Sunday, April 21, 2013

Obama briefed overnight on Boston bombing manhunt

(Add Murray victory, quotes, details) By Gregory Blachier MONTE CARLO, April 17 (Reuters) - Novak Djokovic's gamble on his injured ankle at the Monte Carlo Masters appeared to be backfiring before he dug in to battle past Russian Mikhail Youzhny 4-6 6-1 6-4 in the second round on Wednesday. While Djokovic grimaced and growled through the pain barrier to fight back from 0-4 down in the opening set, Rafa Nadal was all smiles after launching his bid for a ninth consecutive Monte Carlo crown with a ruthless 6-1 6-2 win over Australian Marinko Matosevic. ...

Source: http://news.yahoo.com/obama-briefed-overnight-boston-bombing-manhunt-101102932.html

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Study Finds Carrying Infants Triggers Specific Soothing Response

Mothers who pick up their infants and walk with them when they are crying trigger a specific set of emotional and physical responses, according to a new study published in the journal Current Biology on Thursday. Researchers believe the responses originally developed to promote bonding between a mother and her child.

In a video accompanying the online release of the study, scientists point out that the mothers of many mammalian species demonstrate this carrying behavior. They claim that this is the first time that the anecdotal evidence regarding the efficacy of carrying and other soothing techniques demonstrated by mothers has been the subject of scientific research.

Here is some of the key information that emerged on Thursday regarding this new study into the mother-infant bonding process.

* The behaviors that the scientists measured, which included a specific set of "central, motor, and cardiac regulations" all were triggered specifically by mothers carrying their infants while walking. Mothers who were sitting and holding their babies did not trigger nearly the same level of response in their infants, according to the researchers' report.

* Measured responses to being picked up and carried included a rapid decrease in heart rate, as well as a halt to voluntary movement and crying.

* Researchers who conducted the study believe that the behaviors developed to increase mother-infant bonding. Specifically, that these behaviors in infants, which they defined as "innate," are meant to promote "maternal proximity" by triggering a particular set of responses to being separated from their mothers, according to the report in Current Biology.

* As noted by MyHealthNewsDaily, the study was a particularly small one, involving a sample group of just 12 infants and their mothers. The babies were all between the ages of 1 month and 6 months old.

* Researchers observed that when an infant began crying, if their mother picked them up and began walking around, that there was an observable "automatic change" to the mother's actions, according to the MyHealthNewsDaily report.

* This response has led the researchers to speculate that carrying an infant may be a more effective way to soothe them than other techniques, including rocking.

* Although this particular study specifically looked at an infant's response when picked up by their mother, the scientists were quick to point out that any primary caregiver -- whether father, grandparent, or other adult in the household -- may be able to trigger the same responses.

* The researchers also tested mice to see if the same behavioral mechanisms would reveal themselves, which they did.

Vanessa Evans is a musician and freelance writer based in Michigan, with a lifelong interest in health and nutrition issues.

Source: http://news.yahoo.com/study-finds-carrying-infants-triggers-specific-soothing-response-210800763.html

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Saturday, April 20, 2013

Adult consciousness may be present in infants' minds, study says

Babies wise up fast. By the time infants are 3 months old, their unfinished brains are laced with a trillion connections, and the collective weight of all those firing neurons triples in a year.

But the indecipherable babbling and maladroit wiggling so beloved by parents just leave scientists in baby labs scratching their heads. What do those little people know, and when do they know it?

A team of French neuroscientists who compared brain waves of adults and babies has come up with a tentative answer: At 5 months, infants appear to have the internal architecture in place to perceive objects in adult-like ways, even though they can't tell us.

"I think we have a pretty nice answer," said Sid Kouider of the Ecole Normale Superieure in Paris, whose findings were published Friday in the journal Science. "Babies as early as 5 months, and probably earlier, are displaying the same neural aspects of consciousness as adults."

The findings hint at an early shift from a largely passive biological process shared with other animals to the uniquely human ability to ponder ourselves and our surroundings in complex and abstract ways.

Researchers spent the better part of five years fiddling with fussy babies ? at 5, 10 and 15 months of age ? who had to sit still while wearing a cap with 128 electrodes and watching images flicker before them at eye-blink intervals.

"This was heroic," said UCLA developmental psychologist Scott Johnson, who was not involved in the study. "It must have taken them forever."

Said Kouider: "We had to be very patient."

Researchers have spent decades observing infants' eye movements, attempting to delve into such issues as memory, cognition and perception. But there is a limit to what they can infer.

"Four-month-olds can predict trajectories of objects, but do they have a conscious projection of a ball? Does she wonder 'Where is that thing?'" Johnson said. "It's a question we wrestle with."

Kouider relied on studies of adult brain waves recorded while subjects were presented with images that flashed for milliseconds. Some images were recognizable, such as a numeral, while the rest were indecipherable. The study volunteers were asked if they had "seen" anything.

In adults, the brain processes fleeting images ? ones presented for less than 200 milliseconds ? in a way that prevents us from consciously perceiving them. That finding that has broadened scientists' understanding of subliminal suggestion and priming of human behavior.

But when images flash for at least 300 milliseconds ? roughly the duration of an eye blink ? brain activity increases exponentially, like a seismometer needle responding to a tremor. That's also when adults can report that they consciously perceived the image.

The French team recorded equivalent brain waves in the 80 infants who could sit still while wearing their electrode caps. While the adult-like wave forms were somewhat weaker and delayed in 5-month-olds, they were strong and sustained in the older babies, the researchers reported.

Charles Nelson, director of developmental medicine at Boston Children's Hospital, cautioned that the French scientists may be over-interpreting data.

"The study is well done," said Nelson, who wasn't involved in the Science study but has done similar research. "They just take the inference too far."

Brain wave data and brain activity measured by functional MRI scans alone cannot infer a behavioral state, Nelson warned.

"If that were true, I should be able to look at your [EEG and MRI] response and know what you're thinking or feeling, and we know that is not the case," he said.

Kouider acknowledged that the study describes brain function, not the content of the babies' thoughts.

Further research may unveil what babies actually know but just won't tell us, he said.

geoffrey.mohan@latimes.com

Source: http://feeds.latimes.com/~r/latimes/news/science/~3/baCSHAA5ebE/la-sci-baby-brains-consciousness-20130420,0,7449418.story

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Macklemore & Ryan Lewis' 'Can't Hold Us' Video: Go Behind The Scenes!

Now that you've seen the new 'Can't Hold Us' video, MTV News takes you behind the scenes.
By James Montgomery


Macklemore and Ryan Lewis on the set of their video for "Can't Hold Us"
Photo: MTV News

Source: http://www.mtv.com/news/articles/1705942/macklemore-ryan-lewis-cant-hold-us-video-set.jhtml

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Nimble Quest (for Android)


The good old Snake game was a staple on all phones back in the day, but in 2013 it doesn't enjoy as much popularity. Yet Nimblebit, the authors of Tiny Tower, have taken the concept of Snake and reinvented it, using classic role-playing game tropes in Nimble Quest, available on Google Play.

The Party Sets Out
Instead of a body of ever-expanding reptilian segments, your Nimble Quest "snake" is a growing party of heroes. As each new hero is collected, he starts following your selected leader, who is what amounts to the snake's head. Knights, mages, archers, lancers, and more make up the party, which can grow to 15 strong. Of course, the party isn't after snake food, but monsters: wandering spiders, bats, stationary archers, and undead enemies are among the foes it hunts. When each hero comes within range of the enemy, they automatically fire their specific attack: a wide-arcing sword slash, fireball, arrow, bomb, or something else.

Once a specific number of creatures is vanquished, the party goes to the next stage, which varies from forests and castles to sewers and graveyards with few changes to their outer shapes and decor. Power ups frequently drop, granting abilities such as freezing all enemies or increasing your attack rate. Every hero can be individually upgraded three times, becoming much more powerful on the third level-up. The game always starts from the first level, and death means starting from the beginning?unless you spend one of the game's rare tokens.

Snake or an RPG?
Strangely, it's easy to forget that this is a Snake game and that you can die by walking into something. While Nimble Quest definitely stays true to the long-established rules, its engaging experience makes it seem like the game is just about encountering monsters rather than snaking around. I occasionally ran into my own tail, forgetting that would cause a hero to burst into a cloud of smoke. If the leader walks into anything, the whole party dies. This goes to show how seamlessly the two styles of gameplay collide.

The main challenge comes from carefully maneuvering the party, steering just close enough to foes so that heroes can fire while not touching them. It can be a test of confidence?can you steamroll past this group with your party, or will you crash? The game is the most fun when you have a long "tail," resulting in all-out warfare with attacks coming from individual heroes and enemies simultaneously.

Short swipes with your finger turn the snake right or left, relative to the position of the leader. It's a simple control scheme that takes a while to get used to, as I initially frantically tapped the screen to make my train of mages and knights turn. Hitting a button would feel like a more concrete way to execute a single action, such as a turn, than swiping does?especially since there's a lot of room on the screen. Still, swiping is effective at enabling turning in desired direction. There's a toggle for left and right-handed controls in the options, but it doesn't do anything?the whole screen is active for swiping no matter what.

There's a second mode called the Arena, which is poorly explained and easy to overlook. It's a global? competition system that lets players team up in the same guilds and compete for high scores. It requires tokens to participate. If you run out, you have to start forking over cash or look for it in the regular game.

It Always Comes Down to?
Unlocking heroes and leveling up is the most addicting part of the game, with a three-star hero offering potential to be quite destructive. However, to even get to two stars costs 11,000 gems, and, although that is decreased with every enemy defeated while leading with that particular hero, it's tedious to level up the party. Leveling up everyone without using tokens, the second game currency, would take weeks of intense gameplay.?

Gem collection can be sped up, but invariably the game will wear you down, making the use of tokens and real money seem attractive. I spent all my initial tokens on restarting the later stages, not wanting to start from the beginning; that didn't last long, even though I did occasionally find more tokens. I felt discouraged when I had to start each game from the very beginning, while enemies easily swarm the whole screen in later levels, slowing down progress a lot unless you help yourself out with buffs. Without spending money on tokens, you eventually hit a wall, and proceeding to the next stage takes significantly longer. This can severely deter you from playing more, depending on how much you're willing to grind for slight upgrades and how much you enjoy Snake.

These issues don't significantly bring down the gameplay experience, which is accessible, simplistic, and wrapped in nostalgic 8 bit graphics and sounds. Snake enthusiasts will enjoy the novel twist on the game, while RPG fans will gladly dive into maxing each hero and clearing each level. If you don't mind spending some cash, even though the game is free, you'll have a great experience with Nimble Quest.?

Source: http://feedproxy.google.com/~r/ziffdavis/pcmag/~3/aK6Dr5paqXg/0,2817,2417848,00.asp

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