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Two key climate change indicators -- global surface temperatures and Arctic sea ice extent -- have broken numerous records through the first half of 2016, according to NASA analyses of ground-based observations and satellite data.
Each of the first six months of 2016 set a record as the warmest respective month globally in the modern temperature record, which dates to 1880, according to scientists at NASA's Goddard Institute for Space Studies (GISS) in New York. The six-month period from January to June was also the planet's warmest half-year on record, with an average temperature 1.3 degrees Celsius (2.4 degrees Fahrenheit) warmer than the late nineteenth century.
Read more: go.nasa.gov/29SQngq
Credit: NASA/Goddard
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NASA Goddard Space Flight Center enables NASA's mission through four scientific endeavors: Earth Science, Heliophysics, Solar System Exploration, and Astrophysics. Goddard plays a leading role in NASA's accomplishments by contributing compelling scientific knowledge to advance the Agency's mission.
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Several prominent scientists, including Stephen Hawking, have cautioned against humanity broadcasting our presence to intelligent life on other planets. Other civilizations might try to find Earth-like planets using the same techniques we do, including looking for the dip in light when a planet moves directly in front of the star it orbits.
"We could cloak only the atmospheric signatures associated with biological activity, such as oxygen, which is achievable with a peak laser power of just 160 kW per transit. To another civilization, this should make the Earth appear as if life never took hold on our world", say astronomers at Columbia University.
Two astronomers at Columbia University in New York have now suggest humanity could use lasers to conceal the Earth from searches by advanced extraterrestrial civilisations. Professor David Kipping and graduate student Alex Teachey make the proposal in a paper in Monthly Notices of the Royal Astronomical Society.
These events transits are the main way that the Kepler mission and similar projects search for planets around other stars. So far Kepler alone has confirmed more than 1,000 planets using this technique, with tens of these worlds similar in size to the Earth. Kipping and Teachey speculate that alien scientists may use this approach to locate our planet, which will be clearly in the 'habitable zone' of the Sun, where the temperature is right for liquid water, and so be a promising place for life.
Hawking and others are concerned that extraterrestrials might wish to take advantage of the Earth's resources, and that their visit, rather than being benign, could be as devastating as when Europeans first travelled to the Americas.
The two authors of the new study suggest that transits could be masked by controlled laser emission, with the beam directed at the star where the aliens might live. When the transit takes place, the laser would be switched on to compensate for the dip in light.
VLT_Laser_Guide_Star (1)
The image above shows a 22W laser used for adaptive optics on the Very Large Telescope in Chile. A suite of similar lasers could be used to alter the shape of a planet's transit for the purpose of broadcasting or cloaking the planet. (ESO / G. Hüdepohl).
According to the authors, emitting a continuous 30 MW laser for about 10 hours, once a year, would be enough to eliminate the transit signal, at least in visible light. The energy needed is comparable to that collected by the International Space Station in a year. A chromatic cloak, effective at all wavelengths, is more challenging, and would need a large array of tuneable lasers with a total power of 250 MW.
As well as cloaking our presence, the lasers could also be used to modify the way the light from the Sun drops during a transit to make it obviously artificial, and thus broadcast our existence. The authors suggest that we could transmit information along the laser beams at the same time, providing a means of communication.
"There is an ongoing debate as to whether we should advertise ourselves or hide from advanced civilisations potentially living on planets elsewhere in the Galaxy," says Kipping. "Our work offers humanity a choice, at least for transit events, and we should think about what we want to do."
Given that humanity is already capable of modifying transit signals, it may just be that aliens have had the same thought. The two scientists propose that the Search for Extraterrestrial Intelligence (SETI), which mostly currently looks for alien radio signals, could be broadened to search for artificial transits.
The Daily Galaxy via Royal Astronomical Society
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ESA's Martina Meisnar working in the ESA-RAL Advanced Manufacturing Laboratory at STFC's Rutherford Appleton Laboratory on 14 June 2016.
The ESARAL Advanced Manufacturing Laboratory on Harwell Campus, UK, assesses new material processes, joining techniques and 3D printing technologies for application in space.
Polishing samples is necessary for microstructural analysis because it creates a better surface finish when analysed through a Scanning Electron Microscope, for example. At the end of the polishing process, the metal surface reveals the material's microstructure and texture, making it reflective.
Credit: STFCS. Kill
MIT physicists have found that subatomic particles called neutrinos can be in superposition, without individual identities, when traveling hundreds of miles. Their results, to be published later this month in Physical Review Letters, represent the longest distance over which quantum mechanics has been tested to date.
The team analyzed data on the oscillations of neutrinos -- subatomic particles that interact extremely weakly with matter, passing through our bodies by the billions per second without any effect. Neutrinos can oscillate, or change between several distinct "flavors," as they travel through the universe at close to the speed of light.
In the world of quantum, infinitesimally small particles, weird and often logic-defying behaviors abound. Perhaps the strangest of these is the idea of superposition, in which objects can exist simultaneously in two or more seemingly counterintuitive states. For example, according to the laws of quantum mechanics, electrons may spin both clockwise and counter-clockwise, or be both at rest and excited, at the same time.
The physicist Erwin Schrödinger highlighted some strange consequences of the idea of superposition more than 80 years ago, with a thought experiment that posed that a cat trapped in a box with a radioactive source could be in a superposition state, considered both alive and dead, according to the laws of quantum mechanics. Since then, scientists have proven that particles can indeed be in superposition, at quantum, subatomic scales. But whether such weird phenomena can be observed in our larger, everyday world is an open, actively pursued question.
The researchers obtained data from Fermilab's Main Injector Neutrino Oscillation Search, or MINOS, an experiment in which neutrinos are produced from the scattering of other accelerated, high-energy particles in a facility near Chicago and beamed to a detector in Soudan, Minnesota, 735 kilometers (456 miles) away. Although the neutrinos leave Illinois as one flavor, they may oscillate along their journey, arriving in Minnesota as a completely different flavor.
The MIT team studied the distribution of neutrino flavors generated in Illinois, versus those detected in Minnesota, and found that these distributions can be explained most readily by quantum phenomena: As neutrinos sped between the reactor and detector, they were statistically most likely to be in a state of superposition, with no definite flavor or identity.
What's more, the researchers found that the data was "in high tension" with more classical descriptions of how matter should behave. In particular, it was statistically unlikely that the data could be explained by any model of the sort that Einstein sought, in which objects would always embody definite properties rather than exist in superpositions.
"What's fascinating is, many of us tend to think of quantum mechanics applying on small scales," says David Kaiser, the Germeshausen Professor of the History of Science and professor of physics at MIT. "But it turns out that we can't escape quantum mechanics, even when we describe processes that happen over large distances. We can't stop our quantum mechanical description even when these things leave one state and enter another, traveling hundreds of miles. I think that's breathtaking."
The team analyzed the MINOS data by applying a slightly altered version of the Leggett-Garg inequality, a mathematical expression named after physicists Anthony Leggett and Anupam Garg, who derived the expression to test whether a system with two or more distinct states acts in a quantum or classical fashion.
Leggett and Garg realized that the measurements of such a system, and the statistical correlations between those measurements, should be different if the system behaves according to classical versus quantum mechanical laws.
"They realized you get different predictions for correlations of measurements of a single system over time, if you assume superposition versus realism," Kaiser explains, where "realism" refers to models of the Einstein type, in which particles should always exist in some definite state.
Formaggio had the idea to flip the expression slightly, to apply not to repeated measurements over time but to measurements at a range of neutrino energies. In the MINOS experiment, huge numbers of neutrinos are created at various energies, where Kaiser says they then "careen through the Earth, through solid rock, and a tiny drizzle of them will be detected" 735 kilometers away.
According to Formaggio's reworking of the Leggett-Garg inequality, the distribution of neutrino flavors -- the type of neutrino that finally arrives at the detector -- should depend on the energies at which the neutrinos were created. Furthermore, those flavor distributions should look very different if the neutrinos assumed a definite identity throughout their journey, versus if they were in superposition, with no distinct flavor.
Applying their modified version of the Leggett-Garg expression to neutrino oscillations, the group predicted the distribution of neutrino flavors arriving at the detector, both if the neutrinos were behaving classically, according to an Einstein-like theory, and if they were acting in a quantum state, in superposition. When they compared both predicted distributions, they found there was virtually no overlap.
More importantly, when they compared these predictions with the actual distribution of neutrino flavors observed from the MINOS experiment, they found that the data fit squarely within the predicted distribution for a quantum system, meaning that the neutrinos very likely did not have individual identities while traveling over hundreds of miles between detectors.
But what if these particles truly embodied distinct flavors at each moment in time, rather than being some ghostly, neither-here-nor-there phantoms of quantum physics? What if these neutrinos behaved according to Einstein's realism-based view of the world? After all, there could be statistical flukes due to defects in instrumentation, that might still generate a distribution of neutrinos that the researchers observed. Kaiser says if that were the case and "the world truly obeyed Einstein's intuitions," the chances of such a model accounting for the observed data would be "something like one in a billion."
"What gives people pause is, quantum mechanics is quantitatively precise and yet it comes with all this conceptual baggage," Kaiser says. "That's why I like tests like this: Let's let these things travel further than most people will drive on a family road trip, and watch them zoom through the big world we live in, not just the strange world of quantum mechanics, for hundreds of miles. And even then, we can't stop using quantum mechanics. We really see quantum effects persist across macroscopic distances."
Kaiser is a co-author on the paper, which includes MIT physics professor Joseph Formaggio, junior Talia Weiss, and former graduate student Mykola Murskyj.
The Daily Galaxy via MIT
NASA's Kepler confirms 100+ exoplanets during its K2 mission. It's the largest haul of confirmed planets obtained since the space observatory transitioned to a different mode of observing includes a planetary system comprising four promising planets that could be rocky, Earthlike bodies.
An international team of astronomers led by the University of Arizona has discovered and confirmed a treasure trove of new worlds using NASA's Kepler spacecraft on its K2 mission. Among the findings tallying 197 initial planet candidates, scientists have confirmed 104 planets outside our solar system. Among the confirmed is a planetary system comprising four promising planets that could be rocky.
The planets, all between 20 and 50 percent larger than Earth by diameter, are orbiting the M dwarf star K2-72, found 181 light years away in the direction of the Aquarius constellation. The star is less than half the size of the sun and less bright. The planets' orbital periods range from five and a half to 24 days, and two of them may experience irradiation levels from their star comparable to those on Earth. Despite their tight orbits -- closer than Mercury's orbit around the sun -- the possibility that life could arise on a planet around such a star cannot be ruled out, according to lead author Ian Crossfield, a Sagan Fellow at the University of Arizona's Lunar and Planetary Laboratory.
The researchers achieved this extraordinary "roundup" of exoplanets by combining data with follow-up observations by earth-based telescopes including the North Gemini telescope and the W. M. Keck Observatory in Hawaii, the Automated Planet Finder of the University of California Observatories, and the Large Binocular Telescope operated by the University of Arizona. The discoveries are published online in the Astrophysical Journal Supplement Series.
Both Kepler and its K2 mission discover new planets by measuring the subtle dip in a star's brightness caused by a planet passing in front of its star. In its initial mission, Kepler surveyed just one patch of sky in the northern hemisphere, measuring the frequency of planets whose size and temperature might be similar to Earth orbiting stars similar to our sun. In the spacecraft's extended mission in 2013, it lost its ability to precisely stare at its original target area, but a brilliant fix created a second life for the telescope that is proving scientifically fruitful.
After the fix, Kepler started its K2 mission, which has provided an ecliptic field of view with greater opportunities for Earth-based observatories in both the northern and southern hemispheres. Additionally, the K2 mission is entirely community-driven with all targets proposed for by the scientific community.
Because it covers more of the sky, the K2 mission is capable of observing a larger fraction of cooler, smaller, red-dwarf type stars, and because such stars are much more common in the Milky Way than sun-like stars, nearby stars will predominantly be red dwarfs.
"An analogy would be to say that Kepler performed a demographic study, while the K2 mission focuses on the bright and nearby stars with different types of planets," said Ian Crossfield. "The K2 mission allows us to increase the number of small, red stars by a factor of 20, significantly increasing the number of astronomical 'movie stars' that make the best systems for further study."
To validate candidate planets identified by K2, the researchers obtained high-resolution images of the planet-hosting stars as well as high-resolution optical spectroscopy data. By dispersing the starlight as through a prism, the spectrographs allowed the researchers to infer the physical properties of a star -- such as mass, radius and temperature -- from which the properties of any planets orbiting it can be inferred.
These observations represent a natural stepping stone from the K2 mission to NASA's other upcoming exoplanet missions such as the Transiting Exoplanet Survey Satellite and James Webb Space Telescope.
"This bountiful list of validated exoplanets from the K2 mission highlights the fact that the targeted examination of bright stars and nearby stars along the ecliptic is providing many interesting new planets," said Steve Howell, project scientist for Kepler and K2 at NASA's Ames Research Center in Moffett Field, California. "This allows the astronomical community ease of follow-up and characterization, and picks out a few gems for first study by the James Webb Space Telescope, which could perhaps provide information about their atmospheres."
The Daily Galaxy via NASA/Kepler Mission
Flat-faced longhorn beetle (Pogonocherus penicillatus) collected in Mingan Archipelago National Park Reserve, Quebec, Canada, and photographed at the Centre for Biodiversity Genomics (sample ID: BIOUG12231-B05; specimen record: http://www.boldsystems.org/index.php/Public_RecordView?processid=CNMIC1733-14; BIN: http://www.boldsystems.org/index.php/Public_BarcodeCluster?clusteruri=BOLD:AAC6764)
Unless you have been living under a rock for the past couple of weeks, chances are you will have come across the global phenomenon that is Pokémon Go.
Following the popularity of its initial launch in Australia, New Zealand and the US earlier this month, the augmented reality (AR) gaming app based on the original Pokémon game designed for Nintendo Game Boy in the 1990s has caused similar hysteria among UK fans since its release here last week.
To give a glimpse into just how successful the app has been so far, it now has more daily users than Twitter on Android phones in the US, according to analytics site SimilarWeb, and Nintendo shares ended on Tuesday up 14.4% at ¥31,770 (£228), more than doubling its gains since the game first launched.
As far as AR apps go, the concept behind Pokémon Go is fairly simple. Niantic the California-based mobile game developer and spin-off from Google's parent company, Alphabet has created the multiplayer app using geolocation technology. Players are able to walk around the real world catching virtual monsters, such as Pikachu, and then train them to fight other monsters.
While Pokémon Go certainly isn't the first game of its kind, the fact that it has had a huge impact on the mobile gaming world in such a short space of time is likely to pique the interest of designers working within the AR field.
“If Pokémon Go was called Monster Hunter and it was just a bunch of creatures that you had never heard of, people wouldn't care anywhere near as much,” Hon says. “[Nintendo] was able to make it work because it has this brand that has been around for 20 years and sold hundreds of millions of copies of its games.”
It is crucial then for designers to avoid the temptation of opting for Pokémon Go “knock offs”. Instead, he says, they ought to be focusing on developing games that look beyond cashing in on the novelty factor.
Hon is part of the team behind Zombies, Run!, the immersive audio AR app designed to make jogging more exciting by placing the user at the scene of a “zombie apocalypse” through the use of sound. Players have to undertake tasks such as collecting supplies, rescuing survivors and of course running away from zombies.
The app has proven hugely successful since it was first launched in 2012, after an initial $73,000 (£56,000) crowd funding campaign. It currently has over two million downloads and a quarter of a million active players. Hon puts much of this success down to creating a simple yet engaging narrative.
“We developed a really strong story in a really strong world,” he says. “Pokémon Go doesn't have a story, but Pokémon the brand does…If you can't use an existing brand, then you have to work really hard to make sure that the one you make is really strong, because that's ultimately what people are going to care about.”
Hon also makes the point that with the exception of Pokémon Go, which requires people to actually get off the sofa and leave the house in order to catch Pokémon and progress through the game the majority of AR apps are only likely to have lasting success if designed to complement the user's existing lifestyle.
“With Zombies, Run! we're very keen on not requiring the user to look at the screen all the time…because for us we didn't want people to have to alter their habits,” he says.
Other experts maintain that it is important for designers to take advantage of the fact that AR gaming apps incorporate elements of both reality and fantasy.
“There's obviously something spectacular about seeing effectively holographic overlays of things seeming to exist in an environment that does exist,” says Nicolas Roope, creative partner at digital consultancy, Poke.
“But I think there has to be a reason to use a real environment…otherwise if the elements you are using are pure fantasy, then why not just present it within a full virtual reality environment?”
As well as the social design elements Roope says ought to be considered (particularly with multiplayer games like Pokémon Go, which has the capacity to create subcultures by facilitating physical meetings between game players based close by), he also thinks designers should keep in mind the more technical aspects of designing for AR.
While they may not physically be involved with the coding side of app game development, for example, Roope maintains that the two things go hand in hand.
“Thinking in game design is also understanding the logic…how do you pack the space in a room, how do you make sense of different surfaces and make the characters work within the architecture?” he says.
“The more you are able to do that, the more delightful and real these elements will feel.”
As for the future of AR gaming on smartphones, it remains to be seen how much more complex designers will be looking to develop apps like Zombies, Run! and Pokémon Go, or whether they may shift their focus altogether towards fully immersive technologies such as virtual reality (VR).
Peter Pashley, head of development at Ustwo Games, says the game developer chose to work with VR when designing gaming apps such as Land's End which is set among the dramatic landscapes of an ancient civilisation because it provides “the ultimate medium for escapist experiences”.
But he sees the fundamental design challenge for both VR and AR mobile apps as the same: “to get the player to believe what they're seeing is real.”
While the current version of Pokémon Go, for instance, is quite basic when it comes to using AR to superimpose monsters on to the real world, Pashley expects that designers could move it on a lot further in future versions.
“You can totally imagine a more advanced version, using Hololens or Magic Leap tech, where you see these creatures take cover behind real walls, [or] you can bounce Pokéballs around real corners,” he says.
For the most part though, Pashley thinks that designers will opt to go one of two ways when designing AR games for smartphones as they become more advanced.
“The mobile market usually tends towards simplicity,” he says, “so I think we'll see a splitting of this new genre into titles more focused on the geo-social aspects and those which push the limits of the AR tech.”
The post Pokémon Go: Designing augmented reality games for mobile appeared first on Design Week.