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Why Do Children Think Covering Their Eyes Makes Them Invisible?

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Peekaboo I see you. doctorlizardo via Flickr
Young children nearly universally seem to think that closing or covering their eyes makes them invisible to others. Cambridge researchers are finding out why.

Anyone who has ever engaged in a round of peekaboo with a child has witnessed an adorable yet somewhat illogical behavior that is nearly universally shared among children: the attempt to hide from view by simply closing their eyes. This is cute and all, but it's also baffling. Why do children think they can render themselves invisible? And why have nearly all young children come to this same irrational conclusion?

Researchers at the University of Cambridge have turned their attentions to this mystery by performing a variety of simple tests on groups of 3 and 4-year-old children. The researchers first placed the children in eye masks and asked them whether they could be seen by the researchers, as well as whether the researchers could see other adults if those adults were wearing eye masks. Nearly all the children felt that they were obscured from view as long as their eyes were masked, and most of them also thought the eye masks shielded the adults from view as well.

Next, they questioned a second group of children wearing one of two different sets of goggles. The first set of goggles were blacked out completely. The second set were one-way-mirrored, meaning the children's eyes were obscured from view but the children could see out of the goggles. This exercise may have suffered somewhat from faulty experiment design, as most of the children wearing the mirrored goggles didn't properly grasp the idea that while they could see out of the goggles, their own eyes were obscured from view. But of those who did get it all thought they were hidden from view regardless of whether they were wearing blacked out goggles or the mirrored pair.

None of this makes a ton of sense really, but keep in mind that these are children. They eat snot sometimes. And however nonsensical it may seem to us brilliant adults, at least they are being consistent. When their eyes are covered up, they feel invisible. But there's a twist here. When pressed on exactly what their invisibility meant, the children in both of the aforementioned phases of the study admitted that, okay, their bodies were still visible when their eyes were covered. It was their "self" that was hidden, or at least that is the implication; children seem to draw a distinction between body and "self" and the self seems to be universally described as living in the eyes in some sense--unless the eyes of two people meet, they cannot actually perceive each other.

In yet another study this conclusion seems to be borne out. The researchers looked directly at the child subjects while the children averted their eyes. Then they did it the other way around, with child looking on and researcher averting their gazes. In both instances, the children largely felt they were not being seen as long as the eyes didn't meet.

Which is crazy, children, but whatever. At least now you know why your toddler won't look at you when you're delivering a scolding. The look-away is the perfect getaway.

[BPS Research Digest via Kottke]




The First Feathers To Retain Heat In Any Weather

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Drenchable Down Brian Klutch
Down that stays warm when wet.

The warmest, lightest jackets and sleeping bags all have one thing in common: down insulation. Down, the soft underlayer of a goose's or duck's feathers, traps body heat when it's dry, but flattens into a soggy mass when it's wet. This year, three companies developed methods of waterproofing the feathers without losing loft.

Down Decor, based in Ohio, provides the fill for the Brooks-Range Mojave, one of the first jackets to feature the treated feathers. Down Decor mists the down with a layer of perfluoroalkyl acrylate, a hydrophobic polymer that forces water to bead up. The company says its insulation absorbs one quarter of the moisture of untreated down and dries five times as quickly.

BROOKS-RANGE MOJAVE

Care: Machine wash
Price: $299

The Test
To measure the water resistance of Down Decor's insulation, we set up a side-by-side test against untreated down. We poured a half cup of water into jars with a quarter cup of fill and left both samples to sit for five minutes. We then removed the fill and timed how long it took each sample to dry naturally.

The Results
When removed, the Down Decor fill retained only a couple of drops of water; the untreated down held on to about 5 milliliters. The Down Decor fill dried within an hour and lost none of its loft, while the sticky, wet blob of untreated down took a full weekend to dry completely.



How Designers Plan To Create 'The Route 66 Of The Future'

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Dynamic Paint Studio Roosegaarde & Heijmans
Roads that light themselves, paint that warns you about icy conditions, and more from the zany Dutch design lab Studio Roosegaarde

The folks behind the Dutch design lab Studio Roosegaarde have come up with some outrageous ideas (a vanishing cocktail dress! A sustainable dance floor!). So you know when they partner with a construction company to conceptualize The Future Of The Highway, as they did at Dutch Design Week recently, it's going to be good. Also: weird.

But not so weird that their vision won't be realized. In mid-2013, some of the earliest concepts will be implemented on a stretch of road in Holland, then later, if all goes well, on blacktop across the rest of Europe.

Those concepts include: glow-in-the-dark roads, asphalt paint that transforms in response to road conditions, and lanes that double as electric car chargers.

Why redesign highways? "By focusing on highways instead of cars, we're innovating the Dutch landscape to make 'smart driving' possible for everyone (instead of those that can afford the latest cars)," Studio Roosegaarde's Emina Sendijarevic says over email. And if it all works out, it could be more than just a cool way to show off the road-building gadgets we have at our disposal. "It's about safety, creating awareness but also making roads energy-neutral in terms of lighting," says Studio Roosegaarde founder Daan Roosegaarde, "and most of all: creating the experience of an icon, the Route 66 of the future."

Herewith are the key features of that "Route 66 of the future":

DYNAMIC PAINT

This is a paint that becomes visible to drivers based on certain "contexts," explains Sendijarevic. When it gets icy out, white icons of snowflakes can show up on the road to warn people about the hazard, or another icon might give a heads up about an accident down the way. It's already been in use for 30 years--bathmats that change color when they're too hot for babies is one of Sendijarevic's examples--but it was "the implementation that was lacking."

SMARTER HIGHWAY LIGHTS

What if we could save power on highway lights by using them less, but also using them better? That's a big part of the project. Glow-in-the-dark portions of the highway could charge during the day, then light up at night, saving energy. The team also wants to turn off lights when cars aren't around, Sendijarevic says, or even use lights that "follow the car, chaperoning them home safely." Some of the power this would require could be snagged by cars producing wind as they zoom by, ideally putting a buzzing, traffic-fueled ecosystem in homeostasis.

CAR CHARGER LANES

One of the most out-there (and also most interesting) ideas of the project is creating what's, more or less, a gigantic car charger. (Literally. Something that charges your car.) A certain lane, called the "‘Induction Priority Lane," would use magnetic fields under the lane to charge an electric car, "the same as charging your electric toothbrush," Sendijarevic says.

Prototypes of the dynamic paint and glow-in-the-dark road concepts are slated for implementation next year in Oss, North-Brabant, Holland.



Circumnavigating The World To Map The Polluted Skies

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The Soot Surveyor The device picked up high particle levels over the Gulf of Thailand. Courtesy Matevž Lenarčič
Fighting atmospheric soot is one of the easiest ways to combat global warming. A Slovenian pilot has flown around the globe with a prototype to make it even easier.

In the atmosphere, soot traps heat like carbon dioxide does. But unlike CO2, soot stays near its source and falls to Earth in weeks, so it's considered low-hanging fruit in the fight against global warming. The first step to reducing atmospheric soot is to find it, which scientists have been doing since the 1980s with a particle-measuring tool called an aethalometer.

A tube catches outside air and sends it to the instrument's main box, where the air passes through a particle-catching filter. The device shines light of different wavelengths through the filter, and a sensor and processor analyze how the particles block light. This reveals their concentration and their origin: whether they came from fossil fuel burning or wood fires.

Earlier this year, Slovenian pilot Matevž Lenarčič flew around the world with a small aethalometer prototype that Aerosol-a company that makes environmental instruments-might adapt to hitch a ride on commercial flights. Scientists could send such devices on many existing routes, producing the most detailed soot map to date.

AROUND THE WORLD ON 36.8 MPG

To limit emissions while he flew across the globe measuring soot, pilot Matevž Lenarčič tweaked both his flight path and his plane. Flying high reduces drag, but thin air has less oxygen for a combustion engine. So Lenarčič replaced his Pipistrel Virus's stock engine with a turbo one to get enough power at high altitudes (he hit 29,413 feet next to Everest). For endurance while crossing oceans, he added fuel tanks to the wings. Lenarčič averaged 36.8 miles per gallon, about double the typical efficiency of small planes.



A Bloody Seeping Hole In My Foot, And Other Memories From A Field Biologist

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Wet Socks Bad Robert S. Donovan

"When your feet start to bleed - and boy, will they ever - don't panic. The hole that appears to be eating its way into the space between your 4th and 5th toes on your right foot won't go any deeper than a full centimeter (you know this because you stuck your finger inside of it and then measured the extent of the bloody seepage on your pinkie finger… the hole is that wide and deep)."

This and more from our new favorite Tumblr, "Things I Learned as a Field Biologist." Tumblr is having some difficulties today, but if you can get it to work, this is definitely worth a read.



BeerSci: How To Brew A Beer In A Week

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Red White and Blue Brewskis Peddler11
Want to make a homebrew by Election Day? It's possible!

A couple of days ago, one of the PopSci.com edit staff asked me if it was possible to brew a beer in time for election day. That's related to one of the most-often encountered questions I get about homebrewing: How long does it take to make beer? My standard answer is "approximately six weeks," because here at BeerSci we tend to brew styles that benefit from that schedule, and we have a limited amount of space for non-essential equipment such as giant cylinders of CO2.

But it is entirely possible to brew a beer in seven days, provided you 1) know what the hell you are doing and 2) have the necessary equipment, or 3) have a WilliamsWarn Personal Brewery. (If you want to buy one, go here.)

Most of my knowledge on this subject comes from articles in Zymurgy and Brew Your Own, because BeerSci headquarters is an apartment in Brooklyn, NY, and whatever space we have is dedicated to fermenting multiple beers at once rather than kegging. (As an aside, Zymurgy and Brew Your Own are great resources for homebrewers and if you don't have subscriptions, you might want to consider it.) The November/December 2011 issue of Zymurgy has an entire feature article on seven-day brewing.

For those unfamiliar with brewing, the process can be broken down into a few basic steps. 1) Make the wort and pitch the yeast. 2) Ferment. 3) Separate the beer from the sludge of yeast and protein at bottom of fermentation vessel. 4) Carbonate, which can be done either slowly by yeast, or quickly with a tank of carbon dioxide.

The BeerSci typical brewing schedule is: 1) Make wort/pitch yeast, which takes a few hours. 2) Ferment in primary for seven to 10 days. 3) Separate beer from yeast/protein sludge by racking it into a secondary vessel, where it sits for a further 10-14 days to clarify and for the residual yeast cells to mop up any weird off-flavors. 4) Bottle beer and let yeast produce carbonation naturally, which takes another 10-14 days.

Under the right conditions, fermentation can take as little as four days, and not all beers require resting in a secondary, so carbonation through bottle conditioning is the limiting step in the BeerSci process. If you force-carbonate the beer (like how they carbonate soft drinks), you can cut that down the carbonation step to a day or less.

The main issues a brewer must consider when making a seven-day beer is to choose a forgiving beer style -- something with a big flavor so it'll mask any off-flavors the yeast naturally produce during the major fermentation step -- and a yeast strain that flocculates well. Flocculation means that the yeast cells clump together and fall into a sediment cake at the bottom of the brewing vessel, rather than staying suspended in your beer, making the beer hazy and the consumer more prone to the dreaded Homebrew Farts. We came up with an all-American pale ale for election night, but stouts, porters and milds will all fit the bill. Most of the recipes I've seen also have modest original gravities, and that makes sense: no point giving the yeast so much sugar that they can't ferment it all in four days. Stressed yeast means crappy beer.

Speaking of stressed yeast -- when you're looking for a quick fermentation, it's best if you start with a lot of yeast. In normal fermentation schedules, the yeast multiples to optimal levels by itself. But you want this to go fast with as little chance of stressing the poor cells out, so pitch extra. A double dose -- two smack-packs of yeast instead of one, for example -- for a low-gravity beer should be OK. Alternatively, you could either harvest a goodly amount of slurry from a previous batch or make a 1.5 to 2L starter from one pack.

So, what does a brewing schedule look like for one of these beers?
Day 1: Make the wort
Days 2, 3, 4, 5: Ferment
Day 6: Crash-cool the beer (e.g. put it in a bathtub full of salty icewater or put it in the fridge) to flocculate as much yeast and precipitate as much protein as possible. Rack the beer into a new vessel.
Day 7: Rack the beer into a keg (you will have gotten a lot more yeast flocculating overnight), then force-carbonate it. Force-carbonating just means that you force carbon dioxide into the headspace in the keg, where it eventually dissolves into the beer. The carbonation can take as little as a couple of minutes, but best to leave it a few hours. There are ways to do this, and your best bet is to look at videos online or have someone who knows what they're doing to either do it for you, or show you how to do it. You don't want to have your Bipartisan Brew turn into a Bipartisan Bomb.

If you brew this weekend, you will be able to crash, rack and carbonate your beer by next Sunday or Monday, and it will be ready for whatever merry hell the news will deliver on Tuesday evening.

 Recipe: Bipartisan Brew Style: American Pale Ale Type: All Grain Taste: (30.0)  Recipe Specifications -------------------------- Batch Size (fermenter): 5.00 gal    Estimated OG: 1.040 SG Estimated Color: 7.0 SRM Estimated IBU: 25.7 IBUs Brewhouse Efficiency: 70.00 % Est Mash Efficiency: 80.5 % Boil Time: 60 Minutes Ingredients: -------------------------- Amt                   Name                                            7 lbs 4.0 oz      Pale Malt (2 Row) US  8.0 oz                Caramel/Crystal Malt - 80L  4.0 oz                Carapils  0.0 oz                Caramel Malt - 120L  1.00 oz               Cascade [5.50 %] - Boil 60.0 min 0.50 oz               Cascade [5.50 %] - Boil 15.0 min 0.50 tablet       Whirlfloc Tablet (Boil 5.0 mins) 0.50 oz               Cascade [5.50 %] - Aroma Steep 0.0 min  2.0 pkg               American Ale II (Wyeast Labs #1272)  Mash Schedule: Single Infusion, Light Body, Batch Sparge Total Grain Weight: 8 lbs ---------------------------- Name              Description                             Step Temperat Step Time      Mash In           Add 10.00 qt of water at 159.1 F        148.0 F       75 min         Sparge: Batch sparge with 3 steps (0.72gal, 2.26gal, 2.26gal) of 168.0 F water 

------------------------------------------------------------------

Before you run off to start your seven-day batches, I want to throw a question from a BeerSci reader out to the assembled crowds:

My sister is celiac and now cannot enjoy one of her favorite fall beverages: pumpkin ale. Is there a way to replicate that in a commercially bought gluten-free beer? (Note: Telling him or her to homebrew is generally the most direct answer, but we're looking for quickie stop-gaps for now.)

I told him to add pumpkin extract or pumpkin pie flavoring to a glass of beer, but I'm wondering if anyone has good ideas for incorporating actual pumpkin into this endeavor?

Also, due to the timeliness of this week's column, I'm going to hold off on writing about the barley genome until next week. But, unlike so many unfulfilled campaign promises, this promise I will honor.



Mystery Animal Contest: October 26th, 2012

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Mystery Animal: Oct. 26, 2012 BigTallGuy
Guess the species (either common or Linnaean) by tweeting at us--we're @PopSci--and get your name listed right here! Plus eternal glory, obviously. UPDATE: We have a winner!

So, here are the rules: To answer, follow us on Twitter and tweet at us with the hashtag #mysteryanimal. For example:

Hey @PopSci, is the #mysteryanimal a baboon?

And then I might say "if you think that's a baboon, perhaps you are the baboon!" But probably not, because this is a positive environment and all guesses are welcome and also this is not a very common animal so guess whatever you want!

The first person to get it right wins! We'll retweet the answer from @PopSci, and also update this post so your amazing animal knowledge will be permanently etched onto the internet. Show your kids! Your dumb kids who thought that was a baboon!

Update: The winner is...@PSoum, who correctly identified this animal as a bush dog! The bush dog is native to Central and South America, though it's primarily found in Brazil, where it's known, oddly, as cachorro-vinagre, or "vinegar dog." It's a basal species of canid, quite primitive--it was originally found in the fossil record and thought to be extinct--and becoming more and more rare. Its closest relative is the awkward-looking maned wolf.



How To Hack Your Alarm Clock [Gallery]

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An Alarm Clock Lazy Susan for Lazy People, November 1939 If, when you wake up in the morning, your arms are simply too weak to lift your alarm clock from your bedside table and shut it off, wait until you regain your strength and then build this mini-turntable and mount your alarm clock on it. Now you can just lazily swivel it back and forth from the comfort of your bed and never have to exert your atrophying arm muscles again. The turntable is made of two faceplate turnings held together by a wood screw. Be sure to attach a piece of antiskid rug to the bottom so the clock doesn't slide off your nightstand, forcing you to get out of bed. Read the full story in Turntable Base Improves Bedside Alarm Clock
From the Popular Science archives: How to make your alarm clock water your lawn, cook you breakfast, turn on a light and more

Like anyone who's ever seen "Pee-Wee's Big Adventure," I fervently wish I had a Rube Goldberg machine that made me breakfast for an alarm clock. While vintage PopSci doesn't have the exact blueprint for that machine, we did cover an alarm-clock attachment that can remotely turn on any electrical appliance, including a stove--meaning you could wake up to the smell of bacon sizzling. Nom.


Click here to launch the gallery.

If breakfast's not your thing, there are plenty of other tasks you can hack your alarm clock to perform, from watering your lawn to playing music when you wake up. Peruse the archive gallery above for some good ways to put your old alarm clock to use, now that we all use our phones anyway.




GameSci: Want to Dominate The Game? Set Your Morals Aside

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Dishonored Bethesda Softworks LLC
Most people play through a "moral choice" game like BioShock or Fallout making the same decisions they'd make if presented with those choices in real life. But not everyone. Who are these morality-flaunters?

I've spent the week enjoying Dishonored, a Victorian-steampunk fever-dream of a game that came out earlier this month. In it you play Corvo, a bodyguard who's looking for revenge after being framed for a royal murder and kidnapping. So far, it's a lot more fun than I anticipated, in part because of its willingness to bite me in the ass for my choices. You can either carefully sneak by enemies or plunge right into the fray, slicing and dicing past. But if you choose the latter, you later have to confront the downed foes undead-style (a zombifying plague is a main plotpoint) and deal with a "darker" ending. Still, getting through is sometimes a lot faster with a weapon handy. Should I do the moral thing or the strategic thing? Is this even up to me?

I'm not the only one wondering. Scientists have just begun to ask these kinds of questions.

Dishonored isn't the first game to insert a moral choice system into it, but it's a relatively new idea--only in the past decade or so have designers started using the systems regularly. You make a choice--often starkly good or bad ones, although many have started to look at using moral gray areas--then deal with the results. This type of game will actually shift what happens in the story based on what you do in it. It can result in a completely different ending, or even more subtle: Maybe earlier you robbed a bar in a town, so when you come back, the residents give you the cold shoulder.

That's in contrast to most games, where you have a singular goal that fits into a single narrative, and you do everything you can to reach that endpoint. But this particular type of game, instead, forces us to confront our choices and their consequences. Now the science is starting to catch up to that method of game design, and some early research suggests we play with our real-life morals in these situations. But after we've done that, we might look at it and truly see a game, then play it to win.

* * *

Andrew Weaver, an assistant professor at Indiana University who focuses on media psychology, tested that idea. He's interested in decision-making in games because they turn "moral agency" over to the players. Unlike a movie, where you might feel bad or disappointed for a character you identify with who makes an immoral decision, the decisions in a game were made by you. When you make them, you feel guilty.

They felt "guilt for a bunch of pixels on a screen."To learn more about that idea, he sat a series of college students down and had them play the first act of Fallout 3, a post-apocalyptic game from 2008. That's a good choice: In that game, you start as a blank slate, literally from birth, then grow up and start making decisions. What Weaver found was that most people played the game as if it was real life. "People would say things like, 'I felt bad for character x," Weaver says. They weren't interested in injuring or stealing. They felt "guilt for a bunch of pixels on a screen." But how to explain the people who did play in a way we'd term "immorally"? (They might've killed a character in the game so they could benefit financially, for example, or made some other move that benefited themselves to the detriment of others.) Did they have a warped sense of the right thing to do? Nope, Weaver says. Those were the pros. They had experience with the game or similar games, so after already, presumably, making a run with the moral barrier intact, they could play strategically, making decisions that would make for a character objectively stronger, even if that raised the body count.

It's more complicated than a decision between an evil action and an angelic one, though. Some decisions include multiple factors. For example: An authority figure in the game might ask you to do something you felt was wrong. A player who valued authority over justice--determined by a survey done before they were sat down with the game--might submit to the pressure and listen to the order. But that didn't factor in the same way for people with in some ways a more typical goal: just beating the game. That doesn't make them bad people, just good players.

You don't have to think hard to refute that idea. What about Grand Theft Auto? What about Call of Duty? Who on Earth doesn't pick up those games just to cause mayhem? But Weaver argues those games don't offer you a real choice. You make "decisions" in lots of games--shoot this guy over here first, or this one?--but moral-choice games force you to take a good, hard look at what those decisions mean. In early games, Weaver says, designers might implement a naughty/nice bar that changed based on what you did, but that's not the same as changing the narrative of the game based on your choices. "It's not a moral decision so much as a technical decision to move the gauge," Weaver says.

So it goes with Grand Theft Auto. Take the violence in GTA (as plenty of media sources already have). The game is objective-driven--the idea is to complete a task, or mission, in an allotted time. The people aren't "real" people that the player has to make a choice about how to deal with; they're obstacles blocking a path to victory. That's if you choose to play that series by just completing the tasks and moving through the linear narrative. Of course, hardly anyone does that; GTA encourages you to go explore. Why isn't that a moral game, then?

Because GTA trades in so-called "sandbox"-style play--you're free to roam around and do whatever you want, but there aren't really consequences to your actions. If you decide to get a sniper rifle, head up to a rooftop, and pick off pedestrians until the army brings in tanks to take you down, you'll eventually die and start over. But you start over pretty much where you left off; it's not as if you now have to deal with the notoriety of being the Sniper of San Andreas for the rest of the game. And that simple fact is largely why there's so much violence in sandbox games like that. The option is there, and since it's devoid of consequences in the game, gamers push the boundaries, do whatever they want. Drive a car into a school! Who cares! It's more curiosity than anything malicious.

The same goes for the narrative in a lot of blockbuster first-person shooters: The characters are in your way, and to get to the finish line, you remove them. There's nothing wrong with that design-wise; it just provokes a different kind of play, where moral choices are largely irrelevant. The interesting thing is that gamers familiar with the structure of a moral-choice game, who have played it for awhile and are comfortable with its ins and outs, might begin to treat it as if it was an objective-based game. You case the joint, basically, and can concentrate on the more videogamey goal of simply winning.

* * *

What to pull away from this? People who make immoral decisions aren't doing because they're evil, or want to put on their super-villain costume for a few hours. That's one of the big things to understand, Weaver says. For the most part, we don't inhabit some virtual fantasy land when we play games. We understand it's a game, sure, but our morality is tough to override the first go-around. Given some time in the virtual world, however, maybe that changes.

As for Dishonored, I was more than content to make my way through violently at first. Why not? But when a loading screen informed me that there were consequences to my actions, I thought twice. I'm still not sure if it's because I felt bad, or was scared of the consequences if the game caught me with my hand in the moral cookie jar. But that's the essence of morality, right? Do we behave morally because we are compelled to as humans, or just because we fear punishment? Finally, games can tap into that element of humanity.



Hurricane Sandy, The "Bride Of Frankenstorm," From Above

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Hurricane Sandy Click here to see this scary storm even larger! NASA GOES Project

Hurricane Sandy, nicknamed "Bride of Frankenstorm" because it's almost Halloween and because meteorologists are just the worst pun-makers ever, was photographed by NASA's TRIMM satellite while centered over the Bahamas this morning. It's due to hit the American southeast soon and then head northward, losing some speed along the way but remaining a pretty awful storm. Read more about it here.



Google Maps The Grand Canyon And Other Amazing Photos From This Week

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Google At The Grand Canyon Google is bringing its street-view empire to the Grand Canyon. The cameras aren't the coolest, but seeing a panoramic of the Grand Canyon from anywhere? Awesome. Google via BuzzFeed FWD
Including a pepper-spraying iPhone, an illustrated guide to eating a Triceratops, and more


Click here to enter the gallery



This Week In The Future: Turn On And Tune Out With Robots, Dinosaurs, And Puppies

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This Week In The Future, October 22-26, 2012 Baarbarian
In the future, a strange entertainment cube will cause us to hallucinate yawning puppies and T-rexes. (The tightrope-walking robots on TV will be real, though.)

Want to win this dreamy 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 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:



With Gap In Satellite Funding, The Next Sandy Could Come With No Advance Warning

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Political fuss about satellite funding means that the U.S. may soon be without weather prediction capability.

As Hurricane Sandy approached over the weekend, we were all glued to our media sources, watching satellite maps, minute-by-minute updated predictions of where and how hard she will strike, and protocols for survival.

But what if we hadn't known a storm was coming? The next one might take us by surprise.



How Hurricane Sandy Could Influence The Outcome Of The Presidential Election

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President Obama Discusses Hurricane Sandy With FEMA Officials Courtesy White House / Pete Souza

Will Hurricane Sandy's impact be felt in the November elections? Research shows that incumbent parties tend to not do well in states that face extreme weather. A 2004 Vanderbilt study revealed that Al Gore lost a whopping 2.8 million votes in states that received excessive rain (or drought). So yes, Hurricane Sandy could affect President Obama's chances at the polls. But while Obama can't control the weather, he can control how deftly he responds to it which, in turn, could sway voters in his favor. Read more here.



Archive Gallery: A Century of Weather Control

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May 1990
Fighting hail with chemicals, combatting tornadoes with computers, and other weather-battling techniques from the PopSci archive

Ever since we left prayers to the rain gods behind, we've been looking to science to solve our weather dilemmas. Not just to discover where a storm will hit, but how to stop it from hitting at all.


Click here to enter the gallery

Through the past century, Popular Science has been trying to forecast what the future of weather will look like, and how to stop a weather disaster. Click the gallery to see plans for weather-reporting radios, chemical warfare against clouds, and a lot more.

This article originally appeared on PopSci.com in July.




The Dictionary of Hurricane Sandy: Spring Tide

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Hey Moon: Stop Helping Hurricanes! NASA/Kennedy
A lot of meteorological terms will be thrown around for the next few days. We're here to define them so you can understand what's going on. Welcome to the Dictionary of Hurricane Sandy.

Spring tide [ˈsprɪŋ ˈtaɪd]
Most coastlines on Earth experience two low tides and two high tides every day, as the enormous mass of water is tugged upon by the gravity of the orbiting moon and sloshes in and out on its 12-hour cycle.

Tides vary on a monthly cycle as well; the tide rises highest when the moon is full or new. Is that because the moon has more mass when it's full? No, it only looks that way. Spring tide, as the highest part of the monthly tidal cycle is called, happens when the moon and the sun are pulling together. When the moon is full (or new) its gravitational pull is aligned with that of the sun, giving the water an extra tug. During a half-moon, the difference between high tide and low tide is least; this is called neap tide.

Hurricane Sandy happens to be hitting during a full moon and the resulting spring tide. So the water is already about 20 percent higher than average because of the moon. As the storm whips up violent waves, the danger and extent of flooding is increased accordingly. Good luck out there!

Read more entries from the Dictionary of Hurricane Sandy here.



The Dictionary Of Hurricane Sandy: Baroclinic Energy

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Hurricane Sandy: 10:16 a.m. Monday Wunderground.com
A lot of meteorological terms will be thrown around for the next few days. We're here to define them so you can understand what's going on. Welcome to the Dictionary of Hurricane Sandy.


Baroclinic Energy

Noun. Pronunciation: [bar-uh-klin-ik]

One of the most striking features of Sandy is its source of energy. Most tropical cyclones get their energy from convection of warm tropical air up through the core of the storm to the upper atmosphere, as the storm moves across the warm waters of the Atlantic or Caribbean. Most storms are at their strongest when they are out to sea over warm water and lose energy once they come ashore.

Sandy is a bit different. With a sustained windspeed of 90 miles per hour, Sandy is a Category One [see below] hurricane, but that's deceptive. Sandy is actually getting stronger as she moves inland, thanks to something called baroclinic energy.

Baroclinity is, at its most basic, the potential energy between two fluids with different temperatures and densities. When you get that kind of mismatch, the two systems try to mix together and all that potential energy is turned into motion--in this case, wind. "The trough of low pressure that will be sucking in Sandy to the northwest towards landfall will strengthen the storm by injecting 'baroclinic' energy--the energy one can derive from the atmosphere when warm and cold air masses lie in close proximity to each other," says Wunderground's Jeff Masters. What you have right now is a jet stream hovering over the Rust Belt that is really damned cold. Sandy is warm. As the two systems interact, with the hurricane moving west over cooler water, Sandy, unlike most tropical cyclones, will intensify.

One way to track that intensification is to watch Sandy's central pressure. On Sunday, it was 953mb. At 11 a.m. today, it had dropped to 943mb. That's the strongest hurricane to threaten the US north of Cape Hatteras and is a typical central pressure for Category Two or Three hurricanes. You can thank the jet stream for that record.



To Stop A Hurricane, Shoot It Full Of Dry Ice?

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From the PopSci archives, an audacious plot to knock out hurricanes

What's crazier than a Frankenstorm on Halloween? This U.S. Weather Bureau plan from 1956 to steer away hurricanes by seeding them with dry ice. Weather scientists hoped that shooting pellets of solid carbon dioxide into a storm's clouds would unbalance it enough to send it off course (and hopefully not just make it angry.)

This June 1956 Popular Science article admitted that even the researchers behind the scheme thought it was somewhat brazen. But, as one unnamed specialist said, "Hurricane control is such an important subject that we cannot afford to overlook any possibilities."

During the 1960s, the U.S. government explored releasing both dry ice and silver iodide into storm clouds, but the experiments were inconclusive. In 1983, Project Stormfury was shut down.

Read on for more from "Can We Steer Away Hurricanes?"

First, you sprinkle cherry-sized pellets of dry ice on a cloud - it must be a super-cooled cloud, its temperature below freezing. The dry ice immediately produces tiny ice crystals. Each crystal becomes a nucleus around which more moisture from the cloud freezes. This forms snowflakes of rapidly increasing size, which fall through the cloud. When the snowflakes reach warmer altitudes they melt into rain.

Read the full story in our June 1956 issue.

The Dictionary of Hurricane Sandy: Storm Surge

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Storm Surge Versus Storm Tide NOAA
A lot of meteorological terms will be thrown around for the next few days. We're here to define them so you can understand what's going on. Welcome to the Dictionary of Hurricane Sandy.

Storm Surge [ˈstȯrm ˈsərj]
During a hurricane, a storm surge is usually the greatest threat to life and property. The disaster associated with Hurricane Katrina, as most will recall, was pretty much all derived either directly or indirectly from the storm surge. And while most people probably have a pretty good idea of what storm surge is, there is some nuance here that is worth noting.

Storm surge by definition is the atypical rise of water generated by a storm that is not attributable to astronomical tides (the combined effect of storm surge and water level rise caused by the tide is known as "storm tide"). Surge is mostly attributable to the storm's cyclonically rotating winds driving water toward the shore rather than by air pressure (that's a common misconception), though pressure does play a small contributing role. Storm surge is also notoriously difficult to predict. It is extremely sensitive to small changes in the storm's intensity and is influenced by a number of external factors as well. Among them: the width and slope of the continental shelf near coastlines, and other characteristics of coastal areas, like the shapes of inland waterways, bays, or estuaries.

In the case of Hurricane Sandy, what we're particularly worried about is the storm tide--the rise in water levels caused by the combined effects of storm surge and the astronomical tides, whose timing couldn't be worse (see our entry on spring tide). Most people will refer to this combined effect simply as the storm surge rather than the storm tide, and that's fine; in casual, non-scientific usage, "storm surge" has come to represent all the water that comes ashore during a storm (including freshwater flooding), and really that's what we're concerned about regardless of what astronomical, geographical, or meteorological catalysts caused the water to come inland. But now you know the difference.

Read more entries from the Dictionary of Hurricane Sandy here.



Here's Everything Google Announced At Today's Android Event

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Google Nexus Family Google
East Coast: Hurricane. West Coast: A whole bunch of new gadgets, including a new Nexus tablet and smartphone. Enjoy it, you dirty Californians.

While we in New York cower behind cans of overpriced and underflavored Amy's Soup, those spoiled techies out in Mountain View, California--the location of Google headquarters--announced a whole mess of new Android stuff today. Here's what you need to know.

Android 4.2 (Jelly Bean): Android 4.2 is not that big of a deal, especially compared with the last version, Ice Cream Sandwich Android 4.1, which brought Google Now (an honest-to-god revolution) and Project Butter (a huge improvement in regular use of Android phones). Android 4.2 has: Miracast, which does basically the same thing as Apple's AirPlay. It'll require a box or a new kind of smart TV to work, though LG says all of its future smart TVs will have it (and LG's TVs are quite good). The new Android also has a screensaver mode, which, fine, whatever, and multiple user support so all members of a household can use the same tablet while keeping their apps and settings and stuff. And there's a panorama mode called Photo Sphere, which lets you take a complete spherical view of your surroundings. That'll actually make for some pretty cool photos, I think.

Oh, and Google Now is better! It'll now reach into your Gmail--I know, I know, creepy, but Google Now always straddled that line between creepy and useful--for stuff like flight and hotel information.

Nexus 10: Made by Samsung, start to finish, the Nexus 10 is the first 10-inch tablet with the Nexus name. "Nexus," remember, denotes an Android product not made by Google but made under very close supervision--the idea is that this is the pure vision of Android, from its makers. This is what Google thinks an Android tablet should be, along with the smaller Nexus 7. It's hardware is undeniably great; a higher pixel density than even the iPad 3's "Retina Display," 2GB of memory (that'll help it run tons of apps at once), a quad-core 1.7GHz processor, and a lighter body than the iPad 3, at 1.33 pounds to the iPad's 1.44. And it's $100 cheaper than the iPad, starting at $400 for the 16GB and $500 for the 32GB. (There's no LTE model yet, and no 64GB model.)

Of course, what really matters with tablets isn't hardware, but software, and Android tablets have never quite figured out how to cajole developers into making lots of quality apps fit for the larger screen. Hopefully Google gets that process going!

Nexus 4: The new Nexus smartphone, this one made, for the first time, by LG. Good news first: super-dense 4.7-inch screen (good, I mean, for folks with Dikembe Mutombo-sized hands), fast quad-core processor, 2GB memory, Miracast support, wireless charging. Cool!

Now the bad news: The Nexus 4 is, right now, a T-Mobile exclusive in the US. It's only available in 8GB and 16GB sizes, and doesn't support superfast 4G LTE, because the T-Mobile network doesn't super superfast 4G LTE. That...kind of sucks.



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