Category: The News From Around The World

Zach Galifianakis Recreates National’s Documentary for ‘Funny or Die’

Zach Galifianakis Recreates National's Documentary for 'Funny or Die'

The National‘s Mistaken for Strangers turned out to be less of a traditional rockumentary than a fascinating portrait of two brothers who couldn’t be less alike. Now, Zach Galifianakis has his heart set on turning the story of brothers Matt and Tom Berninger into an intense, emotionally harrowing theatrical production, as chronicled in this excellent new Funny or Die clip.

Kindness of ‘Strangers’: 6 Things We Learned From the National Doc

Galifianakis — burnt out by his turn in the off-Broadway production of Shrek and in search of a role with more depth — stars as National frontman Matt Berninger’s younger brother Tom. In the clip, Tom was hired as a roadie, but brought along a camera on his own accord to document an experience that turned out to be way less boozy and wild than he expected. As for the role of the comparatively staid Matt Berninger, Galifianakis tapped none other than his Bored to Death co-star, Ted Danson.

The clip finds both Galifianakis and Danson channeling their rawest, realest emotions in their attempt to recreate this tale of brotherly strife and redemption. They do, however, get some help from the real Berninger bros, who walk the actors through the film’s climactic scene where Matt climbs through the audience and Tom guides his microphone cable. Still, it looks like Galifianakis and Danson’s performances will be fueled by their own brewing tension, which culminates in the latter knocking over a portable wardrobe and storming off in a huff, saying, “I’ll talk to you tomorrow.” To which Galifianakis aptly responds, “Ok. Cheers.”

The real Mistaken for Strangers is now available to watch on iTunes and via the film’s website, and comes complete with over 55 minutes of bonus features.

As for Galifianakis, the comedian has been quite busy this year: Not only is he working on a new pilot for FX with Louis C.K., but he recently choreographed Kevin Drew and Feist in the video for “You in Your Were,” and even got to interview President Barack Obama on a special episode of Between Two Ferns back in March.

via rollingstone.com

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Senator: Climate Change is Fake Because Mars is Warming Too

Senator: Climate Change is Fake Because Mars is Warming Too

Earlier this month, Kentucky State Senator Brandon Smith (R-Hazard) argued that climate change on Earth is impossible because Mars is warming up and “we all agree” that Mars and Earth have “exactly the same temperature.” Except “we” don’t. Because the planets don’t. And did we mention this Senator has vested financial interest in preventing EPA carbon emissions regulations? Shouldn’t we demand more from lawmakers besides the pseudoscience and falsities spewed without transparency?

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Virtual Bummer

Can’t Picture a World Devastated by Climate Change? These Games Will Do it for You

A woman peers through goggles embedded in a large black helmet. Forest sounds emanate from various corners of the room: a bird chirping here, a breeze whispering there. She moves slowly around the room. On the wall, a flat digital forest is projected so observers can get a rough idea of her surroundings, but in her mind’s eye, this undergrad is no longer pacing a small, cramped room in a university lab. Thanks to that black helmet, she’s walking through the woods.

In a minute, she’s handed a joystick that looks and vibrates like a chainsaw, and she’s asked to cut down a tree. As she completes the task, she feels the same sort of resistance she might feel if she were cutting down a real tree. When she leaves this forest, and re-enters the “real” world, her paper consumption will drop by 20 percent and she will show a measurable preference for recycled paper products. Those effects will continue into the next few weeks and researchers hypothesize it will be a fairly permanent shift. By comparison, students who watch a video about deforestation or read an article on the subject will show heightened awareness of paper waste through that day—but they will return to their baseline behavior by the end of the week.

The tree-cutting study is one of many that Stanford University has conducted in its Virtual Human Interaction Lab over the last several years in an attempt to figure out the extent to which a simulated experience can affect behavior. And it’s part of a growing body of research that suggests virtual experiences may offer a powerful catalyst for otherwise apathetic groups to begin caring about issues and taking action, including on climate change. That’s important because while time spent in nature has been proven to be quite beneficial to human health, whether or not humans repay the favor tends to rely on the type of nature experiences they have in their youth. In a 2009 study published in the journal PLoS ONE, researchers from the University of Pretoria in South Africa found that while people who spent time hiking and backpacking were more willing to support conservation efforts a decade or more later, those who had visited national parks or spent time fishing as kids were actually less inclined to do anything to support the environment. An earlier (2006) study on the relationship between nature experiences and environmentalism found that while those who had spent their youth in “wild” nature, defined as hiking or playing in the woods, were more likely to be environmentalists as adults, those who had been exposed to “domesticated” nature—defined as visits to parks, picking flowers, planting seeds, or tending to gardens—were not. Given the unlikelihood of every child having a “wild” nature experience, researchers are on the hunt for other ways to cultivate environmentally responsible behavior.

A screen shot of the virtual reality environment used in the tree-cutting study at Stanford University. (Image: Virtual Human Interaction Lab/Stanford University)

A screen shot of the virtual reality environment used in the tree-cutting study at Stanford University. (Image: Virtual Human Interaction Lab/Stanford University)

A screen shot of the virtual reality environment used in the tree-cutting study at Stanford University. (Image: Virtual Human Interaction Lab/Stanford University)

The latest work with virtual reality builds upon roughly half a century of behavioral studies that indicate humans’ willingness to shift behavior is directly correlated to our sense of control.

Climate change, like many large-scale environmental issues, is a problem over which few people feel they have a direct impact—for better or worse. As researchers Sun Joo (Grace) Ahn and Jeremy Bailenson wrote in a forthcoming paper in the journal Computers and Human Behavior, individual actions taken at a micro-scale, like failing to recycle paper or support certain policies, can contribute over time to negative environmental consequences, like deforestation, which in turn affects climate trends over many years. But the long time frames and vast scale create a dangerous disconnect. While 97 percent of peer-reviewed scientific research points to human activities as a primary contributor to climate change, only half of Americans see the link.

Proponents of virtual reality think it could help drive home the impacts of climate change and make people feel empowered to do something about it. “When individuals feel that their behaviors directly influence the well-being of the environment, they are more likely to be concerned about and actively care for the environment,” Ahn and Bailenson wrote.

Bailenson, a cognitive psychologist and founding director of Stanford’s Virtual Human Interaction Lab, sees particular value in virtual reality related to climate change because it allows for a combination of real experience with boundless possibilities: The brain treats the virtual experience as real but, at the same time, knows that anything is possible in the simulation.

“One can viscerally experience disparate futures and get firsthand experience about the consequences of human behavior,” Bailenson said.

Teacher Tech

Researchers working on both virtual and augmented reality—in which mobile apps on either smartphones or tablets overlay information on reality—are increasingly experimenting with these technologies as learning tools. Multiple universities, including Stanford, Harvard, and MIT, are piloting the use of these augmented and virtual reality in middle and high schools. And museums, which enjoy more flexibility, operating outside the realm of curricula requirements and test scores, have wholeheartedly embraced the idea. Science museums and zoos on both coasts are using the technology in exhibits and deploying augmented reality apps that visitors can use on their phones or on museum-issue mobile devices to learn more about what they’re seeing.

“Understanding complicated issues like climate change requires a shift in perspective in terms of how you’re willing to see the problem,” said Amy Kamarainen, co-director of Harvard’s EcoMOBILE and EcoMUVE projects. “We’re trying to do that by immersing kids in environments that have elements similar to real-world systems but are somewhat simplified to meet kids where they are. We put them in complex worlds but give them the tools to be able to unpack what’s happening.”

EcoMUVE, a multi-user, desktop computer-based virtual environment that features a simulated pond ecosystem, was developed by Harvard University to teach students basic biological processes like photosynthesis and decomposition as well as systems thinking about complex environmental issues. The Harvard team recently launched EcoMOBILE, a corresponding augmented reality app, which enables students to take the EcoMUVE experience with them, collect data out in the field, and “see” what’s going on below the surface and what happened in an ecosystem in the past. EcoMUVE was initially piloted in schools in Massachusetts and New York, but is now available for download by any school, and is being used across the United States and in other countries as well, including India and Mexico. EcoMOBIL is currently being piloted at schools in Massachusetts and New York.

A handful of Massachusetts high schools have also piloted an MIT-developed augmented reality app called Time Lapse 2100, which requires users to set various policies that would affect the environment and then shows them what would happen if those policies were enacted. This fall, Bay Area schools will be pilot-testing Stanford’s Coral Reef, a virtual reality game in which participants become a piece of coral in a reef affected by ocean acidification. All three universities are also working with museums and science learning centers to deploy their technology in learning experiences.

“I was initially not sold on the idea of augmented reality,” said cognitive scientist Tina Grotzer, a professor in Harvard’s graduate school of education and the co-principal investigator for both the EcoMUVE and EcoMobile projects. Grotzer spent several years as a teacher herself before heading to Harvard to research how kids learn, particularly how they learn science. Grotzer said it was the technology’s potential to drive home environmental science lessons that won her over. “With physics, you can do an experiment, and kids can see instantly what you’re talking about. With environmental science, we tried to do a decomposition experiment, but you set the experiment up and then 12 weeks later something happens. By then the kids have completely lost interest.”

That’s because it’s difficult for kids to grasp anything that they cannot immediately see, Grotzer explained. Augmented reality enables teachers to extend that vision, or what scholars call an attentional frame, and make the unseen more tangible. For example, teachers take kids to a nearby pond and use EcoMOBILE to show them how the town dumped garbage there 60 years ago and nearly filled in what is today a pristine, natural pond. The app shows them how plants around the pond are turning sunlight into energy and reveals what microscopic pond life is doing under the water’s surface. It also walks them through the real-world collection of water samples, which it helps them to analyze.

“I’ve tagged along on these field trips and have seen how the technology actually immerses them more in the surroundings, rather than distracting them,” Grotzer said. Students use smartphones to take photographs and notes, documenting what they’re seeing: the clarity of the pond water, the weather, descriptions of their samples, different species of bugs and birds. And they can learn at their own pace too. “On a regular field trip, if a student had a question they’d have to leave that moment that spurred the question and go ask the teacher,” Grotzer said. “The teacher would be facilitating the needs of 30 kids. This way they can find the answer themselves and stay in the moment, stay engaged with what they’re looking at.”

In Stanford’s Coral Reef students embody a tall piece of purple coral off the coast of Italy, near Ischia. Over the course of a 14-minute lesson, they are taken through the experience of being coral in a body of water affected by ocean acidification. At first, the surrounding ocean is filled with an abundance of sea life. Waves around the reef are simulated by floor vibrations and ocean sounds. A lab technician periodically touches the participant with a stick in synchronized motions to coincide with what he sees as a fishing net hitting the reef. Then acidification sets in. Sea life begins to die off all around. The reef begins to lose its color, as does the piece of coral the participant has embodied.

Bailenson and his team have tested the simulation with college students and shown that it resulted in students caring more about what is happening to coral reefs. The team followed those participants over weeks, compared them with a group that had simply watched a video about how ocean acidification affects coral reefs, and found the change in attitude catalyzed by the virtual reality experience lasted longer than any shifts stirred by the video.

Smartphones for All

Whether schools opt for an augmented reality tablet app that leads students around the schoolyard pointing out, say, the the biological process at work in the compost pile, or a landscape-based smartphone app (like EcoMOBILE or Time Lapse 2100) for use on a field trip, or a desktop experience (like EcoMUVE) that can be used in the school’s computer lab they face steep tab for both hardware and software. Hardware for virtual reality simulations remains cost prohibitive for most schools, although costs are coming down: virtual headsets like the Oculus Rift now cost consumers $350. A school could potentially purchase a few headsets for a multiuser virtual reality game that four students could play at a time while the rest of the class engages with an augmented reality component on desktops nearby.

Still, despite an increasing variety of options and declining prices, schools looking to put these technologies to use in the classroom face a number of challenges.

If virtual and augmented reality are to have a measurable impact on how future generations understand and approach climate change, access across all socioeconomic classes will be key. Kamarainen said that in some higher-income school districts students could use their own devices.

In many school districts around the country, however, the majority of students do not have smartphones. Mobile phone company Kajeet has begun to address this issue by offering schools data packages that provide WiFi with school-managed filtering so they can set time limits for usage, enabling kids to take home school-provided tablets for only school-related work.

In the schools where Kamarainen works, Harvard provides smartphones to students for use on field trips and pays for Kajeet’s WiFi and data service (two to three cents per megabyte per device). The Harvard apps work on both smartphones and tablets, so it’s feasible that any of the thousands of U.S. schools that have either purchased or been awarded tablets over the past two years could sign up with Kajeet to enable the use of these apps on and off campus. Industry analysts estimate that U.S. schools will purchase an additional 3.5 million tablets by the end of 2014, and multiple companies, including Intel, AT&T, Fox, and Qualcomm have launched nonprofit initiatives to dole out tablets in schools.

The Principal’s Office

Even if companies like Kajeet succeed in making hardware more affordable for schools, virtual and augmented reality developers still face a long road to see their programs widely adopted in education. Logistical challenges include securing funding for pilot tests, budgeting funds to purchase new technology, training staff, and winning buy-in from parents, teachers, and administrators.

“There are clashes all the time between the reality of what goes on in a classroom and what researchers would like to see happen in a classroom,” said Paul Olson, an outreach specialist at the Games Learning Society, or GLS, at the University of Wisconsin at Madison, who taught seventh grade for more than three decades. He said that a lot of his time these days is spent explaining to researchers what life is like “in the trenches” and encouraging teachers to experiment with GLS games to motivate those students who “really don’t respond to a lecture or a chapter in a book but are all over programming something.”

This is where museums incorporating these technologies might fill some gaps. “A museum has the freedom to step outside the rigid guidelines and requirements that schools are held to,” said Dan Wempa, vice president of external affairs for the New York Hall of Science in Queens, which sees roughly 1,200 students per day on field trips during the school year. The museum’s latest exhibit Connected Worlds, created with input from Kamarainen, will immerse visitors in a digital, interactive world that shows how their actions affect the environment. In one part of the exhibit, visitors add water to the environment and a plant flourishes. In another, they add too much and cause flooding. Taken together, the exhibit puts nature into fast forward to help students see how their individual and communal actions hurt or sustain plant and animal life, clean water, and fresh air.

“Students have a germ of knowing that water is important, but they say ‘I didn’t realize that it’s THAT important, and I didn’t realize that what I do over here affects someone way over there,’” Wempa said.

The PTA

“I’m not keen on my kids being immersed in this type of technology,” said Megy Karydes, a marketing consultant and mother of two (ages 7 and 9) in Chicago. “We very much limit our kids’ electronics exposure because I don’t want them addicted. On the other hand, I realize they need to be aware of what’s going on in the world too. I balance it, but if I had to err on the side of caution, I’d rather we go hiking than have them staring at a screen.”

Karydes’ concerns are common among parents. “There are two ways that parents tend to look at these games,” said Eric Klopfer, who directs MIT’s Scheller Teacher Education Program, developed Time Lapse 2100, and has been researching the use of augmented reality in education since 2009. “One is, ‘Great. My kid is outside, but he still has the phone in his hand,’ and the other is that the mobile device and the game are actually getting their kid outside.”

Kamarainen and Grotzer have also heard parental concerns about technology interrupting kids’ experience of nature, and they have worked hard to design games that they feel complement a relationship with nature rather than detract from it.

The EcoMOBILE pilot has included around 1,000 students so far, and Kamarainen said they consistently talk about how the augmented reality piece helps them to see things going on in their communities that they never paid attention to before. “They say this helps open their eyes about the environment that’s around them,” Kamarainen said. “They’re more aware and conscious of it, and they’re paying closer attention to the natural world.”

Ultimately, proponents say that these games not only complement and improve students’ relationship with nature but also teach them how to think systematically and to see their own roles in harming or improving their world.

“The younger kids say, ‘I get to create a world!’” Wempa said, “and the older kids say, ‘I like this because it felt like I was in control and, as a kid, I’m never in control of anything.’ That carries over. They understand that actions have consequences and that they can affect outcomes.”

via smithsonianmag.com

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Best selfie ever? Buzz Aldrin thinks so.

Second on the moon but the first selfie in space! Buzz Aldrin tweets photo of him in front of stunning backdrop of Earth taken three years before Apollo 11 mission

He may have lost out on being the first man to step foot on the moon… but Buzz Aldrin was the first to take a selfie in space.

Two days before the 45th anniversary of his and Neil Armstrong’s groundbreaking foray onto the moon’s dusty lunar surface on July 20, 1969, Aldrin tweeted perhaps one of the best selfies ever.

‘Did you know I took the first space selfie during Gemini 12 mission in 1966? BEST SELFIE EVER,’ he wrote alongside the unique photo.

Best selfie ever? Buzz Aldrin took the first ever space selfie in 1966

Best selfie ever? Buzz Aldrin took the first ever space selfie in 1966

There is a stunning glimpse of planet earth viewed from space in the background.

Talking about the 1966 photo, the 84-year-old said in an interview with CNN: ‘I didn’t realise I was pioneering the selfie.’

Aldrin began his career as an astronaut in 1963 after serving in the United States Air Force.

Two days before the 45th anniversary of Buzz Aldrin and Neil Armstrong first walking on the moon, Aldrin tweeted the unique photo
The retired astronaut, pictured here in January, claims he pioneered the space selfie

The retired astronaut, pictured here in January, claims he pioneered the space selfie.

‘We were docked to the other spacecraft… there was an experimenter from North West University and he wanted pictures taken of ultraviolet stars, so we could only take pictures at night,’ he explained of the mission.

During the daytime, Aldrin said he was looking down at earth and the lakes around Houston, Texas, when he thought: ‘What am I going to do during the daytime?’

It was then that he decided he would ‘look at the camera and hit the button’.

‘What for? I don’t know. I wondered what I looked like,’ he said.

Buzz Aldrin in the lunar module during the Apollo 11 moon landing in 1969

Buzz Aldrin in the lunar module during the Apollo 11 moon landing in 1969

This photo shows Aldrin taking his first steps on the moon. He began his career as an astronaut in 1963 after serving in the United States Air Force

This photo shows Aldrin taking his first steps on the moon. He began his career as an astronaut in 1963 after serving in the United States Air Force

Aldrin posing for a photograph beside the deployed United States flag during an Apollo 11 Extravehicular Activity (EVA) on the lunar surface

Aldrin posing for a photograph beside the deployed United States flag during an Apollo 11 Extravehicular Activity (EVA) on the lunar surface.

‘Another claim to fame for Buzz,’ he laughed in the CNN interview.

Aldrin’s first claim to fame was, of course, walking on the moon behind Armstrong.

Armstrong famously stepped out of Apollo 11 and said ‘that’s one small step for man, one giant leap for mankind’.

While Aldrin’s first words on the moon were ‘Beautiful view. Magnificent desolation.’

He was reportedly second out of Apollo 11 because it was easier for Armstrong to exit the spacecraft first because of their positions inside the compact lunar landing module.

Armstrong died on August 25, 2012, in Cincinnati, Ohio, after complications resulting from heart surgery.

On Sunday, Aldrin tweeted of his old friend and colleague: ‘On this 45th anniversary of our moon landing I am heading to KSC to meet up with Michael Collins. Neil will be missed but with us in spirit.’

Collins was the command module pilot for Apollo 11. He orbited the Moon while Armstrong and Aldrin walked on the surface.

The astronauts of the Apollo 11 space mission: Neil Armstrong, Michael Collins and Buzz Aldrin (left to right). On Sunday, Aldrin tweeted: 'On this 45th anniversary of our moon landing I am heading to KSC to meet up with Michael Collins. Neil will be missed but with us in spirit.'

The astronauts of the Apollo 11 space mission: Neil Armstrong, Michael Collins and Buzz Aldrin (left to right). On Sunday, Aldrin tweeted: ‘On this 45th anniversary of our moon landing I am heading to KSC to meet up with Michael Collins. Neil will be missed but with us in spirit.’

Neil Armstrong and Buzz Aldrin raising the American flag on the Moon

Neil Armstrong and Buzz Aldrin raising the American flag on the Moon

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Sarah Palin Still Hearing Voices in Her Head

Her previous calls for Republicans to impeach President Obama failed, so now Sarah Palin is invoking God to advance her extremist cause.

During a speech at the Western Conservative Summit, Palin continued to open her mouth against the wishes of most Americans and repeated her demand that Obama be impeached. But this time, Palin put a new spin on it by claiming that God agrees with her.

Folks, he is radically changing the balance of power. It’s setting a wicked dangerous precedent. With his pen and his phone, hes abrogating his presidential authority. Making himself a ruler, not a President.

This president’s forgotten man is we the people, and we the people know that our best days are still ahead because we know that God shed his grace. He’s given us our freedom to do what’s right. God doesn’t drive parked cars. I think he expects us to get up and take action in order to defend these freedoms that are God given. I think it’s an affront to God to let this go on because he gave us these freedoms. We’re not going to let someone, a person, a party take them from us. We’re not going to dethrone God and substitute him with someone who wants to play God.

via Addictinginfo.com

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Is our universe a bubble in the multiverse?

Is our universe a bubble in the multiverse?

Researchers at the Perimeter Institute for Theoretical Physics are working to bring the multiverse hypothesis — we are living in one universe of many — into the realm of testable science.

Perimeter Associate Faculty member Matthew Johnson and his team are looking for clues for the existence of multiverses (a.ka. parallel universes) in the cosmic microwave background data, assumed to be left over from the Big Bang.

To do that, “we simulate the whole universe,” he says. “We start with a multiverse that has two bubbles in it, we collide the bubbles on a computer to figure out what happens, and then we stick a virtual observer in various places and ask what that observer would see from there.”

For example, if another universe had collided with ours in the early universe, it would have left evidence in the form of a  “a disk on the sky,” creating a “bruise” in the pattern, he says. That the search for such a disk has so far come up empty makes certain collision-filled models less likely.

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