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Video: President Obama Test-Fires a Marshmallow Cannon at the White House Science Fair

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Obama, Testing the Goods
$90 million has been earmarked for development of the weapon system (not really)

"The Secret Service is going to be mad at me about this." And with due cause, Mr. President, for we're pretty sure projectile weapons are prohibited in the State Dining Room of the White House. Nonetheless, an exception was made yesterday as President Obama hosted the second White House Science Fair, where he surveyed more than 30 student projects, cracked jokes with youngsters and the press, and--most notably--participated in a demo of 14-year-old Joey Hudy's "Extreme Marshmallow Cannon." Which is exactly what it sounds like.

For his part, Obama got a schooling from the young Hudy on exactly how to put together a pneumatic cannon. And the President contributed a little elbow grease himself, using a bicycle pump to prime the long-range snack delivery system (LSDS). See it all unfold, including the climactic marshmallow blast, below.

[YouTube]


Pretty Space Pics: The Carina Nebula 'Dramatically' Captured in Infrared

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The Carina Nebula, Captured by the Very Large Telescope ESO/T. Preibisch

Today in Pretty Space Pics: The Carina Nebula, detailed as never before in the infrared spectrum. The European Southern Observatory's Very Large Telescope (VLT) snapped the above image from its perch at Paranal in Chile, revealing features of Carina's space-scape that are hidden in the visible spectrum (compare with a submillimeter pic here; the difference is quite noticeable). Even the ESO's press machine is impressed with this one, calling it "one of the most dramatic images ever created by the VLT."

Located in the constellation of the same name (Carina, that is), the nebula is roughly 7,500 light years away, making it both quite distant and at the same time one of the closest star nurseries to Earth that produces very massive stars. These stars are some of the heaviest on record and some of the brightest in our sky. And they make for a dazzling display in the infrared, where so many more stars are visible.

But what's most interesting is what you can't see, even in the infrared. Infrared light is great for seeing through the cosmic matter that obscures our visible spectrum views of many of the galaxy's features, but even the VLT can't see through the really dense pockets of gas and dust. That's what those small blobs of dark material are--and that's where new stars are forming.

[ESO]

Gray Matter: Recasting The Highly Hazardous Toys of the Past

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Gives new meaning to the term "getting the lead out"

Among the most strictly enforced consumer-protection laws are those banning lead in toys. Lead is an insidious poison: It's slow-acting and results not in immediately noticeable effects like rashes but in behavioral problems and a slightly lowered IQ. Even a very small amount of it is harmful. Yet a few decades ago, a lot of the most popular playthings were made from solid lead, including tin soldiers.

Considering all the lead toys produced in those days, tin soldiers sound pretty benign. "Tin" is a something of a misnomer, though. The soldiers were not made primarily of tin but of a lead-tin alloy containing 60 to 75 percent lead, with the rest being mostly tin and antimony. Sometimes they were cast from "hard lead," a group of alloys typically found in bullets, which contain nearly 95 percent lead with just a bit of antimony for hardness.

Children didn't just play with these little chunks of neurotoxin; they often cast them in their own kitchens, using kits that came with a melting pot, a ladle, some sticks of lead alloy and a selection of soldier molds. After casting, kids filed them smooth (spreading lead dust all around). Then they decorated their armies with a variety of paints, most of which were lead-based.

Unsafe at Any Temperature: Lead has been known to have harmful effects since Roman times, but just how bad still isn't known.  Mike Walker

Safety standards, thankfully, have progressed significantly since then. At today's standard, 100 parts per million or less, just one of those old soldiers contains enough lead to render several million toys unfit for sale in the U.S. Although such safety requirements have no doubt helped reduce the number of leadpoisoning cases, they may not be stringent enough. Unlike with most toxic substances, there is no limit below which lead is known to be harmless. As more evidence of lead's deleterious effects on the brain accumulates, it would not be surprising to see the 100-ppm standard lowered further. If you really want to play with tin soldiers safely, you'll have to find some vintage silicone rubber molds and cast them from lead-free plumbing solder, as I did.

Using Heat to Record Information Could Improve Data Storage Speed a Hundred-Fold

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Heat-Based Magnetic Switching The laser pulse temporarily aligns the two ferrimagnetic materials (the red and blue in this image) while powered on, and then the materials revert once it's off. Richard Evans, University of York

An international team of researchers claims to have figured out a way to use ultrafast bursts of heat, rather than the typical magnetic field, to record a bit of information on a hard drive--a development they say could vastly increase the efficiency and speed of hard drives. They say it could record multiple terabytes per second, hundreds of times faster than current methods.

Typical magnetic recording technology for hard drives uses an external magnetic field to invert the poles of a magnet. The speed of the recording depends on the strength of the magnetic field. But the physicists, led by a team at the University of York, says they have figured out a way to use heat rather than a magnetic field to cause the same effect.

The heat in question is a simple ultrafast heat pulse, beamed with a laser. At only 60 femtoseconds, it's exceedingly brief, but manages to provoke a ferromagnetic state in certain materials.

It's very interesting on a theoretical level; this is a change in how we thought data storage worked in pretty basic ways. But given the growing prominence of solid-state storage--which is not magnetic, and can theoretically perform these operations far faster than a magnetic hard drive--we're not sure this is really going to catch on. Still, interesting stuff.

The article appears in the journal Nature Communications.

Videogame Designers Envision The Future of Fun

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Predictions, opinions, and hopes from the creators of Gears of War, Mass Effect 3, Halo 4, and more

This month, Popular Science explores the future of fun. Here on PopSci.com, we've teamed up with the game experts at Kill Screen. We speak to top video game designers about their visions of the future of fun; take a look at the resurgence in making your own fun, and bring you a playable online arcade.

In 1907, Hungarian explorer Sir Marc Aurel Stein discovered the Diamond Sutra in north-west China, a Buddhist holy text believed to be the oldest printed book. Dated 868 A.D., the faded paper, wrapped around a wooden pole, looks nothing like our published texts. But at a foundational level, the scholar 1200 years ago would still absorb its material the same way we do today: by reading words from a page.

Music and film, too, have advanced with technology but remain fundamentally the same as their precursors. Videogames, however, evolve on a separate plane. Even the simplest element of digital play, the interactive gesture, has changed dramatically in games' short history. Tapping commands on a keyboard has given way to full-body immersion, with new interfaces every year.

The sheer number of users continues to explode. In a few decades, videogames have grown from the simple geometry of Spacewars!, experienced by a rare few in computer labs, to the near-photorealism of Call of Duty, a controllable blast of napalm in the hands of millions. In a hundred years of film, the distance between DeMille's Birth of a Nation and Cameron's Avatar is great; but compared to the gap separating Space Invaders and Mass Effect, the entirety of film's progress resembles a baby's first step.

So where will we go from here? Kill Screen asked a wide range of developers, from those building the next great AAA blockbuster to the individual crafting tiny gems from their desk chair. Read on, and discover their hopes, fears, and predictions for the future.

An Oral History of Extreme Sports

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"Gravity has always been a major part of my life."

In the waning decades of the 20th century, men from New Zealand began inventing new ways to injure themselves. They jumped from bridges with elastic bands attached to their ankles, ran class-five rapids without boats, and fixed themselves to large kites to achieve great speed. Soon enough, a culture had emerged-one that paired backyard engineering with the pursuit of adrenaline. Today, thanks to these pioneers, brave souls the world over may hurtle through the air, down mountains and up rivers and live to brag about it. In their own words, the inventors explain how extreme sport on this island nation came to be, and where it might go next.

PART I: ORIGINS

(1954-1980) A sheep farmer builds an engine to travel upriver-and starts a high-speed revolution.

We're way at the end of the bloody world. Back then, if you wanted to do something, you had to do it yourself.TREVOR GAMBLE (creator, "thrill" jet boating): Has anyone told you about the number-eight-wire mentality?
HENRY VAN ASCH (co-inventor, bungee): The Europeans who came here 200 years ago were hearty, efficient people. They figured out how to live off the land.
GEORGE DAVISON (engineer, Hamilton Jet): We're way at the end of the bloody world. Back then, if you wanted to do something, you had to do it yourself.
ANDREW AKERS (inventor, Zorbing): The sheep farmers always had number-eight fencing wire lying around. You could fix anything with that. It was the duct tape of the olden days.
MATT BECKETT (manager, Blokart): It's the number-eight-wire mentality.
PETER LYNN (inventor, kite buggy): There are two ends to the innovation spectrum. At one end are developments like the Manhattan Project, which require huge state-supported programs and have specific goals. At the other end is the solitary inventor. New Zealand may well have punched above its weight in this category.
STEVE WEIDMANN (inventor, Sky-Jump): Also, you've got the rugged landscape here-lots of mountains and rivers.

Jet Boat:  Shotover Jet

LYNN: Innovation mirrors lifestyle. We're closer to the outdoors here.
GAMBLE: We've got a bunch of braided rivers that you can't get up with a regular boat. You can't have anything sticking beneath the water, like a propeller.
PAUL BECKETT (inventor, Blokart): The guy who created the jet boat was a sheep farmer down south.
DAVISON: He was trying to figure out a way to get upriver to go fishing.
GAMBLE: Really, all he did was create a water pump. It sucked the water up through the boat and shot it out through the transom at the back end. It's a simple principle: Velocity plus weight equals thrust. This was 1954.
AVISON: Bill was like me, a country boy off the farm. When he was young, he fiddled with machines and boats, bits and pieces around the farm. Someone showed him a photo of the Hanley hydro jet, a centrifugal pump they used on a few fire boats in the U.S. Bill built a copy. It didn't go well. It had an elbow nozzle just beyond the intake. It spoiled the thrust and had a hell of a lot of drag. So they changed it. They stuck the nozzle straight out the back, so now it sucked up water through the intake and shot it out through the air.
TONY KEAN (author, The Ballad of Bill Hamilton): Lo and behold, the speed doubled! And now there was nothing sticking out the bottom. They did an expedition up the Colorado through the Grand Canyon. The jet boat really took off from there.
DAVISON: By 1960, there were a lot of jet boats around here. People used them for climbing through shallow rapids.
GAMBLE: There was this business giving sightseeing tours on the Shotover River. I paid $11,110 for it. Mind you, I had never driven a boat of any kind in my life. This was 1970. That first year, I ran the river the way it had always been run. After so many trips, I started going faster, tried to get as close as I could to the rocks. But a couple of people complained, so I dialed it back. The third year, this older woman-she had to have been 73, 74-said in the middle of the trip, "This is so disappointing! I went down last year, and it was much more thrilling." After that, I just started driving straight at the rocks. I did a 180, a 360. I credit that woman with completely turning us around.

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PART II: NEW WAYS TO FALL DOWN

The Age of Innovation (1980-1993) Inventors harness wind and water and realize they can get away with almost anything; it's nearly impossible to sue.

VAN ASCH: The original idea for bungee came from a Vanuatu ritual celebrating fertility and the yam harvest-people jumped off platforms with jungle vines tied to their legs. We'd also seen what the Dangerous Sports Club at Oxford University had done with jumps from the Golden Gate Bridge. I grew up on a farm and was always riding bikes downhill. I met [bungee co-creator] A.J. Hackett ski racing, and in 1986 he jumped from the Greenhithe Bridge in Auckland. The next week I did my own jump off another bridge. Gravity has always been a major part of my life.
JON IMHOOF (inventor, river surfing): In 1988 I went to the bungee-jumping bridge and saw "Bungee Jumping, $60" spray-painted on the side of a trailer. A woman was sitting at a card table with a big pile of money on it. They took cash only. There was no phone. They didn't take bookings. At the end of the day, they'd just divide up all the money. It made an impression.
VAN ASCH: We started jumping all over. A.J. met this beautiful French model and wanted to impress her. That's why he did the Eiffel Tower jump. Some of our activities weren't, strictly speaking, legal.You throw them in a river, they're not efficient at kicking, their heart rate goes way up, you throw a teaspoon of water down their throat, and they think they're going to die.
GED HAY (inventor, riverboarding): I came to Queenstown in the early '80s, when adventure tourism was in its infancy. I got into whitewater rafting. That was a fairly new thing. I went down in 1985, on my day off-just jumped in with a guide jacket and a body board.
IMHOOF: The French had invented what they called "hydro-speed." The thing they used looked like the nose of a kayak cut off. I thought, if they could ride those down a river, I could do it with a board.
HAY: I had no idea what the French were doing. It was just this great idea I had: Get in there and get a wave.
IMHOOF: I came to Queenstown on a snowboarding trip. I'd been living in Hawaii, surfing.
HAY: This guy from Hawaii came by and started chatting with us. He said, "I'd like to go down the river on my body board." We said, "We do that all the time."
IMHOOF: The rafting guides suggested the Kawarau River. I found that body boards work well. I called it river surfing, since we could surf waves.
HAY: It's called riverboarding. I did it well before he did.
IMHOOF: The whole "who was first" argument? Some guy in Africa 100,000 years ago was probably struggling for his life in a flood and he grabbed a tree branch, and he floated down the river and he survived, and maybe he thought, "Wow, that was fun." So, I mean, who was first? You had that guy in Africa, whoever he was, 100,000 years ago.
HAY: I've been involved with rafting, bungee, Jet Ski, you name it, and without a doubt, riverboarding scares people the most. You throw them in a river, they're not efficient at kicking, their heart rate goes way up, you throw a teaspoon of water down their throat, and they think they're going to die.

Mega-ray:  Peter Lynn

NEIL HARRAP (inventor, Fly by Wire): When you visit New Zealand, you lose the right to sue. It gets rid of a lot of lawyers, I can tell you that.
AKERS: It's because of the ACC, the Accident Compensation Commission. If you're injured at work or even while playing, you don't have to pay anything for treatment. An operator can do anything he likes, but if he's negligent, he will be prosecuted. So it's more conducive to trying risky things. Having said that, people have done some really crazy and dangerous stuff.
LYNN: I design very large kites. The world's six largest kites have been designed in my shop. You would think that would be a pretty safe activity, right, flying kites? There was a time I trashed a restaurant in Sardinia. We were flying a It was 6,800 square feet. We were on a narrow beach, with a strip of restaurants. The kite was hovering over this one restaurant, and in one swoop it removed all the neon signs and satellite dishes from the roof, and the tail of the kite lifted a giant umbrella from in front of the restaurant. This umbrella was weighted with a huge chunk of concrete and the thing was dangling above the restaurant, like this Sword of Damocles. They were trying to get everyone out and people were still trying to finish their wine. But they got everyone. Then the concrete fell and destroyed the entire roof.
Kite Buggy:  Ulli Seer/Getty

IMHOOF: These things were initiated by people who probably would have done it regardless of making money. For me on the river, I was just having fun. We'd take out friends, then friends of friends. They'd buy us beers.
LYNN: Since 1987, I've built something like 200 different kite-powered things-mainly boats but also kite buggies. Most of them have been failures. My wife says I have persistence beyond reason.

Zorbing: Click here to get a bigger view of this amazing image.  Bernhard Limberger/Getty Images
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PART III: LOOKING FOR MORE

(1994-2011) Inventors employ increasingly complex devices-fan shafts, plastic orbs and aircraft engines-to create new forms of fun. The specter of safety standards emerges.

WEIDMANN: We offer the experience of standing on a building in the middle of a city and jumping off. People are absolutely terrified. I mean, tears and everything.
VAN ASCH: Yes, I have tried it. The step-off is similar to bungee.
WEIDMANN: Bungee jumping wasn't happening in cities-building owners are reluctant to allow it. On the a fan is tied to a shaft that's wrapped with wire rope. The fan slows down the unspooling rope. You jump, reach a speed of 50 mph-it's a 630-foot jump-and fall fast all the way until you've gone 560 feet. Just when you think you're going to die, the wire shifts to a shaft that turns the fan faster, and your speed decreases.
VAN ASCH: You don't have the acceleration and subsequent bounce. The physical and emotional sequence is different.Rolling down a hill inside a padded ball? I've always wondered why someone would want to do that.
WEIDMANN: Who made the first jump from the tower? You're talking to him. We wanted to keep it secret, so we did the jump at 2 a.m. It was not a nice night-drizzly, and there were clouds pouring into the jump zone. I took a leap. I was told that I needed to be quiet because there are all these accommodation buildings nearby, apartments and condominiums. With the clouds, I couldn't see the ground. I just yahooed all the way down.
AKERS: We were throwing around ideas of crazy things to try. One was walking on water. We thought about inflatable shoes, then we thought about a big plastic ball with a single skin. Then we wondered if a double skin wouldn't be better. It took three or four months to develop. We took it to the beach to see what we could do with it. But once the wind picks up, it's like a big sail with a person in it. You'd start getting blown out to sea and there was nothing you could do. But people noticed. It's clear and plastic and beautiful. So we began to think about how we could make money off it. As a total fluke, we thought about rolling it down a hill. My parents had a farm, so we took it there. It was scary, standing on top of that hill, wondering what would happen.
HARRAP: Rolling down a hill inside a padded ball? I've always wondered why someone would want to do that.
AKERS: The whole thing, rotates only once every 33 feet, so there's not a problem with throwing up. We started developing a harness system. With that, there's no problem at all; you're completely pinned in. We also put water inside it. The water acts as a lubricant-it keeps you on the bottom the whole time, and the ball moves around you. It's like going down a huge waterslide.
WEIDMANN: There was also a thing called Fly by Wire and an incident where some gear went wrong.
HARRAP: I thought, imagine if you had a swing, but instead of just going backwards and forwards, you could move in a figure-8 pattern. Think of it as a thread that you simply thumbtack to the ceiling. The thread hangs straight down, and then you tie a matchstick to the thread. That's it, basically. But the matchstick has a motor on it. A "powered steerable swinging device," that's the patent name.
AKERS: I'm not sure if it's even operating anymore. It sounds fantastic, but it's the kind of idea where, if something goes wrong, it goes really wrong.

Fly by Wire:  Neil Harrap

HARRAP: I experimented in my garage, hanging things from the ceiling. Then I hung ropes from trees. I tried to figure out the basic physics of it: I needed a plane thing, with a tail and a propeller, maybe. I brought in an aeronautical engineer. He said, "Don't put the propeller in the front, put it in the back! If the prop blows up, it wouldn't be good." When you're traveling 60 mph, when you get really close to the ground, when you really think you might hit it-that's a real rush. The top of the arc is 300 feet off the ground. We winch them back, you release the plane, and then you're falling. And not only are you falling, you're being driven down by the engine. If a person flies it just once, the only thing they're interested in doing is going fast. Of course, we encourage that.
AKERS: A woman got injured in a crash
WEIDMANN: She nearly lost her arm.
HARRAP: I wasn't able to defend myself against the charges.
WEIDMANN: It's not the concepts that are dangerous, it's the operators. I won't name names, but you've had instances where ankle harnesses didn't work on a bungee jump.
HARRAP: They tried to push helmets on me-inspectors, safety people. What did we need helmets for? The odds of a bird strike are zero. Birds are terrified of the thing.
HAY: The focus on safety today is stifling
IMHOOF: A lot of time the law is an ass.
AKERS: What's next? A few people have mentioned the idea of a commercial catapult operation where people are flung across an area into a giant net, or water.
HARRAP: Korea, Turkey, these are the places that really want Fly by Wire now. The people in Korea want to take it clear across Asia.
HAY: You could put people in a Zorb and throw them in a river. That would be pretty cool. People would do it. I've done it with friends. I've also toyed with the idea of dropping people in the middle of nowhere and letting them find their way out.
LYNN: I've broken many bones. I broke my nose twice in one day. I have an excess of determination and an insufficiency of skill. That's the key.
HAY: Are there some activities that are too risky? No. I say go for it. Bungee cords fail. Carabiners fail. That's how it goes. Then the gear gets better because of it. That's how the planet evolved, didn't it?

Video: DARPA's Legged Squad Support System (a.k.a. Big Dog) Goes Outside to Play

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Here at PopSci, we've been fascinated by Boston Dynamics' Big Dog ever since it was an adorable robotic puppy that couldn't even open its eyes. Now that the technology is all grown up, repackaged, and rechristened the Legged Squad Support System (or LS3), its eyes are very much open--and fixed firmly on the soldier in front of it. The new LS3 prototype has just undergone its first outdoor exercise, demonstrating the ability to "see" its surroundings and distinguish between objects and humans.

Over the next year-and-a-half, DARPA plans to prove out LS3's technology and get it ready to support warfighters in the field. Its main battlefield role will be little more than that of a robotic pack mule, carrying hundreds of pounds of gear so that dismounted Marines and soldiers won't have to. These days, a lot of that weight is batteries, and here LS3 provides a two-fer: Not only can it carry troops' various batteries and battery powered handheld devices, but it also serves as a mobile power source that can recharge them on the move.

The idea here is to create an animal analog--something that can haul lots of gear over rough terrain and interact with personnel naturally, in a way that is intuitive to the soldiers and Marines around it. In addition to its "eyes," DARPA wants to give it auditory sensors that can respond to simple voice commands like "come" or "stay." And ongoing tests aim to refine the vision system so it can distinguish between humans and learn to track specific individuals.

At the end of the 18-month proving period, LS3 will embed with Marines conducting field exercises to see how it gets along in real maneuvers. Here's hoping those Marines don't require the element of surprise. As you can see below, LS3 can see and move better than ever, but it is still very, very loud.

[PhysOrg]

The EU is Considering Using Drones to Police Farm Subsidies, Enforce Environmental Rules

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Looking Down on Farmland in the UK Jim Bain via Wikimedia

When European farmers turn their eyes skyward, they soon may have more than the weather to worry about. The more progressive aviation framework in Europe means that government monitors potentially have a new weapon in their arsenals--unmanned aerial drones--to enforce regulations, and they're starting with agriculture. EU regulators are exploring potential aerial systems that can help them spot farm subsidy cheats and violators of Common Agricultural Policy rules.

Farm subsidies in the EU cost taxpayers billions of euros each year, and so it's naturally in the best interests of regulators to maintain tight oversight over who gets how much. For years now, regulators have relied on satellite imagery to help them keep an eye on those claiming subsidies, photographing farmland from above and looking for the telltale signs of subsidy cheats or breaches of environmental rules. But satellite images are unreliable. In some places, mountainous terrain makes for long shadows that obscure features on the ground. In places like Scotland, it's overcast all the time.

Enter the drones. Flying under cloud cover, their cameras can get detailed imagery of the ground below, snapping angled views that complement the straight-down imagery gathered by orbiting satellites. They are quick to deploy and can be used to investigate specific cases rather than huge swaths of countryside. And they could help the EU keep from bleeding millions of euros to subsidy fraud.

Of course, to be truly effective the EU will need to develop it's next-gen strategy for unmanned systems in the larger airspace, a strategy that is currently being hurried toward approval. That would let drones off the leash they are currently on--right now they must remain in line of sight of the operator at no more than about 550 yards distance--and let them fly free, allowing them to inspect acres and acres of agricultural land in a day. And of course there is the inevitable privacy discussion, which is bound to come to a head as government regulators seek a more invasive role in monitoring private property.

But the fact that drone auditors are on the agenda lends further credibility to the notion that drones aren't just for shadow wars anymore. Unmanned systems are poised to enter all kinds of roles, from combat fighter jock to law enforcement officer to the more mundane bureaucrat-with-a-clipboard.

[BBC]


Video: Creepiest Mirror Ever Displays Ghostly Animal Heads Mimicking Your Facial Expression

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Surprise! Karolina Sobecka

Augmented reality can do some really creepy things to mirrors. This new concept displays a 3-D animal avatar as your reflection, mimicking your facial expressions in a horrifying, mocking way.

New York artist Karolina Sobecka calls the system "All the Universe is Full of the Lives of Perfect Creatures," and says it is meant to evoke inquiry into self-awareness, empathy and non-verbal communication. She built it using the FaceTracker library from Jason Saragih, a FaceTracker add-on, and Unity3d and Blender3d. Other face-morphing apps we have seen just change a human face into a different-looking human face - this goes another step entirely.

You get a different animal every time you walk in front of the mirror, and the animal's facial expressions mirror and play off your own. Step back and the ghostly wolf flattens its ears; curl your lip and watch it bare its teeth; laugh and an evil, evil goat laughs with you. The person looking at his or her reflection would see the animal head instead of her own head. But a viewer at an angle would see a disembodied animal head like the one here.

"The familiar is transformed into the uncanny, prompting us to see the mechanics of perception, interaction, and relationships with others anew," Sobecka explains.

Does this make you see the world in a new light?

[via Infoniac]

Video Microscopy Unveils the Tricks of Nature's Toughest Glue, Oozed By a Bacterium

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Crescent Bacterium Yves Brun, Indiana University/via LiveScience

A soybean-shaped bacterium called Caulobacter crescentus, found in freshwater and seawater, makes one of the strongest adhesives in the world. Now high-resolution video microscopy is shedding light on how it can carefully use this adhesive, like a super-precise application of superglue, to stick on surfaces in wet environments.

C. crescentus is studied for its interesting cell differentiation properties - it has two daughter stages, swimming around with a little flagellum and then producing a "holdfast," which cements it to aquatic surfaces. This differentiation from flagellum to holdfast makes the organism a useful study subject. But it hasn't been clear just how this holdfast works with such great accuracy.

Researchers at Indiana University and Brown University used video microscopy to figure this out. First, the bacterium uses its flagellum as a propulsion device to move around in the water. Then it sheds this stringy apparatus and grows a thicker holdfast on the same end, preparing to latch on to a surface. Upon connecting with a surface, the holdfast stops wriggling, with help from nearby structures called pili, according to the National Science Foundation. The freeze in motion signals the production of the bacterium's super-powerful adhesive, affixing the organism to its surface.

This is useful because it could explain how bacteria stubbornly stick to surfaces where they are not wanted, and apparently do so very quickly - a finding that could help research in everything from bathtub cleaner to antibacterial creams. The research was funded by the National Institutes of Health.

[LiveScience]

Found: The Oldest Animal Ever on Planet Earth

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Otavia antiqua could be the earliest human ancestor, predating the previous earliest known animal by tens of millions of years.

Our earliest evolutionary ancestor may have been found in the form of microscopic sponge-like organisms recently discovered inside extremely ancient African rocks. If that turns out to be so, it would displace animal life's previous earliest known ancestor (unremarkably, another sponge-like "metazoan") by predating it by perhaps 100 million years.

The small organisms, known as Otavia antiqua, were found inside of a 760-million-year-old rock in Namibia and could very well have been the first multicellular animals to emerge on the planet, researchers say. That means all animal life--from the precursors to the dinosaurs to the dinosaurs themselves to modern humans--could potentially draw a line straight back to Otavia. It also means that animal life likely emerged tens of millions of years earlier than we previously thought it did.

Discovered by University of St. Andrews researchers, Otavia is thought to have lived in calm, shallow waters and fed on the bacteria and algae that was fairly abundant there. It was of simple design--a tubelike body that would draw food through its pores into a central space where it was basically absorbed directly into the organism's cells.

Otavia didn't evolve much, but perhaps it didn't need to. The record shows that if the researchers are right, Otavia weathered at least two "snowball Earths," periods when the global temperatures plunged and almost the entire planet was ice-bound. And the organism lasted for 200 million years by the best estimates, suggesting this potential ancestor to all things animal was a lot hardier than a lot of the larger multicellular species that have come into being since.

[National Geographic, PhysOrg]

The LEGO Master Builder Academy, Part One: In Which I Begin My Training

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Space Fighter 1 Corinne Iozzio
LEGO's Master Builder class teaches you to see those little blocks in a totally new way--though that's not easy

I'm getting my MBA.

Of course, MBA stands in this case for the Master Builder Academy, a program run by LEGO that's designed to take your LEGO-building abilities from playful amateur to impress-your-friends amazing. It's a six-part course, and I've worked my way through the first two parts. Already I'm seeing a major change in the way I think about LEGO. This is the first of a three-part series documenting my journey from neophyte to Master Builder.

We encounter plenty of people with awesome jobs pretty much every day at PopSci; the researchers who study 100-year-old brains in jars or the dudes who study tides in Loch Ness come to mind. It's hard to not be jealous and think "no fair, why can't I do that, too?" Often, though, there's decades of education between us and said awesomeness. The case of the LEGO Master Builder, however, is different. Sure, we'll probably never get paid to snap together a Death Star brick by brick, but a new series of kits from LEGO, The Master Builder Academy, can at the very least train us to build and think the way they do.


Click here to launch the gallery

"Master Builder" is an honorary title bestowed by LEGO on their best builders. These are official LEGO employees tasked with one of two general assignments. Some Master Builders build monstrous sculptures like the ones you see in LegoLand or the Times Square Toys 'R' Us. Others create the model kits and step-by-step instructions for customers.

Master Builder Academy won't make you a verified, LEGO-approved Master Builder; the idea is to teach the same fundamental building rules and design principles that the Master Builders use. The ultimate goal: to teach you to conceive and execute structurally sound, detailed builds that look like they're based off a kit. So what are those fundamental rules? I began studying at the temple of LEGO to find out.

Academy training consists of six kits. The first, "Space Designer," comes on its own for $30, and a bi-monthly subscription to the remaining five kits is an additional $60. Each kit comes with about 100 pieces, a guidebook, and instructions for three builds. At the end of each level, you take the new rules from that lesson and create your own model.

KIT ONE: TINY STUMBLING BLOCKS

I started my training about a month ago. I came in with very few preconceived notions and bad habits learned after years of freestyle building (and destroying) as a child. I, a LEGO neophyte, would seek to learn the ways of the Master Builders.

At first, it was ugly. On the first build ("Helicraft"), I had no rhythm and spent more time hunting for bricks than actually putting things together. It wasn't until I started tearing the model apart that I realized my fatal mistake: I hadn't taken the time to organize my bricks before the build, even though that advice is posted on the Master Builder Academy Website. After learning my lesson, I unsnapped wings, engines, and landing gear, and sorted the pieces by size in the provided partitioned tray.

With that frustration set aside, I could focus on the lesson at hand: how to stabilize joints between bricks, and how to build outward instead of upward. Getting the hang of these tricks, though, wasn't about reading the tips in the building instructions. It was more like learning Spanish by just getting up and going to Spain: LEGO by immersion. Why do I need to build the wings and then attach them to the body instead of just snapping the pieces on bit by bit? Oh, because if they're not locked in place properly and well balanced, the whole thing will snap in half. I see... Why do I need to snap this extra plank on top of the landing gear? Whoops, it just fell off again, didn't it. Oh, I see...

Learning curve climbed. Bricks piled. Little LEGO pilot waiting on deck. Let's see if I can actually make an original aircraft happen. Graph paper at the ready, I started doodling an overhead view of some sort of space plane. Lo and behold, I knew exactly how to attach my engines, secure the wings, and hold the cockpit hinge in place. "I got this," I thought, "totally got this." And, shocked as my older brother may be, it worked. Even better, it stayed together.

It's a time-consuming process, for sure. In the day I sat my dining-room table to work my way through kit one alone, I looked up to see all the daylight has gone out of the room. Only serious builders need apply to the Master Builder Academy.

KIT TWO: I BECOME A MICROBUILD DESIGNER

It wasn't until I started prying apart layer after layer of a LEGO building in Kit Two that I got the hang of something I've now decided no LEGO aficionado should be without: a brick separator. Basically a crowbar for LEGO blocks, it's a plastic lever with a dual-faced end that can grip bricks from either the bottom or the top. Snap the appropriate face onto the brick you want to move and swing the end upward like you would a wine-key corkscrew. And, pop.

More importantly, the second kit is about getting your brain into a miniature mindset. It trains you to look at a round LEGO dot and see a wheel, the top of a stool, or a traffic sign. A clear block becomes a window, an antenna from your airplane in the first kit becomes a flagpole, and a rounded four-dot piece becomes a satellite dish.

The following kits hit all the LEGO core inspirations: robots, cars, airplanes, and monsters. By the end of the sixth and final kit, "Auto Designer," you should be able to design and build more or less anything. Yesterday, I embarked on Kit Three, "Robot Designer," in which you learn how to create joints and character details, as well as fashion creatures that can stand on their own. The name of the game this time is balance -- both artistic and physical; too much detail or flourish up top, and the whole thing comes crumbing down. Still at this point, I've learned to quell the frustration and uncertainty I felt a month ago, crack my knuckles, lean forward into what I call my "LEGO hunch," and say to myself "I got this..."

Stay tuned for Part Two of this series in a couple weeks. (It's hard, this becoming a Master Builder thing!)

Archive Gallery: Board Games Weren't Always Fun

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Archive: Games, May 1972
Nearly 100 years of questionable games in the pages of PopSci

Popular Science's history isn't all flying cars and geodesic domes. Readers of the past liked to have fun, too! Unfortunately, their opportunities to do so, as far as we can tell, were somewhat limited.

See the gallery.

An 1892 issue of the magazine spells out the purpose of games, in case you didn't know: "They afford needful relaxation to the mind, pleasant diversions to the invalid and afflicted, promoting acquaintance and fellowship."

Here are ten games that range from mildly exciting to about as fun as sorting laundry (literally--see "Wash Day" from 1931). Nearly all of these articles came with DIY instructions. Would you still play Scrabble if you had to carve each piece yourself?

PopSci Primer: The German-Style Board Game Revolution

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These are the anti-Monopolys

German- or Euro-style board games--the best-known of which is probably Settlers of Catan, at least here in the States--are a revolution in analog gaming. They're everything Monopoly is not: often simple but fiendishly clever, designed with a minimum of boring down-time and a maximum of player interaction, without the indignity of getting eliminated or the any semblance of luck. (Dice are pretty much verboten in these games.)

A Euro-style game fan I spoke to referred to Monopoly, Life, and the like as "Amero-trash games." Settlers of Catan originated in Germany, as did most of the rest of its ilk; Germans are famously crazy about board games, and mainstream German magazines often review games along with new movies and music releases. It's rare for Americans to seek out new games; we tend to have our mainstays, our Trivial Pursuit and our Scrabble and our Risk, but Germans are always experimenting, creating, and trying new games. There's even an award for games, the much-coveted annual Spiel des Jahres.

The games themselves are totally different, too: they're tightly designed (these games are also sometimes called "designer games"), and the designers become minor celebrities. Game creators like Reiner Knizia, Klaus Teuber, and Wolfgang Kramer create dozens or even hundreds of games, and their names are stamped on the box in the same way a movie might have the director's name in large type. In the past five or ten years, these games have started to take hold in the States, and they're causing Americans to see board games in a totally new light. They're not just for family game night anymore; these are difficult, interactive, strategic, and super fun games, and there are always more to discover.

I spoke to Daniel R. Nelon, from Seattle's famed Card Kingdom--it's housed in a former BMW showroom, hosts tournaments, has a cafe and bar attached, and is stubbornly located on the opposite coast from us at PopSci headquarters in New York City--to get an expert's point of view on the history of the games. He was also nice enough to provide a primer for beginning, intermediate, and expert players.

PopSci: So what makes a German-style board game?

Daniel R. Nelon: A Euro-game has little to nothing in the way of chance mechanisms, so there's very little luck involved. They tend to stick to wooden pieces over plastic, it's their preference. There's very little text on the board; only the rules have text on them, so you can actually play with people who speak other languages as long as you both already know how to play. They tend to value economics [themes] over military, and one of the most interesting things about [this style] is that there's no player elimination, so when people are playing the game, everyone is in it until the game is finally over. So nobody's sitting around waiting for the game to end.

Another really nice thing about Euro-style games is there's usually a nice catch-up mechanic, where if you are falling behind, there are other ways to catch up. So there's not necessarily always a runaway player.

PS: A friend of mine told me about playing in a Settlers of Catan tournament in which he pulled way ahead and got embargoed by the other players--they all stopped trading with him.

DRN: Yeah, that's what's interesting about Settlers of Catan, there's that trading aspect which allows everyone to be interactive during everyone else's turn, which a lot of Euro-style games focus on. So there's not a lot of down-time waiting for your turn.

Also in games like Catan, a lot of the more popular Euro games, they tend to be historical and based around worker placements, politics, and/or worker placements, and resource management.

It's interesting that those subjects are not inherently appealing to too many people, but these games are so popular.

DRN: Oh, definitely. I get that a lot from customers who come in and aren't traditionally gamers. There are games that we at the store consider "gateway games," and Settlers of Catan is definitely one of them. [Catan] was published in 1995, and it spread like wildfire, and now we're starting to get to the point where Settlers is replacing the normal household games, replacing Monopoly of Life. You can find it on peoples' shelves who aren't really gamers.

PS: When did you first start to see German- or Euro-style games pop up?

DRN: Euro games started getting popular around the '80s, that was when the rest of the world started to take notice of them. But one of the things that really helped open the world up to German- and Euro-style gaming was the internet. Before the internet, people didn't really know what other countries were playing or what kinds of games there were. One of the things people were really trying to do in the '80s was import games over here.

Then there were publications like Mike Siggins' SUMO, a quarterly publication focused on reviews and English translations of German games. Games at the time were mostly appealing to war-gamers and strategy gamers, things like Advanced Squad Leader.

At that time, a lot of the American games were kind of falling short--they were too light for war and RPG fans, and a little too dense to be family games. So when people started learning about other games [thanks to the internet], certain games started coming to light, like Scotland Yard, Metropolis, and Die Macher.

PS: Are those games still around?

DRN: Yes, those are still in print, which is surprising because in the board game world, most games don't actually stay in print all that long.

DANIEL'S MOST UNDERRATED GAMES

  • Ra: "It's a Reiner Knizia game," says Daniel. "Reiner Knizia is probably the most famous board game designer from Germany, he's published over 300 games. It's a really cool, interesting bidding game. It's a pretty tough game, because you have to guess what your opponents are going to bid on.
  • Hansa Teutonica: "It's a store favorite here, but overlooked in the States a lot," says Daniel.
  • Dungeon Lords: "Not a lot of people know about this game. It's definitely a 'Euro-game,' in the way it plays mechanically, but the theme is something that not a lot of Euro-gamers are used to--it's not the typical medieval, agriculture theme."

DANIEL'S PRIMER TO EURO-STYLE GAMES

For the beginner: "I usually send them to the more popular games, not because it's popular, but because they're easy to learn and they get non-gamers into gaming, basically. The three I usually rely on are Carcassonne, Settlers of Catan, and Dominion. Those are the three best-selling games in the store. Most of the time when I suggest those games, they come back for expansions or they want something similar to those games."

Something "similar, but a little overlooked," says Daniel, "is a game called Cartagena. It's based a famous escape from an impenetrable prison in I think the 1600s [ed. note: it was the 1672 pirate-led prison break]."

Daniel also mentioned Ticket to Ride more than once--it's a game in which you try to navigate a complicated train system. Like almost all of this style of game, Daniel promised that it's much more fun than it sounds.

For the intermediate: "I would usually go with a game like Blue Moon City, which is a beautiful game, component-wise--the artwork is really great--and it's actually a Reiner Knizia game too." It's kind of a post-apocalyptic game in which you try to rebuild a city according to the guidelines of the dragon overlords. "I haven't had anybody dislike that game," says Daniel.

Dungeon Petz is another one Daniel likes. "It's a worker placement game, it takes a little while to learn and about two, two-and-a-half hours to play, but it's very, very entertaining. But what's fun is that you're dealing with entities on the board that behave on their own." You have to raise the pets on the board, keeping them entertained and fed and contained (they can be destructive if allowed to break out of their cages).

Kingdom Builder, from the same designer as the wildly popular Dominion, is another good one. "The cool thing about it is that it's very easy to play. It is strategic, but it's not going to be too confusing for people. A family could play it, and a game lasts about 20 minutes, and it has very high replayability."

For the expert: "I'd recommend a game called Mage Knight: The Board Game. It's based on an old tabletop miniature game but it has really nothing to do with it aside from theme. This game is fantastic. I'm a little biased towards it because I think it's one of the best games to come out in the past five years. It's not very popular yet, and it's a little more difficult to find, but they're about to do a reprinting in the next few months."

"The board is modular; it has tiles you lay out as you explore. So the more you explore and wander, the bigger the board will get. It has a similar mechanic to Fable, so you basically get to decide if you want to be a bad-ass, really evil, or if you want to be good and noble. But you're not punished for being evil or rewarded for being good, necessarily." It's a deck-building game, in which your deck is determined by your behavior. It's also not for the faint of heart; Daniel describes the rulebook as "basically a short novel," but says it's also the game he currently plays the most.

Six Inventors Visualize the Ultimate Toy

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The Ultimate Toy Ollie Bland
Some of the most brilliant and successful toy creators ever talk about their ultimate toy--setting aside money, safety, and the very laws of physics

What would the creators of some of the most beloved and widespread American toys make, if given a completely blank slate? We asked the driving forces behind toys like K'Nex, LEGO, Tickle Me Elmo, and Nerf to really explore their craziest impulses--and man, did they come up with some craziness.


Click to launch the Ultimate Toy gallery.


A Smartphone That Detects Whether Its User Is Depressed

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An App for That DanielZanetti via Wikimedia

"Siri, how do I feel right now?" Apple's automated assistant might not be so perceptive as to know, but your smartphone may soon be able to assess your mood and determine if you are suffering from symptoms of depression. Researchers at Northwestern University are creating a kind of virtual therapist called Mobilyze to help people that tend to ignore symptoms of their depression realize that they need to take measures to deal with their moods.

The algorithm-based Mobilyze would rely on a bevy of data--location, social activity, physical activity, what a user is doing, etc.--to determine behavior patterns and recognize if they are behaving normally or seem to be deviating from their normal behavior, particularly in ways that suggest depression. That data will come from sensors and technology already present in most smartphones, like Bluetooth, GPS, gyros, accelerometers, and Wi-Fi.

If the phone determines that a person is acting in a depressed manner, it can provide automated texts to the users' friends and families or to users themselves, prompting them to call someone or simply to get out of the house and do something. The technology has already been trialled on eight patients, who all showed improvement in dealing with their depression at the end of the treatment. More testing is slated for this summer.

[CNET]

Do-It-Yourself Projects That Deliver Hours of Play

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Sledding Winch Tim Eggert
Build a robot that plays Angry Birds for you

Sure, you can buy fun things. But if you make them, you get the fun of construction plus the fun of use, with a dash of satisfaction and an anecdote to tell anyone who uses your creation. These three projects--a sledding winch to get you up a hill, a giant version of the board game Operation, and an Angry-Birds-playing robot--are all homemade.

SLEDDING WINCH

Two years ago, Web developer Josh Smith and telecom engineer Brian Freed took their families sledding at an old ski resort in Pennsylvania but found that the 45-minute walk to the top of the 1,200-foot hill limited their runs. By the next winter, they had a solution to the problem: a homemade sledding lift. Built from a go-kart motor, the winch can pull three adults, or two adults with two children. The sleds are tethered to a rope that moves in a continuous loop over pulleys at both ends of the hill, pulling sledders 1,050 feet up. Riders can now make it to the summit in just three minutes. This year, the duo modified the winch so they can use it in the water during the summer for "winch boarding," a sport in which a surfer is towed speedily across the surface by the device.

Cost: $1,400
Time: One month

OVERSIZED OPERATION

Joshua Zimmerman built a giant version of the classic game using parts he had around his house.
1. Paint a wide, flat box white.
2. Draw the outline of a body, and holes for the "organs." Cut out the holes.
3. Wire a buzzer, five red LEDs for the nose, and a tin oven tray for each hole to a pack of three AA batteries.
4. Cut an opening into the box's back. Tape the electronics and trays in place.
5. Attach a wire from a pair of metal tongs to the circuit, and test that they set off the buzzer when they contact the trays.
6. Paint the body.

Cost: $10
Time: Three hours

For details, check out Instructables.

VIDEOGAME ROBOT

Those green pigs have a new mortal enemy: an Angry Birds-playing robot. Jason Huggins, a software developer at Chicago's Sauce Labs, originally built a motorized finger for another project, but when he realized he could make it click controls on a touchscreen, he decided to use it to operate a smartphone. Huggins laser-cut the grid beams for the frame from basswood and covered the tip of the aluminum finger with conductive foam that he found in computer-chip packaging; contact with the material causes a change in current that the phone's touchscreen can sense.

To play the game, he sends commands from a laptop keyboard to three stepper motors via an Arduino-based controller. Next, Huggins says, he will make the design open-source and create software that controls the robot's movements so it can play on its own.

Cost: $120
Time: 50 hours

The Most Amazing Science Images of the Week, February 6-10, 2012

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Cyber Woman With Corn Max Read over at Gawker turned us on to this amazing Shutterstock series, mysteriously titled "Cyber Woman With a Corn." What could you use this photo to illustrate? What couldn't you use it for? Read more at Gawker. Shutterstock

There are lots of amazing images in this week's roundup; there's the likely discovery of a massive former ocean on Mars, there's a purple squirrel, there's an incredible augmented reality project, and lots more. But we can't stop looking at--and thinking about--the noble Cyber Woman With A Corn.


Click here to launch the gallery

This Week in the Future, February 6-10, 2012

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This Week in the Future, February 6-10, 2012 Baarbarian

We've been obsessed with fun this week. Ogling the most amazing and groundbreaking playgrounds we've ever seen, playing with great new videogame technology, learning about a Teutonic revolution in board games, and wasting time with the PopSci Flash Arcade (curated by our friends at Kill Screen). And this week's Baarbarian illustration wraps it all up so nicely.

Want to win this extra-fun Baarbarian illustration on a T-shirt? It's easy! The rules: Follow us on Twitter (we're @PopSci) and retweet our This Week in the Future tweet. One of those lucky retweeters will be chosen to receive a custom T-shirt with this week's Baarbarian illustration on it, thus making the winner the envy of their friends, coworkers and everyone else with eyes. (Those who would rather not leave things to chance and just pony up some cash for the t-shirt can do that here.) The stories pictured herein:

And don't forget to check out our other favorite stories of the week:

THE FUTURE OF FUN

The Goods: February 2012's Hottest Gadgets

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Wi-Spi Helicopter Claire Benoist
An Android speaker dock, a radiator booster, an RC spy-copter, and much more

Every month we search far and wide to bring you a dozen of the best new ideas in gear. These gadgets are the first, the best and the latest. Check out the gallery below to get the first look at what consumer technology has brought us this month.


Click to launch our guide to this February's best gadgets.

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