Recipe for Destruction
After a decade of painstaking research, federal and university scientists have reconstructed the 1918 influenza virus that killed 50 million people worldwide. Like the flu viruses now raising alarm bells in Asia, the 1918 virus was a bird flu that jumped directly to humans, the scientists reported. To shed light on how the virus evolved, the United States Department of Health and Human Services published the full genome of the 1918 influenza virus on the Internet in the GenBank database.
This is extremely foolish. The genome is essentially the design of a weapon of mass destruction. No responsible scientist would advocate publishing precise designs for an atomic bomb, and in two ways revealing the sequence for the flu virus is even more dangerous.
Video Game World Gives Peace a Chance
Parents who worry that video games are teaching kids to settle conflicts with blasters and bloodshed can take heart: A new generation of video games wants to save the world through peace and democracy.
A team at Carnegie Mellon University is working on an educational computer game that explores the Mideast conflict -- you win by negotiating peace between Israelis and Palestinians. This spring, the United Nations' World Food Programme released an online game in which players must figure out how to feed thousands of people on a fictitious island.
This weekend, the University of Southern California is kicking off a competition to develop a game that promotes international goodwill toward the United States, a kind of Voice of America for the gamer set.
And lest anyone think only professors and policy wonks are involved, a unit of MTV this week announced a contest to come up with a video game that fights genocide in Darfur, Sudan.
Internet-based computer games, in which players create characters in a virtual world and interact to solve problems or win battles, are branching out from fantasy into serious social issues. Academics recognize their power as a new form of mass entertainment, and activists hope to tap into their enormous worldwide popularity to reach a new generation used to interacting through computers.
Over-Ruled
The people and agencies responding to Hurricane Rita's ominous approach to Texas and Louisiana appear to be fast learners.
Preparations for this latest weather onslaught, while hardly perfect, went better than they did a month ago in New Orleans. People evacuated earlier. There were more shelters awaiting their arrival. Food and water were stockpiled in great quantities; troops and surveillance helicopters were ready to help those who stayed behind; an improved system of post-storm communication was in place.
But preparation -- even when it hews closely to the "game plan" -- only gets you so far. In the coming days, people with varying levels of authority all along the Gulf Coast will likely have to make many decisions. Often they'll have to make them quickly, alone, and without experience to guide them. Let's hope they have learned one more thing from Katrina: Sometimes you need to break the rules to avert greater disaster.
Dangerously Unique
Why our definition of “normalcy” can be costly for everyone else.
You are not normal. If you are reading these pages, you probably belong to the minority of the world’s population that has a steady job, adequate access to social security, and enjoys substantial political freedoms. Moreover, you live on more than $2 a day, and, unlike 860 million others, you can read. The percentage of humanity that combines all of these attributes is minuscule.
According to the World Bank, about half of humanity lives on less than $2 a day, while the International Labour Organization reckons that a third of the available labor force is unemployed or underemployed, and half of the world’s population has no access to any kind of social security. Freedom House, an organization that studies countries’ political systems, categorizes 103 of the world’s 192 nations as either “not free” or “partially free,” meaning that the civil liberties and basic political rights of their citizens are limited or severely curtailed. More than 3.6 billion people, or 56 percent of the world, live in such countries.
Statistically, a “normal” human being in today’s world is poor, lives in oppressive physical, social, and political conditions, and is ruled by unresponsive and corrupt government. But normalcy is not only defined by statistics. Normal implies something that is “usual, typical, or expected.” Therefore, normal is not only what is statistically most frequent but also what others assume it to be. In this sense, the expectations of a tiny minority trump the realities of the vast majority. There is an enormous gap between what average citizens in advanced Western democracies—and the richer elites everywhere—assume is or should be normal, and the daily realities faced by the overwhelming majority of people. Information about the dire conditions common in poor countries is plentiful and widely discussed. Curiously, however, expectations about what it means to be normal in today’s world continue to reflect the abnormal reality of a few rich countries rather than the global norm.
USC: Public Diplomacy and Virtual Worlds
The Public Diplomacy and Virtual Worlds project is a research project examining one aspect of new technology and public diplomacy: the role of video games, specifically Massively Multiplayer Online Games (MMOGs), in public diplomacy.
The study explores the role of MMOGs in the following ways:
* For U.S. games, as extensions of the U.S. brand and their role in shaping how the world sees the U.S. (for non-U.S. games their role as extensions of identity, image and brand of their respective country);
* As online venues (or virtual worlds) in which people from different cultures come together and shape or form ideas about each other and their respective cultures;
* The unique role that 'localization' plays in public diplomacy (How does framing a game for a community outside the game's country of origin play a role in its impact?);
* Game Design: As public policy play tools that can be used to educate (not train) people about how different cultures work and/or function (e.g. Roleplay Kofi Annan or the President of Russia, etc.).
Why Virtual Worlds?
Why Gamers Will Save the World
A thoughtful presentation by Cory Ondrejka, Linden Lab at Accelerating Change 2005 suggested that games will "save the world" by teaching more people how to critically filter the increasing information to which they are exposed.
Gamers are critical-thinking goal-oriented people. Games are learning environments. When a gamer first enters a game, he explores and carries out experiments to understand the characteristics and constraints of the environment. This is good scientific practice and will be extended to real-life as well.
We Are the Web
The Netscape IPO wasn't really about dot-commerce. At its heart was a new cultural force based on mass collaboration. Blogs, Wikipedia, open source, peer-to-peer - behold the power of the people.
Ten years ago, Netscape's explosive IPO ignited huge piles of money. The brilliant flash revealed what had been invisible only a moment before: the World Wide Web. As Eric Schmidt (then at Sun, now at Google) noted, the day before the IPO, nothing about the Web; the day after, everything.
Computing pioneer Vannevar Bush outlined the Web's core idea - hyperlinked pages - in 1945, but the first person to try to build out the concept was a freethinker named Ted Nelson who envisioned his own scheme in 1965. However, he had little success connecting digital bits on a useful scale, and his efforts were known only to an isolated group of disciples. Few of the hackers writing code for the emerging Web in the 1990s knew about Nelson or his hyperlinked dream machine.
At the suggestion of a computer-savvy friend, I got in touch with Nelson in 1984, a decade before Netscape. We met in a dark dockside bar in Sausalito, California. He was renting a houseboat nearby and had the air of someone with time on his hands. Folded notes erupted from his pockets, and long strips of paper slipped from overstuffed notebooks. Wearing a ballpoint pen on a string around his neck, he told me - way too earnestly for a bar at 4 o'clock in the afternoon - about his scheme for organizing all the knowledge of humanity. Salvation lay in cutting up 3 x 5 cards, of which he had plenty.
Although Nelson was polite, charming, and smooth, I was too slow for his fast talk. But I got an aha! from his marvelous notion of hypertext. He was certain that every document in the world should be a footnote to some other document, and computers could make the links between them visible and permanent. But that was just the beginning! Scribbling on index cards, he sketched out complicated notions of transferring authorship back to creators and tracking payments as readers hopped along networks of documents, what he called the docuverse. He spoke of "transclusion" and "intertwingularity" as he described the grand utopian benefits of his embedded structure. It was going to save the world from stupidity.
I believed him. Despite his quirks, it was clear to me that a hyperlinked world was inevitable - someday. But looking back now, after 10 years of living online, what surprises me about the genesis of the Web is how much was missing from Vannevar Bush's vision, Nelson's docuverse, and my own expectations. We all missed the big story. The revolution launched by Netscape's IPO was only marginally about hypertext and human knowledge. At its heart was a new kind of participation that has since developed into an emerging culture based on sharing. And the ways of participating unleashed by hyperlinks are creating a new type of thinking - part human and part machine - found nowhere else on the planet or in history.
Not only did we fail to imagine what the Web would become, we still don't see it today! We are blind to the miracle it has blossomed into. And as a result of ignoring what the Web really is, we are likely to miss what it will grow into over the next 10 years. Any hope of discerning the state of the Web in 2015 requires that we own up to how wrong we were 10 years ago.
The new science of race
Henry Harpending is about to titillate the world's conspiracy theorists with one of the most politically incorrect academic papers of the new millennium.
Why, he and his colleagues at the University of Utah asked, have Jews of European descent won 27 per cent of the Nobel Prizes given to Americans in the past century, while making up only 3 per cent of the population? Why do they produce more than half the world's chess champions? And why do they have an average IQ higher than any other ethnic group for which there's reliable data, and nearly six times as many people scoring above 140 compared with Europeans?
Prof. Harpending suggests that the reason is in their bloodline — it's genetic.
The 61-year-old anthropologist's explanation is not easily dismissed, but it crosses into the territory scientists fear most.
A Career Spent Learning How the Mind Emerges From the Brain
If you walk into the office of a scientist, chances are you'll see a white board hanging on the wall covered in scrawls. A molecular biologist's white board might be covered by hideous tangles of protein chains. A geophysicist might doodle India crashing into southern Asia.
The scribbles of Dr. Michael Gazzaniga, the director of the Center for Cognitive Neuroscience at Dartmouth, are more metaphysical. Arrows travel from a pair of eyes into a cartoon brain, finally ending at the word "Apple." Another picture bluntly sums up the modern debate over free will, with a stick figure's head labeled "Brain," and two bubbles point toward it - one labeled "Judge" and the other "Neu" - short for neuroscience. Floating uncertainly off to one side is a third bubble that asks, "Mind?"
Big questions are Dr. Gazzaniga's stock in trade. In the 1980's he helped found cognitive neuroscience, a discipline designed to find out how the mind emerges from the brain. Today, at age 65, he continues to oversee a busy lab where brain scans offer clues to how we unconsciously create theories to explain the outer world and our inner lives.
Punishment: Four classical reasons for it
Four classical reasons for punishment:
deterrence, rehabilitation, removal, and revenge.
Project Implicit (Harvard)
All For One? Why Humans Cooperate
Cooperation Makes Humans Unique, But Study Finds Most Are Reluctant Cooperators
Despite the fact that humans sometimes fight fiercely among themselves, one of our most distinctive human traits is our willingness to cooperate with others. Why we are like that is one of the really big questions confronting evolutionary psychologists.
"The fact that people cooperate is quite mysterious," says Robert Kurzban, an assistant professor of psychology at the University of Pennsylvania. "People are constantly talking about how organisms are competing, but one thing that humans do that's distinctive is they cooperate in groups."
Other animals, from ants to wolves, also cooperate to a degree, but not as extensively as humans. As evolutionary psychologists, Kurzban and Daniel Houser of George Mason University are trying to figure out why.
Social Security Underestimates Future Life Spans, Critics Say
When the federal government assesses the long-term financial problems of Social Security, it assumes that increases in life expectancy will be slow and measured. But many population experts say they believe that Americans' life expectancy will increase rapidly in the 21st century, making the program's financial problems even worse.
President Bush and Congress are preparing for a debate over the future of Social Security, whose solvency depends not only on factors including productivity, inflation and birth rates but also on how long beneficiaries will be living.
Life expectancy at birth increased by 30 years in the last century, and many independent demographers, citing the promise of biomedical research and the experience of some other industrialized countries, predict significant increases in this century. The Social Security Administration foresees a much slower rise.
"Life expectancy will make a very big difference in the fiscal viability of Social Security, but the agency's projections of longevity appear too conservative," said Prof. Samuel H. Preston of the University of Pennsylvania, one of the nation's leading demographers.
Dr. Preston said the agency assumed that "past advances in life expectancy are unrepeatable, even though the medical research establishment is routinely producing important breakthroughs that reduce the incidence or fatality of a variety of diseases."

