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Wednesday, 30 November 2011

Nanoparticles and their size may not be big issues

ScienceDaily (Oct. 24, 2011) — If you've ever eaten from silverware or worn copper jewelry, you've been in a perfect storm in which nanoparticles were dropped into the environment, say scientists at the University of Oregon.

Since the emergence of nanotechnology, researchers, regulators and the public have been concerned that the potential toxicity of nano-sized products might threaten human health by way of environmental exposure.

Now, with the help of high-powered transmission electron microscopes, chemists captured never-before-seen views of miniscule metal nanoparticles naturally being created by silver articles such as wire, jewelry and eating utensils in contact with other surfaces. It turns out, researchers say, nanoparticles have been in contact with humans for a long, long time.

The project involved researchers in the UO's Materials Science Institute and the Safer Nanomaterials and Nanomanufacturing Initiative (SNNI), in collaboration with UO technology spinoff Dune Sciences Inc. SNNI is an initiative of the Oregon Nanoscience and Microtechnologies Institute (ONAMI), a state signature research center dedicated to research, job growth and commercialization in the areas of nanoscale science and microtechnologies.

The research -- detailed in a paper placed online in advance of regular publication in the American Chemistry Society's journal ACS Nano -- focused on understanding the dynamic behavior of silver nanoparticles on surfaces when exposed to a variety of environmental conditions.

Using a new approach developed at UO that allows for the direct observation of microscopic changes in nanoparticles over time, researchers found that silver nanoparticles deposited on the surface of their SMART Grids electron microscope slides began to transform in size, shape and particle populations within a few hours, especially when exposed to humid air, water and light. Similar dynamic behavior and new nanoparticle formation was observed when the study was extended to look at macro-sized silver objects such as wire or jewelry.

"Our findings show that nanoparticle 'size' may not be static, especially when particles are on surfaces. For this reason, we believe that environmental health and safety concerns should not be defined -- or regulated -- based upon size," said James E. Hutchison, who holds the Lokey-Harrington Chair in Chemistry. "In addition, the generation of nanoparticles from objects that humans have contacted for millennia suggests that humans have been exposed to these nanoparticles throughout time. Rather than raise concern, I think this suggests that we would have already linked exposure to these materials to health hazards if there were any."

Any potential federal regulatory policies, the research team concluded, should allow for the presence of background levels of nanoparticles and their dynamic behavior in the environment.

Because copper behaved similarly, the researchers theorize that their findings represent a general phenomenon for metals readily oxidized and reduced under certain environmental conditions. "These findings," they wrote, "challenge conventional thinking about nanoparticle reactivity and imply that the production of new nanoparticles is an intrinsic property of the material that is now strongly size dependent."

While not addressed directly, Hutchison said, the naturally occurring and spontaneous activity seen in the research suggests that exposure to toxic metal ions, for example, might not be reduced simply by using larger particles in the presence of living tissue or organisms.

Co-authors with Hutchison on the paper were Richard D. Glover, a doctoral student in Hutchison's laboratory, and John M. Miller, a research associate. Hutchison and Miller were co-founders of Dune Sciences Inc., a Eugene-based company that specializes in products and services geared toward the development and commercialization of nano-enabled products. Miller currently is the company's chief executive officer; Hutchison is chief science officer.

The electron microscopes used in this study are located at the Center for Advanced Materials Characterization in Oregon in the underground Lorry I. Lokey Laboratories at the UO. The U.S. Air Force Research Laboratory and W.M. Keck Foundation supported the research. Glover's participation also was funded by the National Science Foundation's STEM (science, technology, engineering, mathematics) Fellows in K-12 Education Program.

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The above story is reprinted from materials provided by University of Oregon.

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Journal Reference:

Richard D. Glover, John M. Miller, James E. Hutchison. Generation of Metal Nanoparticles from Silver and Copper Objects: Nanoparticle Dynamics on Surfaces and Potential Sources of Nanoparticles in the Environment. ACS Nano, 2011; 111019095813007 DOI: 10.1021/nn2031319

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Monday, 14 November 2011

Monkeys 'move and feel' virtual objects using only their brains

ScienceDaily (Oct. 6, 2011) — In a first ever demonstration of a two-way interaction between a primate brain and a virtual body, two monkeys trained at the Duke University Center for Neuroengineering learned to employ brain activity alone to move an avatar hand and identify the texture of virtual objects.

"Someday in the near future, quadriplegic patients will take advantage of this technology not only to move their arms and hands and to walk again, but also to sense the texture of objects placed in their hands, or experience the nuances of the terrain on which they stroll with the help of a wearable robotic exoskeleton," said Miguel Nicolelis, M.D., Ph.D., professor of neurobiology at Duke University Medical Center and co-director of the Duke Center for Neuroengineering, who was senior author of the study.

Without moving any part of their real bodies, the monkeys used their electrical brain activity to direct the virtual hands of an avatar to the surface of virtual objects and, upon contact, were able to differentiate their textures.

Although the virtual objects employed in this study were visually identical, they were designed to have different artificial textures that could only be detected if the animals explored them with virtual hands controlled directly by their brain's electrical activity.

The texture of the virtual objects was expressed as a pattern of minute electrical signals transmitted to the monkeys' brains. Three different electrical patterns corresponded to each of three different object textures.

Because no part of the animal's real body was involved in the operation of this brain-machine-brain interface (BMBI), these experiments suggest that in the future patients severely paralyzed due to a spinal cord lesion may take advantage of this technology, not only to regain mobility, but also to have their sense of touch restored, said Nicolelis, who was senior author of the study published in the journal Nature on Oct. 5.

"This is the first demonstration of a brain-machine-brain interface that establishes a direct, bidirectional link between a brain and a virtual body," Nicolelis said. "In this BMBI, the virtual body is controlled directly by the animal's brain activity, while its virtual hand generates tactile feedback information that is signaled via direct electrical microstimulation of another region of the animal's cortex."

"We hope that in the next few years this technology could help to restore a more autonomous life to many patients who are currently locked in without being able to move or experience any tactile sensation of the surrounding world," Nicolelis said.

"This is also the first time we've observed a brain controlling a virtual arm that explores objects while the brain simultaneously receives electrical feedback signals that describe the fine texture of objects 'touched' by the monkey's newly acquired virtual hand," Nicolelis said. "Such an interaction between the brain and a virtual avatar was totally independent of the animal's real body, because the animals did not move their real arms and hands, nor did they use their real skin to touch the objects and identify their texture. It's almost like creating a new sensory channel through which the brain can resume processing information that cannot reach it anymore through the real body and peripheral nerves."

The combined electrical activity of populations of 50-200 neurons in the monkey's motor cortex controlled the steering of the avatar arm, while thousands of neurons in the primary tactile cortex were simultaneously receiving continuous electrical feedback from the virtual hand's palm that let the monkey discriminate between objects, based on their texture alone.

"The remarkable success with non-human primates is what makes us believe that humans could accomplish the same task much more easily in the near future," Nicolelis said.

It took one monkey only four attempts and another nine attempts before they learned how to select the correct object during each trial. Several tests demonstrated that the monkeys were actually sensing the object and not selecting them randomly.

The findings provide further evidence that it may be possible to create a robotic exoskeleton that severely paralyzed patients could wear in order to explore and receive feedback from the outside world, Nicolelis said. Such an exoskeleton would be directly controlled by the patient's voluntary brain activity in order to allow the patient to move autonomously. Simultaneously, sensors distributed across the exoskeleton would generate the type of tactile feedback needed for the patient's brain to identify the texture, shape and temperature of objects, as well as many features of the surface upon which they walk.

This overall therapeutic approach is the one chosen by the Walk Again Project, an international, non-profit consortium, established by a team of Brazilian, American, Swiss, and German scientists, which aims at restoring full body mobility to quadriplegic patients through a brain-machine-brain interface implemented in conjunction with a full-body robotic exoskeleton.

The international scientific team recently proposed to carry out its first public demonstration of such an autonomous exoskeleton during the opening game of the 2014 FIFA Soccer World Cup that will be held in Brazil.

Other authors include Joseph E. O'Doherty, Mikhail A. Lebedev, Peter J. Ifft, Katie Z. Zhuang, all from the Duke University Center for Neuroengineering and Solaiman Shokur, and Hannes Bleuler from the Ecole Polytechnic Federale de Lausanne (EPFL), in Lausanne, Switzerland.

This work was funded by the U.S. National Institutes of Health.

A video illustrating the experiment is available at: http://www.youtube.com/watch?v=WTTTwvjCa5g

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The above story is reprinted (with editorial adaptations by ScienceDaily staff) from materials provided by Duke University Medical Center.

Journal Reference:

Joseph E. O’Doherty, Mikhail A. Lebedev, Peter J. Ifft, Katie Z. Zhuang, Solaiman Shokur, Hannes Bleuler, Miguel A. L. Nicolelis. Active tactile exploration using a brain–machine–brain interface. Nature, 2011; DOI: 10.1038/nature10489

Note: If no author is given, the source is cited instead.

Disclaimer: This article is not intended to provide medical advice, diagnosis or treatment. Views expressed here do not necessarily reflect those of ScienceDaily or its staff.


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Saturday, 12 November 2011

Video: Google Finally Explains the Tech Behind Their Autonomous Cars

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Sunday, 30 October 2011

Monkeys 'move and feel' virtual objects using only their brains

ScienceDaily (Oct. 6, 2011) — In a first ever demonstration of a two-way interaction between a primate brain and a virtual body, two monkeys trained at the Duke University Center for Neuroengineering learned to employ brain activity alone to move an avatar hand and identify the texture of virtual objects.

"Someday in the near future, quadriplegic patients will take advantage of this technology not only to move their arms and hands and to walk again, but also to sense the texture of objects placed in their hands, or experience the nuances of the terrain on which they stroll with the help of a wearable robotic exoskeleton," said Miguel Nicolelis, M.D., Ph.D., professor of neurobiology at Duke University Medical Center and co-director of the Duke Center for Neuroengineering, who was senior author of the study.

Without moving any part of their real bodies, the monkeys used their electrical brain activity to direct the virtual hands of an avatar to the surface of virtual objects and, upon contact, were able to differentiate their textures.

Although the virtual objects employed in this study were visually identical, they were designed to have different artificial textures that could only be detected if the animals explored them with virtual hands controlled directly by their brain's electrical activity.

The texture of the virtual objects was expressed as a pattern of minute electrical signals transmitted to the monkeys' brains. Three different electrical patterns corresponded to each of three different object textures.

Because no part of the animal's real body was involved in the operation of this brain-machine-brain interface (BMBI), these experiments suggest that in the future patients severely paralyzed due to a spinal cord lesion may take advantage of this technology, not only to regain mobility, but also to have their sense of touch restored, said Nicolelis, who was senior author of the study published in the journal Nature on Oct. 5.

"This is the first demonstration of a brain-machine-brain interface that establishes a direct, bidirectional link between a brain and a virtual body," Nicolelis said. "In this BMBI, the virtual body is controlled directly by the animal's brain activity, while its virtual hand generates tactile feedback information that is signaled via direct electrical microstimulation of another region of the animal's cortex."

"We hope that in the next few years this technology could help to restore a more autonomous life to many patients who are currently locked in without being able to move or experience any tactile sensation of the surrounding world," Nicolelis said.

"This is also the first time we've observed a brain controlling a virtual arm that explores objects while the brain simultaneously receives electrical feedback signals that describe the fine texture of objects 'touched' by the monkey's newly acquired virtual hand," Nicolelis said. "Such an interaction between the brain and a virtual avatar was totally independent of the animal's real body, because the animals did not move their real arms and hands, nor did they use their real skin to touch the objects and identify their texture. It's almost like creating a new sensory channel through which the brain can resume processing information that cannot reach it anymore through the real body and peripheral nerves."

The combined electrical activity of populations of 50-200 neurons in the monkey's motor cortex controlled the steering of the avatar arm, while thousands of neurons in the primary tactile cortex were simultaneously receiving continuous electrical feedback from the virtual hand's palm that let the monkey discriminate between objects, based on their texture alone.

"The remarkable success with non-human primates is what makes us believe that humans could accomplish the same task much more easily in the near future," Nicolelis said.

It took one monkey only four attempts and another nine attempts before they learned how to select the correct object during each trial. Several tests demonstrated that the monkeys were actually sensing the object and not selecting them randomly.

The findings provide further evidence that it may be possible to create a robotic exoskeleton that severely paralyzed patients could wear in order to explore and receive feedback from the outside world, Nicolelis said. Such an exoskeleton would be directly controlled by the patient's voluntary brain activity in order to allow the patient to move autonomously. Simultaneously, sensors distributed across the exoskeleton would generate the type of tactile feedback needed for the patient's brain to identify the texture, shape and temperature of objects, as well as many features of the surface upon which they walk.

This overall therapeutic approach is the one chosen by the Walk Again Project, an international, non-profit consortium, established by a team of Brazilian, American, Swiss, and German scientists, which aims at restoring full body mobility to quadriplegic patients through a brain-machine-brain interface implemented in conjunction with a full-body robotic exoskeleton.

The international scientific team recently proposed to carry out its first public demonstration of such an autonomous exoskeleton during the opening game of the 2014 FIFA Soccer World Cup that will be held in Brazil.

Other authors include Joseph E. O'Doherty, Mikhail A. Lebedev, Peter J. Ifft, Katie Z. Zhuang, all from the Duke University Center for Neuroengineering and Solaiman Shokur, and Hannes Bleuler from the Ecole Polytechnic Federale de Lausanne (EPFL), in Lausanne, Switzerland.

This work was funded by the U.S. National Institutes of Health.

A video illustrating the experiment is available at: http://www.youtube.com/watch?v=WTTTwvjCa5g

Recommend this story on Facebook, Twitter,
and Google +1:

Other bookmarking and sharing tools:

Story Source:

The above story is reprinted (with editorial adaptations by ScienceDaily staff) from materials provided by Duke University Medical Center.

Journal Reference:

Joseph E. O’Doherty, Mikhail A. Lebedev, Peter J. Ifft, Katie Z. Zhuang, Solaiman Shokur, Hannes Bleuler, Miguel A. L. Nicolelis. Active tactile exploration using a brain–machine–brain interface. Nature, 2011; DOI: 10.1038/nature10489

Note: If no author is given, the source is cited instead.

Disclaimer: This article is not intended to provide medical advice, diagnosis or treatment. Views expressed here do not necessarily reflect those of ScienceDaily or its staff.


View the original article here

Wednesday, 20 July 2011

Big dinosaurs kept their cool

access ORAL THERMOMETERThe number of chemical bonds between certain oxygen and carbon atoms in this fossil tooth allowed scientists to determine the body temperature of a 150-million-year-old sauropod dinosaur called Camarasaurus.Thomas Tütken/University of Bonn

How do you take a dinosaur’s temperature? Very carefully.

By counting chemical bonds in 150-million-year-old fossilized teeth, scientists have done the paleontological equivalent of jamming a thermometer up a giant reptile’s rear end. Reporting online June 23 in Science, the researchers say the huge, four-legged dinosaurs known as sauropods would have registered a body temperature similar to that of any modern Homo sapiens.

Barring a nurse’s visit to Jurassic Park, the work provides perhaps the best glimpse yet at dinosaurs’ internal temperature, a key factor in understanding their metabolism. The findings measure some 4 to 7 degrees Celsius cooler than one theory of dinosaur growth has suggested.

“This approach to the old issue of warm- versus cold-bloodedness has the potential to open a new door into this controversy,” says Luis Chiappe, a paleontologist at the Natural History Museum of Los Angeles County who was not involved in the research.

Once thought to be cold-blooded and sluggish like crocodiles and alligators, dinosaurs got a reputation makeover in the 1960s and 1970s as active, possibly warm-blooded creatures. But scientists still don’t agree on exactly how dinosaurs exchanged heat with their surroundings and how warm or cold they might have been inside.

To tackle this question, a research team led by postdoc Rob Eagle of Caltech decided to look at sauropods, the biggest land animals that ever lived. Eagle’s adviser, John Eiler, had invented a way to tease out body temperature by studying the number of chemical bonds formed between rare versions of carbon and oxygen in growing teeth and bone. More of those bonds form at lower temperatures, so fossilized teeth can reveal how warm it was inside the living animal.

Eagle’s team analyzed roughly a dozen teeth of several sauropod species excavated in Tanzania, Oklahoma and Wyoming. The creatures’ internal temperatures clocked in between 36 and 38° Celsius. That’s warmer than cold-blooded creatures like crocodiles, cooler than birds, and just about the range of modern mammals.

Other scientists have suggested that sauropod body temperature could have reached 40° or even higher, simply because of the sheer amount of the dinosaurs’ flesh. The new study suggests instead that dinosaurs had some way of keeping cool — perhaps by using internal air sacs or long necks and tails for ventilation, Eagle says.

The work fits with other recent evidence suggesting that sauropods and modern mammals were about the same temperature, says Chiappe. But the sheer size of sauropods probably means the resemblance stops there. “They aren’t necessarily physiologically similar to modern mammals in having high metabolic rates,” Eagle says.

His team now plans to calculate body temperatures in fossils of other dinosaurs, such as smaller sauropods. Analyzing more dinosaurs — along with birds, mammals and their ancestors — could reveal important evolutionary patterns, Eagle says: “You could trace when warm-bloodedness actually evolved.” 


Found in: Earth, Life and Paleontology

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Thursday, 2 June 2011

How 'hot Jupiters' got so close to their stars: Extrasolar planet research sheds light on our solar system

ScienceDaily (May 12, 2011) — More than 500 extrasolar planets -- planets that orbit stars other than the sun -- have been discovered since 1995. But only in the last few years have astronomers observed that in some of these systems the star is spinning one way and the planet, a "hot Jupiter," is orbiting the star in the opposite direction.

"That's really weird, and it's even weirder because the planet is so close to the star," said Frederic A. Rasio, a theoretical astrophysicist at Northwestern University. "How can one be spinning one way and the other orbiting exactly the other way? It's crazy. It so obviously violates our most basic picture of planet and star formation."

Figuring out how these huge planets got so close to their stars led Rasio and his research team to also explain their flipped orbits. Using large-scale computer simulations, they are the first to model how a hot Jupiter's orbit can flip and go in the direction opposite to the star's spin. Gravitational perturbations by a much more distant planet result in the hot Jupiter having both a "wrong way" and a very close orbit. (A hot Jupiter is a huge Jupiter-like planet in very close proximity to the central star.)

"Once you get more than one planet, the planets perturb each other gravitationally," Rasio said. "This becomes interesting because that means whatever orbit they were formed on isn't necessarily the orbit they will stay on forever. These mutual perturbations can change the orbits, as we see in these extrasolar systems."

Details of the study will be published May 12 by the journal Nature.

In explaining the peculiar configuration of an extrasolar system, the researchers also have added to our general understanding of planetary system formation and evolution and reflected on what their findings mean for the solar system.

"We had thought our solar system was typical in the universe, but from day one everything has looked weird in the extrasolar planetary systems," Rasio said. "That makes us the odd ball really. Learning about these other systems provides a context for how special our system is. We certainly seem to live in a special place."

Rasio, a professor of physics and astronomy in Northwestern's Weinberg College of Arts and Sciences is the senior author of the paper. The first author is Smadar Naoz, a postdoctoral fellow at Northwestern and a Gruber Fellow.

The physics the research team used to solve the problem is basically orbital mechanics, Rasio said, the same kind of physics NASA uses to send satellites around the solar system.

"It was a beautiful problem," said Naoz, "because the answer was there for us for so long. It's the same physics, but no one noticed it could explain hot Jupiters and flipped orbits."

"Doing the calculations was not obvious or easy," Rasio said, "Some of the approximations used by others in the past were really not quite right. We were doing it right for the first time in 50 years, thanks in large part to the persistence of Smadar."

"It takes a smart, young person who first can do the calculations on paper and develop a full mathematical model and then turn it into a computer program that solves the equations," Rasio added. "This is the only way we can produce real numbers to compare to the actual measurements taken by astronomers."

In their model, the researchers assume a star similar to the sun, and a system with two planets. The inner planet is a gas giant similar to Jupiter, and initially it is far from the star, where Jupiter-type planets are thought to form. The outer planet is also fairly large and is farther from the star than the first planet. It interacts with the inner planet, perturbing it and shaking up the system.

The effects on the inner planet are weak but build up over a very long period of time, resulting in two significant changes in the system: the inner gas giant orbits very close to the star and its orbit is in the opposite direction of the central star's spin. The changes occur, according to the model, because the two orbits are exchanging angular momentum, and the inner one loses energy via strong tides.

The gravitational coupling between the two planets causes the inner planet to go into an eccentric, needle-shaped orbit. It has to lose a lot of angular momentum, which it does by dumping it onto the outer planet. The inner planet's orbit gradually shrinks because energy is dissipated through tides, pulling in close to the star and producing a hot Jupiter. In the process, the orbit of the planet can flip.

Only about a quarter of astronomers' observations of these hot Jupiter systems show flipped orbits. The Northwestern model needs to be able to produce both flipped and non-flipped orbits, and it does, Rasio said.

The title of the paper is "Hot Jupiters From Secular Planet-Planet Interactions." In addition to Rasio and Naoz, other authors of the paper are Will M. Farr, a CIERA postdoctoral fellow; Yoram Lithwick, an assistant professor of physics and astronomy; and Jean Teyssandier, a visiting pre-doctoral fellow, all from Northwestern.

Story Source:

The above story is reprinted (with editorial adaptations by ScienceDaily staff) from materials provided by Northwestern University, via EurekAlert!, a service of AAAS.

Journal Reference:

Smadar Naoz, Will M. Farr, Yoram Lithwick, Frederic A. Rasio, Jean Teyssandier. Hot Jupiters from secular planet–planet interactions. Nature, 2011; 473 (7346): 187 DOI: 10.1038/nature10076

Note: If no author is given, the source is cited instead.

Disclaimer: Views expressed in this article do not necessarily reflect those of ScienceDaily or its staff.


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Sunday, 22 May 2011

EEG headset with flying harness lets users 'fly' by controlling their thoughts

ScienceDaily (May 6, 2011) — A team of Rensselaer Polytechnic Institute students has created a system that pairs an EEG headset with a 3-D theatrical flying harness, allowing users to "fly" by controlling their thoughts. The "Infinity Simulator" will make its debut with an art installation in which participants rise into the air -- and trigger light, sound, and video effects -- by calming their thoughts.

Creative director and Rensselaer MFA candidate Yehuda Duenyas describes the "Infinity Simulator" as a platform similar to a gaming console -- like the Wii or the Kinect -- writ large.

"Instead of you sitting and controlling gaming content, it's a whole system that can control live elements -- so you can control 3-D rigging, sound, lights, and video," said Duenyas, who works under the moniker "xxxy." "It's a system for creating hybrids of theater, installation, game, and ride."

Duenyas created the "Infinity Simulator" with a team of collaborators, including Michael Todd, a Rensselaer 2010 graduate in computer science. Duenyas will exhibit the new system in the art installation "The Ascent" on May 12 at Curtis R. Priem Experimental Media and Performing Arts Center (EMPAC).

Ten computer programs running simultaneously link the commercially available EEG headset to the computer-controlled 3-D flying harness and various theater systems, said Todd.

Within the theater, the rigging -- including the harness -- is controlled by a Stage Tech NOMAD console; lights are controlled by an ION console running MIDI show control; sound through MAX/MSP; and video through Isadora and Jitter. The "Infinity Simulator," a series of three C programs written by Todd, acts as intermediary between the headset and the theater systems, connecting and conveying all input and output.

"We've built a software system on top of the rigging control board and now have control of it through an iPad, and since we have the iPad control, we can have anything control it," said Duenyas. "The 'Infinity Simulator' is the center; everything talks to the 'Infinity Simulator.'"

The May 12 "The Ascent" installation is only one experience made possible by the new platform, Duenyas said.

"'The Ascent' embodies the maiden experience that we'll be presenting," Duenyas said. "But we've found that it's a versatile platform to create almost any type of experience that involves rigging, video, sound, and light. The idea is that it's reactive to the users' body; there's a physical interaction."

Duenyas, a Brooklyn-based artist and theater director, specializes in experiential theater performances.

"The thing that I focus on the most is user experience," Duenyas said. "All the shows I do with my theater company and on my own involve a lot of set and set design -- you're entering into a whole world. You're having an experience that is more than going to a show, although a show is part of it."

The "Infinity Simulator" stemmed from an idea Duenyas had for such a theatrical experience.

"It started with an idea that I wanted to create a simulator that would give people a feeling of infinity," Duenyas said. His initial vision was that of a room similar to a Cave Automated Virtual Environment -- a room paneled with projection screens -- in which participants would be able to float effortlessly in an environment intended to evoke a glimpse into infinity.

At Rensselaer, Duenyas took advantage of the technology at hand to explore his idea, first with a video game he developed in 2010, then -- working through the Department of the Arts -- with EMPAC's computer-controlled 3-D theatrical flying harness.

"The charge of the arts department is to allow the artists that they bring into the department to use technology to enhance what they've been doing already," Duenyas said. "In coming here (EMPAC), and starting to translate our ideas into a physical space, so many different things started opening themselves up to us."

The 2010 video game, also developed with Todd, tracked the movements -- pitch and yaw -- of players suspended in a custom-rigged harness, allowing players to soar through simulated landscapes. Duenyas said that that game (also called the "Infinity Simulator") and the new platform are part of the same vision.

EMPAC Director Johannes Goebel saw the game on display at the 2010 GameFest and discussed the custom-designed 3-D theatrical flying rig in EMPAC with Duenyas. Working through the Arts Department, Duenyas submitted a proposal to work with the rig, and his proposal was accepted.

Duenyas and his team experimented -- first gaining peripheral control over the system, and then linking it to the EEG headset -- and created the Ascent installation as an initial project. In the installation, the Infinity Simulator is programmed to respond to relaxation.

"We're measuring two brain states -- alpha and theta -- waking consciousness and everyday brain computational processing," said Duenyas. "If you close your eyes and take a deep breath, that processing power decreases. When it decreases below a certain threshold, that is the trigger for you to elevate."

As a user rises, their ascent triggers a changing display of lights, sound, and video. Duenyas said he wants to hint at transcendental experience, while keeping the door open for a more circumspect interpretation.

"The point is that the user is trying to transcend the everyday and get into this meditative state so they can have this experience. I see it as some sort of iconic spiritual simulator. That's the serious side," he said. "There's also a real tongue-in-cheek side of my work: I want clouds, I want Terry Gilliam's animated fist to pop out of a cloud and hit you in the face. It's mixing serious religious symbology, but not taking it seriously."

The humor is prompted, in part, by the limitations of this earliest iteration of Duenyas' vision.

"It started with, 'I want to have a glimpse of infinity,' 'I want to float in space.' Then you get in the harness and you're like 'man, this harness is uncomfortable,'" he said. "In order to achieve the original vision, we had to build an infrastructure, and I still see development of the infinity experience is a ways off; but what we can do with the infrastructure in a realistic time frame is create 'The Ascent,' which is going to be really fun, and totally other."

Creating the "Infinity Simulator" has prompted new possibilities.

"The vision now is to play with this fun system that we can use to build any experience," he said. "It's sort of overwhelming because you could do so many things -- you could create a flight through cumulus clouds, you could create an augmented physicality parkour course where you set up different features in the room and guide yourself to different heights. It's limitless."

Story Source:

The above story is reprinted (with editorial adaptations by ScienceDaily staff) from materials provided by Rensselaer Polytechnic Institute (RPI).

Note: If no author is given, the source is cited instead.

Disclaimer: This article is not intended to provide medical advice, diagnosis or treatment. Views expressed here do not necessarily reflect those of ScienceDaily or its staff.


View the original article here

Wednesday, 18 May 2011

EEG headset with flying harness lets users 'fly' by controlling their thoughts

ScienceDaily (May 6, 2011) — A team of Rensselaer Polytechnic Institute students has created a system that pairs an EEG headset with a 3-D theatrical flying harness, allowing users to "fly" by controlling their thoughts. The "Infinity Simulator" will make its debut with an art installation in which participants rise into the air -- and trigger light, sound, and video effects -- by calming their thoughts.

Creative director and Rensselaer MFA candidate Yehuda Duenyas describes the "Infinity Simulator" as a platform similar to a gaming console -- like the Wii or the Kinect -- writ large.

"Instead of you sitting and controlling gaming content, it's a whole system that can control live elements -- so you can control 3-D rigging, sound, lights, and video," said Duenyas, who works under the moniker "xxxy." "It's a system for creating hybrids of theater, installation, game, and ride."

Duenyas created the "Infinity Simulator" with a team of collaborators, including Michael Todd, a Rensselaer 2010 graduate in computer science. Duenyas will exhibit the new system in the art installation "The Ascent" on May 12 at Curtis R. Priem Experimental Media and Performing Arts Center (EMPAC).

Ten computer programs running simultaneously link the commercially available EEG headset to the computer-controlled 3-D flying harness and various theater systems, said Todd.

Within the theater, the rigging -- including the harness -- is controlled by a Stage Tech NOMAD console; lights are controlled by an ION console running MIDI show control; sound through MAX/MSP; and video through Isadora and Jitter. The "Infinity Simulator," a series of three C programs written by Todd, acts as intermediary between the headset and the theater systems, connecting and conveying all input and output.

"We've built a software system on top of the rigging control board and now have control of it through an iPad, and since we have the iPad control, we can have anything control it," said Duenyas. "The 'Infinity Simulator' is the center; everything talks to the 'Infinity Simulator.'"

The May 12 "The Ascent" installation is only one experience made possible by the new platform, Duenyas said.

"'The Ascent' embodies the maiden experience that we'll be presenting," Duenyas said. "But we've found that it's a versatile platform to create almost any type of experience that involves rigging, video, sound, and light. The idea is that it's reactive to the users' body; there's a physical interaction."

Duenyas, a Brooklyn-based artist and theater director, specializes in experiential theater performances.

"The thing that I focus on the most is user experience," Duenyas said. "All the shows I do with my theater company and on my own involve a lot of set and set design -- you're entering into a whole world. You're having an experience that is more than going to a show, although a show is part of it."

The "Infinity Simulator" stemmed from an idea Duenyas had for such a theatrical experience.

"It started with an idea that I wanted to create a simulator that would give people a feeling of infinity," Duenyas said. His initial vision was that of a room similar to a Cave Automated Virtual Environment -- a room paneled with projection screens -- in which participants would be able to float effortlessly in an environment intended to evoke a glimpse into infinity.

At Rensselaer, Duenyas took advantage of the technology at hand to explore his idea, first with a video game he developed in 2010, then -- working through the Department of the Arts -- with EMPAC's computer-controlled 3-D theatrical flying harness.

"The charge of the arts department is to allow the artists that they bring into the department to use technology to enhance what they've been doing already," Duenyas said. "In coming here (EMPAC), and starting to translate our ideas into a physical space, so many different things started opening themselves up to us."

The 2010 video game, also developed with Todd, tracked the movements -- pitch and yaw -- of players suspended in a custom-rigged harness, allowing players to soar through simulated landscapes. Duenyas said that that game (also called the "Infinity Simulator") and the new platform are part of the same vision.

EMPAC Director Johannes Goebel saw the game on display at the 2010 GameFest and discussed the custom-designed 3-D theatrical flying rig in EMPAC with Duenyas. Working through the Arts Department, Duenyas submitted a proposal to work with the rig, and his proposal was accepted.

Duenyas and his team experimented -- first gaining peripheral control over the system, and then linking it to the EEG headset -- and created the Ascent installation as an initial project. In the installation, the Infinity Simulator is programmed to respond to relaxation.

"We're measuring two brain states -- alpha and theta -- waking consciousness and everyday brain computational processing," said Duenyas. "If you close your eyes and take a deep breath, that processing power decreases. When it decreases below a certain threshold, that is the trigger for you to elevate."

As a user rises, their ascent triggers a changing display of lights, sound, and video. Duenyas said he wants to hint at transcendental experience, while keeping the door open for a more circumspect interpretation.

"The point is that the user is trying to transcend the everyday and get into this meditative state so they can have this experience. I see it as some sort of iconic spiritual simulator. That's the serious side," he said. "There's also a real tongue-in-cheek side of my work: I want clouds, I want Terry Gilliam's animated fist to pop out of a cloud and hit you in the face. It's mixing serious religious symbology, but not taking it seriously."

The humor is prompted, in part, by the limitations of this earliest iteration of Duenyas' vision.

"It started with, 'I want to have a glimpse of infinity,' 'I want to float in space.' Then you get in the harness and you're like 'man, this harness is uncomfortable,'" he said. "In order to achieve the original vision, we had to build an infrastructure, and I still see development of the infinity experience is a ways off; but what we can do with the infrastructure in a realistic time frame is create 'The Ascent,' which is going to be really fun, and totally other."

Creating the "Infinity Simulator" has prompted new possibilities.

"The vision now is to play with this fun system that we can use to build any experience," he said. "It's sort of overwhelming because you could do so many things -- you could create a flight through cumulus clouds, you could create an augmented physicality parkour course where you set up different features in the room and guide yourself to different heights. It's limitless."

Story Source:

The above story is reprinted (with editorial adaptations by ScienceDaily staff) from materials provided by Rensselaer Polytechnic Institute (RPI).

Note: If no author is given, the source is cited instead.

Disclaimer: This article is not intended to provide medical advice, diagnosis or treatment. Views expressed here do not necessarily reflect those of ScienceDaily or its staff.


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Monday, 16 May 2011

How 'hot Jupiters' got so close to their stars: Extrasolar planet research sheds light on our solar system

ScienceDaily (May 12, 2011) — More than 500 extrasolar planets -- planets that orbit stars other than the sun -- have been discovered since 1995. But only in the last few years have astronomers observed that in some of these systems the star is spinning one way and the planet, a "hot Jupiter," is orbiting the star in the opposite direction.

"That's really weird, and it's even weirder because the planet is so close to the star," said Frederic A. Rasio, a theoretical astrophysicist at Northwestern University. "How can one be spinning one way and the other orbiting exactly the other way? It's crazy. It so obviously violates our most basic picture of planet and star formation."

Figuring out how these huge planets got so close to their stars led Rasio and his research team to also explain their flipped orbits. Using large-scale computer simulations, they are the first to model how a hot Jupiter's orbit can flip and go in the direction opposite to the star's spin. Gravitational perturbations by a much more distant planet result in the hot Jupiter having both a "wrong way" and a very close orbit. (A hot Jupiter is a huge Jupiter-like planet in very close proximity to the central star.)

"Once you get more than one planet, the planets perturb each other gravitationally," Rasio said. "This becomes interesting because that means whatever orbit they were formed on isn't necessarily the orbit they will stay on forever. These mutual perturbations can change the orbits, as we see in these extrasolar systems."

Details of the study will be published May 12 by the journal Nature.

In explaining the peculiar configuration of an extrasolar system, the researchers also have added to our general understanding of planetary system formation and evolution and reflected on what their findings mean for the solar system.

"We had thought our solar system was typical in the universe, but from day one everything has looked weird in the extrasolar planetary systems," Rasio said. "That makes us the odd ball really. Learning about these other systems provides a context for how special our system is. We certainly seem to live in a special place."

Rasio, a professor of physics and astronomy in Northwestern's Weinberg College of Arts and Sciences is the senior author of the paper. The first author is Smadar Naoz, a postdoctoral fellow at Northwestern and a Gruber Fellow.

The physics the research team used to solve the problem is basically orbital mechanics, Rasio said, the same kind of physics NASA uses to send satellites around the solar system.

"It was a beautiful problem," said Naoz, "because the answer was there for us for so long. It's the same physics, but no one noticed it could explain hot Jupiters and flipped orbits."

"Doing the calculations was not obvious or easy," Rasio said, "Some of the approximations used by others in the past were really not quite right. We were doing it right for the first time in 50 years, thanks in large part to the persistence of Smadar."

"It takes a smart, young person who first can do the calculations on paper and develop a full mathematical model and then turn it into a computer program that solves the equations," Rasio added. "This is the only way we can produce real numbers to compare to the actual measurements taken by astronomers."

In their model, the researchers assume a star similar to the sun, and a system with two planets. The inner planet is a gas giant similar to Jupiter, and initially it is far from the star, where Jupiter-type planets are thought to form. The outer planet is also fairly large and is farther from the star than the first planet. It interacts with the inner planet, perturbing it and shaking up the system.

The effects on the inner planet are weak but build up over a very long period of time, resulting in two significant changes in the system: the inner gas giant orbits very close to the star and its orbit is in the opposite direction of the central star's spin. The changes occur, according to the model, because the two orbits are exchanging angular momentum, and the inner one loses energy via strong tides.

The gravitational coupling between the two planets causes the inner planet to go into an eccentric, needle-shaped orbit. It has to lose a lot of angular momentum, which it does by dumping it onto the outer planet. The inner planet's orbit gradually shrinks because energy is dissipated through tides, pulling in close to the star and producing a hot Jupiter. In the process, the orbit of the planet can flip.

Only about a quarter of astronomers' observations of these hot Jupiter systems show flipped orbits. The Northwestern model needs to be able to produce both flipped and non-flipped orbits, and it does, Rasio said.

The title of the paper is "Hot Jupiters From Secular Planet-Planet Interactions." In addition to Rasio and Naoz, other authors of the paper are Will M. Farr, a CIERA postdoctoral fellow; Yoram Lithwick, an assistant professor of physics and astronomy; and Jean Teyssandier, a visiting pre-doctoral fellow, all from Northwestern.

Story Source:

The above story is reprinted (with editorial adaptations by ScienceDaily staff) from materials provided by Northwestern University, via EurekAlert!, a service of AAAS.

Journal Reference:

Smadar Naoz, Will M. Farr, Yoram Lithwick, Frederic A. Rasio, Jean Teyssandier. Hot Jupiters from secular planet–planet interactions. Nature, 2011; 473 (7346): 187 DOI: 10.1038/nature10076

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Disclaimer: Views expressed in this article do not necessarily reflect those of ScienceDaily or its staff.


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