family members can give you honest, even to the point of harsh, criticism without worrying about your reaction. However, I also suggest that you find authors whose work you respect and find to be well written. On the World Literary Cafe there is a Beta Reader and Critique Groups forum where you can connect with others and find beta readers, or look for sites like Critique Circle. Take your time. Finding strong beta readers who enjoy your genre and understand the basics of strong writing can take time. 

When do we hire beta readers?

Some beta readers receive manuscripts chapter by chapter, while others wait to read until the manuscripts are complete and have already been edited. The way you work with your beta reader will depend on what your goal is while working with them. Working with beta readers before structural editing may not be wise, as your story can change dramatically during the structural editing... ( more at http://melissafoster.com/content/beta-readers-what-they-are-and-why-we-need-them )

Article written by Melissa Foster, founder of Fostering Success, World Literary Café, and The Women's Nest, as well as a bestselling award-winning author.


quinta-feira, 13 de junho de 2013

Day of the Dead trademark request draws backlash for Disney

At http://edition.cnn.com/2013/05/10/us/disney-trademark-day-dead

By Cindy Y. Rodriguez, CNN
May 11, 2013 -- Updated 0631 GMT (1431 HKT)

(CNN) -- Is it possible to trademark the name of a holiday? The Walt Disney Company was interested in doing so.

On May 1, the entertainment giant filed an application to the U.S. Patent and Trademark Office to secure the phrase "Día de los Muertos," or "Day of the Dead," across multiple platforms. Disney subsidiary Pixar is releasing a film -- for time being called "The Untitled Pixar Movie About Dia de los Muertos" -- this fall.

Here's the problem -- Día de los Muertos is a traditional holiday celebrated on November 1 and 2 in Mexico and across Latin America. People honor the lives of lost family members or friends by building altars, holding processions, decorating gravesites and placing offerings for loved ones. Over the years, the holiday has gained a foothold in the United States, too.

Disney hoped to secure the rights to the title "Day of the Dead" and such themed merchandise as fruit preserves, fruit-based snacks, toys, games, clothing, footwear, backpacks, clocks and jewelry.

But the Latino community raised a ruckus about the application on social media.

Tweets included "Tell @Disney not to trademark Day of the Dead. Culture is NOT for sale!" from Presente.org, a national organization that "exists to amplify the political voice of Latino communities."

"Are we okay with @DisneyPixar commercializing our culture?" tweeted Think Mexican, a Tumblr blog that says it's aimed at "connecting the Mexican community through culture and information."

"How could Disney allow such a blunder," marveled Lalo Alcaraz, a Mexican-American editorial cartoonist and founder of Pocho.com. "I knew they weren't copyrighting the holiday, but I couldn't believe they would let someone in their legal department let this happen. On the surface, it looks like Disney is trying to copyright the holiday."

Alcaraz is the author of La Cucaracha, a nationally syndicated comic that focuses on the country's changing cultural and political landscape. His work has appeared in The New York Times, The Village Voice, Los Angeles Times and Variety.

People on social media pressed Alcaraz for an editorial cartoon in response to the Disney decision. He responded with "Muerto Mouse."

On Tuesday, a petition went up on Change.org to stop the Disney effort, stating that the attempt to trademark Día de los Muertos was "cultural appropriation and exploitation at its worst." On Friday evening, the petition had more than 21,000 signatures.

"Our spiritual traditions are for everyone, not for companies like Walt Disney to trademark and exploit," wrote Grace Sesma, the petition's creator. "I am deeply offended and dismayed that a family-oriented company like Walt Disney would seek to own the rights to something that is the rightful heritage of the people of Mexico."

In 2003, the Day of the Dead celebration was entered on the UNESCO list of the Masterpieces of the Oral and Intangible Heritage of Humanity.

"The Indigenous Festivity dedicated to the Dead are deeply rooted in the cultural life of the indigenous peoples of Mexico," UNESCO told CNNMexico.

But after the backlash, Disney withdrew its application this week.

"The trademark intended to protect any potential title of the movie or related activity," a spokeswoman for Disney told CNNMexico. "Since then, it has been determined that the title of the film will change, and therefore we are withdrawing our application for trademark registration."

Disney did not comment on whether social media reactions directly led to the decision to withdraw the application.

This isn't the first time Disney has sought to trademark a controversial phrase.

In 2011, it tried to secure "SEAL Team Six," the Navy SEAL team that captured and killed Osama bin Laden, seeking exclusive rights for use on items from video games to backpacks. However, after receiving an overwhelming response from critics, Disney withdrew the... ( more at http://edition.cnn.com/2013/05/10/us/disney-trademark-day-dead )

Research finds Second Life program can help with weight loss and maintenance

At http://www.kumc.edu/news-listing-page/second-life-weight-loss.html

May 03, 2013 ( Last modified: May 20, 2013 )

By Greg Peters

New research shows the virtual reality world of avatars created in Second Life can help people keep weight off once they lose it.

A study led by Debra Sullivan, Ph.D., professor and chair of the University of Kansas Department of Dietetics and Nutrition, used Second Life's three-dimensional, virtual reality environment to study both weight loss and maintenance.

"I saw a presentation by a faculty member in occupational therapy who was teaching a class in Second Life, and I thought that it was crazy," Sullivan says. "But my next immediate thought was that it would be crazy not to use it for weight management."

As a result, Lycopene — Sullivan's red-headed avatar — was born, as were those of the 20 participants in the research project.

Sullivan's research team studied the 20 overweight and obese people in a program that involved either real-life or virtual reality meetings every week for three months. At the end of that period, all the subjects took part in a weight-maintenance program using Second Life, which is used in everything from gaming to education to the arts.

Sullivan found that while virtual reality compares favorably with face-to-face interactions in controlling weight loss, its true benefits can be seen more readily in weight maintenance. The results are published in the May/June 2013 "Journal of Nutrition Education and Behavior."

"For weight loss, if you do the program as we suggest, then you are successful," says Sullivan. "Maintenance is when real-life behavior change really makes a difference. You have to make more decisions on your own. I think being able to practice those behaviors in Second Life led to better adoption of behavior changes in real life."

In the study, participants created avatars that could interact with the other cyber-dwellers in the group. Training and education took place on island space in Second Life that was owned by KU Medical Center and controlled by Sullivan's researchers. Participants used headsets and microphones to communicate with others within the group.

To access the island, participants logged in to Second Life software that had to be installed on the computer they were using to gain secured access to the island. Second Life can automatically work with websites like YouTube to pull in content to use within the simulation.

During meetings of the avatars in a virtual conference room, group leaders could show videos or present other materials.

Sonny Painter, an educational technology liaison, and Tennille Fincham, an eLearning support specialist, were tasked with making the original KU Medical Center island come to life from the reaches of KU Medical Center's Teaching and Learning Technologies offices. This was familiar ground for the pair since they had helped other departments use Second Life for a variety of projects.

Second Life has a variety of preset island templates that can be customized. KU Medical Center's original island environment included a conference room, house, gymnasium, grocery store, restaurant and buffet. Each room provided the avatars with a setting to interact with each other as well as to check on calorie counts in food items, calories burned during exercise and other helpful information.

Sullivan says by using the role-playing scenario of Second Life, participants can simulate real-life situations without many of the consequences and repercussions. For example, the avatars can practice meal planning complete with calorie counts for trips to the grocery store, dining out or attending holiday parties, all in the anonymity of cyberspace. The goal of the simulation is to create a friendly environment where people can spend time researching healthier lifestyles without the fear of being judged.

As a result of her preliminary research, Sullivan's team has received a grant from the National Institutes of Health to continue the research. Painter and Fincham are now hard at work at their electronic workbenches creating KUMC Healthy U, a new island that will be used when the research starts again in July 2013 with 202 new subjects, who will take part in an 18-month study.

The new island will expand opportunities for the participants. On KUMC Healthy U, avatars will be able to take advantage of restaurants with cashiers that total the amount of calories on customers' trays as they check out. A kiosk, known as Fast Food Frenzy, will link avatars to the websites of various restaurants, so that they can calculate the calories in their meals.

The new island also includes a more elaborate gymnasium, complete with a swimming pool where avatars can register the calories burned as they swim, tread water or take part in activities in the water. Trainers in the gym will be able to help the research subjects by answering basic fitness questions. Avatars can also access fitness videos while doing their simulated running on treadmills.

One of the highlights of the new island will be trails where avatars can walk, run or bike while Second Life keeps tabs on the calories burned.

"All participants will receive the same weight-loss program for six months and then be randomized to either virtual reality or remain with a traditional method for 12 months of weight-loss maintenance," Sullivan says. "We aim to compare the difference in weight loss maintenance between the two groups at the end of the 12-month maintenance phase."

Her team also hopes to assess factors that might influence weight change, such as physical activity, calorie intake, and the consumption of fat, protein, carbohydrates and micronutrients and food groups. They also plan to monitor how closely subjects obey the study protocol to see if that influences the outcomes, as well as how often participants attend meetings, turn in behavior-tracking data, log in to Second Life and what they do once they get there.

Researchers also plan to collect data on any changes in a subject's ability to set and obtain goals and problem-solving skills, Sullivan says.

So what began as a whim sparked by a colleague's presentation in the use of Second Life has blossomed into research into weight loss and maintenance that could help dietitians and other health professionals find better... ( more at http://www.kumc.edu/news-listing-page/second-life-weight-loss.html )

Sullivan is the lead author on the study. Other KU Medical Center authors include Joseph Donnelly, Ed.D.; Jeannine Goetz, Ph.D., RD; Cheryl Gibson, Ph.D.; Richard Washburn, Ph.D.; and Tennille Fincham. Other co-authors include Jaehoon Lee, Ph.D., from the University of Kansas; and two former KU Medical Center faculty and staff, Bryan Smith, Ph.D., and Stephanie Gerald.


Can Losing Weight In Your 'Second Life' Help In Your First?

At http://www.npr.org/blogs/alltechconsidered/2013/05/19/185164635/can-losing-weight-in-your-second-life-help-in-your-first

by Steve Mullis
May 19, 2013
5:41 AM

A player avatar runs on a treadmill in the virtual world of Second Life. Researchers used the online game to see if it could help people maintain weight loss habits in the real world.

A player avatar runs on a treadmill in the virtual world of Second Life. Researchers used the online game to see if it could help people maintain weight loss habits in the real world.
Courtesy of Univeristy of Kansas Medical Center

There is no shortage of diet programs available to those that seek to lose weight. But for many, taking those initial steps into a weight loss and exercise program can be an intimidating leap.

A from the University of Kansas Medical Center, however, shows that the online game helped some people lose weight — and keep it off — in real life.

Second Life is an online game that takes place in a massive virtual world populated by other players represented by avatars. Players can shop, socialize, date, buy virtual property and just about anything else you can do in the real world — including eating and exercising.

Dietician Debra Sullivan told Weekend Edition Sunday host Rachel Martin that it's often maintaining weight loss that many people struggle with, and the study found using Second Life helped.

"The behaviors that they were able to practice in Second Life translated better than our face-to-face group," Sullivan says.

Exercise played a role too. The participants in the study had all of things available to them in the real world like a gym, a pool and running paths. Sullivan says a lot of people that are overweight don't feel comfortable going in to the gym initially, and that the game can help get over that fear.

"Their avatar doing those things in Second Life, we believe does inspire them to do those activities in real life," she says.

As a result of her preliminary research, Sullivan's team has received a grant from the National Institutes of Health to... ( more at http://www.npr.org/blogs/alltechconsidered/2013/05/19/185164635/can-losing-weight-in-your-second-life-help-in-your-first )

Second Life Founder’s New Virtual World Uses Body-Tracking Hardware

At http://www.technologyreview.com/view/514776/second-life-founders-new-virtual-world-uses-body-tracking-hardware/

Tom Simonite

May 20, 2013


Hardware that tracks your head, eyes, and hands will make the follow up to Second Life very different from the pioneering virtual world.

The founder of the once-popular virtual world Second Life, Philip Rosedale, is working on a new 3-D digital world that looks like it will be operated using gestures and body-tracking hardware. Rosedale declined to talk about his new company, called High Fidelity, just yet. But videos and other material posted online by the company suggest it is working on an impressively immersive virtual-reality experience where you control an avatar using head and hand movements.

In the YouTube video embedded below, a crude avatar copies the head movements of someone at High Fidelity wearing spectacles with an exposed circuit board attached. A simple but workable animation even mirrors the man's speech with the avatar's own mouth. (The text being read is from Snow Crash, a Neal Stephenson novel that features a virtual world called the Metaverse and popularized the term"avatar.")

Rosedale this week tweeted a photo of headphones with similar exposed electronics that he described as "head gyros," presumably referring to gyroscopes used to detect rotation.

This ad asking for contractors states that High Fidelity even has a Google Glass app to allow head motion to "move the avatar head and/or joints," and this video shows that they also have code that enables a smartphone to be used like a Wii controller to take control of a character in a virtual world.

Another want ad asks for help using Leap Motion's camera-based gesture controller "for controlling the motion of the avatar." A similar ad asks for a small circuit board that could be mounted to spectacles to bounce infrared light off a person's eyeball and detect the reflection, a method used in eye-tracking systems. That could offer a way to use your gaze to control that of your avatar.

The High Fidelity website offers few clues as to how all this will come together, summing up what the company is doing like this:

"We're building a new virtual world enabling rich avatar interactions driven by sensor-equipped hardware, simulated and served by devices (phones, tablets and laptops/desktops) contributed by end-users."

That suggests that using the world won't involve connecting to a central server, as did Second Life. Instead software on the computers of the people that want to use the world will create and run the world. That sounds challenging to coordinate, but the High Fidelity site also suggests that you might earn "virtual world currency in exchange from helping to power the grid," implying that there may be incentives to leave your computer working on the simulation even when you're not actively using it.

As for what the final result will be like, the best decription on High Fidelity's site is this:

"We think richly rendered avatars capturing head movements, eye movements, and body language offer much more compelling person-to-person interaction possibilities that the poorly-lit, awkwardly-framed facsimiles of ourselves we share through videoconferencing today."

What little can be seen of the company's work so far suggests that it could be some time until that vision is... ( VIDEO and more at http://www.technologyreview.com/view/514776/second-life-founders-new-virtual-world-uses-body-tracking-hardware/ )

Why Have Virtual Worlds Declined?

At http://metaversetribune.com/2013/05/15/why-have-virtual-worlds-declined/

by Sigmund Leominster
Published May 15, 2013

"So little time, so much to do."

In a recent blog post entitled, "5 Reasons Virtual Worlds Died" [1], Simon Newstead, the CEO of mobile games company, Frenzoo, paints a dismal picture of the slow decline in people's participation in virtual worlds. He mentions the Second Life® environment by name and appears to be referring heavily to it in his list of criticism. And if not, he's thinking in terms of the more "open, user-created" types of world, rather than the tightly constrained Halo® or Call of Duty® scenarios.

To summarize, he argues that virtual worlds have (a) no purpose or goals,
(b) no quick feedback, (c) no theme, (d) too much of a learning curve for newbies, and (d) the needs of players in these worlds can be met else-
where.

This may be true of Second Life or OpenSim grids but according to figures published in 2012, the online gaming community is still pretty strong and generating a lot of cash. A report generated by the marketing and consult-
ing firm DFC Intelligence revealed that players of the game League of Legends logged over 1.3 billion hours of activity during the year, followed by a more modest – but still impressive – 600,000 hours logged by World
of Warcraft
devotees.

GAME LOGGED HOURS
League of Legends 1,292,502,456
World of Warcraft 622,378,909
Minecraft 371,635,651
Heroes of Newerth 184,520,156
Diablo III 172,907,605
Battlefield 3 171,852,550
MapleStory 165,503,651
StarCraft II 163,980,293
World Of Tanks 145,702,931
Call of Duty: Modern Warfare 3 126,754,082


Source: DFC Intelligence Report, 2012.

Meanwhile, during the same period, blogger Daniel Voyager [2] noted a steady decline in the maximum number of people online in Second Life on a daily basis – the "concurrency level." He also points out that the number of regions (land) has dropped from 31,078 in January, 2012 to 28,290 by December. Voyager suggests that people have been switching to the OpenSims grids, where the cost of doing business is lower.  And the recent closing of third-party currency exchanges as a result of changes to Linden Lab's Terms of Service is likely to depress the economy in Second Life as some merchants pull out due to difficulties in cashing out Linden dollars into their local currencies.

The idea that people are switching to the OpenSim environments is an example of another reason why virtual worlds may be declining; the sheer multiplicity of options. As more and more online environments become available, the more likely it is that people will explore those and possibly stay. In the short term, there will be winners and losers as people migrate from metaverse A to metaverse B, but this will only serve to spread people across the worlds and not necessarily increase the overall use of virtual worlds. Just like entropy in the real universe, there will be some local "heating and cooling" in particular spots in the entire virtual universe but ultimately there will be fewer and fewer people in more and more worlds to the point, potentially, where everyone can have his or her private world, waiting for visitors to stop by for a while.

Finally, there is another significant finite resource to consider: time. With only 24 hours in a day, spending 6 hours in Second Life means not spending it in any other place. And the more new options that appear, the less time is available to players/residents. Competition for time continues to grow as new forms of social media present themselves. Newstead makes a crucial point when he says that "needs can be met elsewhere" because people who use Second Life for social reasons can take part in much larger social spheres using Facebook, Twitter, and even Google Circles! And the ubiquity of text messaging is such that for many people under 25 the idea of being in constant SMS contact with your friends is as natural as breathing.

The phrase, "So little time; so much to do" has never... ( more at http://metaversetribune.com/2013/05/15/why-have-virtual-worlds-declined/ )

Sources

[1] Newstead, S. (2013). 5 Reasons Why Virtual Worlds Died. Blog Post, May 12, 2013. http://iteratingfun.com/post/50274986215/reasons-virtual-worlds-died

[2] Voyager, D. (2012). Second Life user concurrency 2012 winter update. Blog post December 5, 2012. http://danielvoyager.wordpress.com/2012/12/05/second-life-user-concurrency-2012-winter-update


quarta-feira, 5 de junho de 2013

Rude and overworked? Blame tech

At http://www.networkworld.com/news/2013/052913-blame-tech-270239.html

Mobile devices to blame for a rise in bad manners, CIOs tell Robert Half Technology

By , Network World
May 29, 2013 03:01 PM ET

Network World - IT execs say employees are getting ruder on the job, and they're blaming technology for the rise in bad manners. Specifically, mobile technology is leading to more breaches in workplace etiquette, according to survey data from Robert Half Technology.

The IT staffing specialist polled 2,300 CIOs from U.S. companies with at least 100 employees. The CIOs were asked what effect the increased use of mobile electronic gadgets has had on workplace etiquette, and 64% said etiquette breaches have increased. That's up from 51% who said the same thing in 2010. Nearly a third (32%) said etiquette lapses have stayed the same, and 4% noted a decrease.

Work behavior deemed potentially offensive includes: checking email while someone is trying to have a one-on-one conversation; leaving an unnecessarily long voice mail message; paying more attention to a laptop than to a speaker during a meeting; and not turning off a smartphone ringer during an in-person meeting.

Mobile devices have helped people become more productive at work, but also potentially more distracted, according to John Reed, senior executive director of Robert Half Technology (RHT). "If you're not fully engaged in a conversation or meeting, you may spend more time replying to emails than listening," Reed said in a statement. "These devices can also make it easier to mistakenly offend colleagues when you fire off a communication too quickly, or use the wrong medium for the message."

Meanwhile, a majority of IT executives today find themselves working outside of traditional business hours -- a practice made easier thanks to the proliferation of mobile devices. Polled by RHT, 73% of CIOs said they check in with work "often" or "somewhat often" on evenings and weekends. The remainder said they infrequently (12%) or never (14%) check in outside normal business hours. (1% said they didn't know.)... ( more at http://www.networkworld.com/news/2013/052913-blame-tech-270239.html )

Ann Bednarz covers IT careers, outsourcing and Internet culture for Network World. Follow Ann on Twitter at @annbednarz and reach her via email at abednarz@nww.com.


domingo, 2 de junho de 2013

19-year-old Dutch engineering student Boyan Slat devises plan to rid the world’s oceans of 7.25 million tons of plastic

At http://www.nydailynews.com/news/world/plan-aims-rid-oceans-7-25m-tons-plastic-article-1.1299892

The Ocean Cleanup Array project would then sell the retrieved particles at an estimated profit. But the plan has already draw the ire of some biologists who fear for sea life that may become entangled during the plastic recovery process.

By / NEW YORK DAILY NEWS

Tuesday, March 26, 2013, 9:56 PM

Sometimes it takes big ideas to solve big problems.

A 19-year-old Dutch aerospace engineering student has come up with what he believes is a way to remove millions of pounds of plastic trash from the world's oceans.

Dubbed the Ocean Cleanup Array, Boyan Slat's concept involves anchoring 24 sifters to the ocean floor and letting the sea's own currents direct the plastic bits into miles of booms, or connected chains of timbers used to catch floating objects.

What started out as a college paper earned Slat the Best Technical Design award from Delft University of Technology.

From the start, Slat said he was motivated to get to work by the very scope of the problem facing the world.

"It will be very hard to convince everyone in the world to handle their plastics responsibly, but what we humans are very good in, is inventing technical solutions to our problems," Slat said on his website. "And that's what we're doing."

Powered by the sun and ocean currents, the Ocean Cleanup Array network aims to have as little impact on sea life as possible while sifting out some 7.25 million tons of plastic over the course of just five years.

The bulk of the ray-shaped sifters and booms would be set up at the edges of the five swirling ocean gyres to trap the most plastic particles possible.


Able to function in high seas and rough weather, the booms would trap floating plastic bits, then suck them into a trash sifter. Once the plastic is retrieved, Slat envisions, it will be brought ashore and sold.

"This concept is so efficient, that we estimate that by selling the plastic retrieved from the 5 gyres, we would make in fact more money than the plan would cost to execute. In other words; it's profitable," Slat's website states.

The plan is not without its critics,... ( more at http://www.nydailynews.com/news/world/plan-aims-rid-oceans-7-25m-tons-plastic-article-1.1299892 )