Plastic fantastic: plastic from trees

leafIn preparation for when the oil runs out (or becomes economically unviable to extract – as detailed in The End of Oil by Paul Roberts) scientists have started developing alternative methods for making plastic. In this case from trees:

Some researchers hope to turn plants into a renewable, nonpolluting replacement for crude oil. To achieve this, scientists have to learn how to convert plant biomass into a building block for plastics and fuels cheaply and efficiently. In new research, chemists have successfully converted cellulose — the most common plant carbohydrate — directly into the building block called HMF in one step.
…
HMF, also known as 5-hydroxymethylfurfural, can be used as a building block for plastics and “biofuels” such as gasoline and diesel, essentially the same fuels processed from crude oil.

Given that so much of our industrial infrastructure rests on oil it is reassurring that alternative sources of basic materials are being developed.

[from Physorg][image from linh.ngân on flickr]

Did cooking make us evolve?

campfireBecause there’s still got to be an optimistic sf story in here somewhere:

Harvard anthropologist Richard Wrangman theorizes that cooking with fire triggered hominids to evolve into humans. His experience in the wild led him to conclude that humans could never live on what chimpanzees eat. Cooking, he thinks, might account for the sharp rise in brain size, and the decrease in the size of teeth, that occurred about 1.6 million years ago in Homo erectus over its predecessor, homo habilis. It might explain our relatively small guts and weak jaws, not to mention certain preferences that seem innately human:

[O]ne of the fascinating things for me as I ventured into this was really learning about what hunters and gatherers eat—and it turns out that there are no records of people having a large amount of their food come from raw food. Everywhere, everyone expects a cooked meal every evening.

The problem is lack of evidence that people used fire that long ago. A lot of scientists believe cooking didn’t really start till only 500,000 years ago.

Lacking the proof for widespread fire use by H. erectus, Wrangham hopes that DNA data may one day help his cause. “It would be very interesting to compare the human and Homo erectus genetics data to see when certain characteristics arose, such as, When did humans evolve improved defenses against Maillard reaction products?” he says, referring to the chemical products of cooking certain foods that can lead to carcinogens.

Human origins have been in the news.  How and when we began is a source of wonder. Call me mammal-centric, but I found it impossible to look at the (eerily well-preserved) face of the newly unearthed lemur-like fossil without feeling a bit of kinship.

[Image: Campfire, P. Sto]

Winners of Futurismic-only draw for Terra Insegura and Marseguro

Actual Book Just a quick note to announce the winners of the Futurismic-readers-only draw for copies of my science fiction novels Terra Insegura (just released) and its prequel, Marseguro, both published by DAW Books.

The signed copy of Terra Insegura goes to Mac Tonnies of Kansas City, Missouri, while the copy of Marseguro was won by Kian Momtahan of Bristol, U.K.

If you missed out on the Futurismic draw and would like a chance to win the books for yourself, I’m doing two more weeks of draws open to anyone. If you’d like to enter, just send me an email at edward(at)edwardwillett.com with the subject line Terra Insegura.

Congratulations to the winners, and thanks to everyone who took part.

 

[tags]books,Edward Willett, Terra Insegura, science fiction, contests[/tags]

Little lost robot

Robots have been mobile for decades, but they’ve only ever been able to go places for which they had a map or set of directions stored. That’s all changed thanks to a team of roboticists from Munich, who’ve built the first robot that can be unleashed into unfamiliar territory without a map. How does it complete its journey? It asks for directions, of course:

ACE uses cameras and software to detect humans nearby, based on their motion and upright posture. As it closes in on a likely helper, ACE’s “head” – bearing a touchscreen and a second screen displaying an animated mouth – turns to face the chosen person.

A speaker working in sync with the animated mouth is used to get the person’s attention and to ask them to touch the screen if they want to help. Willing guides are then asked to point the robot in the correct direction, with the response being analysed by posture recognition software. Direction set, ACE says “thank you” before trundling off.

Pointing, rather than telling the robot where to go, avoids confusion caused by the fact that the robot and the facing pedestrian each have a different sense of left and right.

Although it interacted with 38 people over a period of nearly five hours – ACE did eventually reach its destination. In fact, the team report that the robot was making very good progress until it reached a busy pedestrian area where its own popularity became a problem.

The current rarity of mobile robots in public spaces is obviously a big factor here; in a few more decades, we may barge past lost robots on the pavement as quickly and guiltily as we do homeless people or street-drunks.

The principle on display here is that of robot-human interaction in order to gather environmental data to complete a task or journey, which is all well and good, but it’s a proof-of-concept more than anything else. If all you needed was a robot that could navigate an unfamiliar cityscape, it’d be far easier to kit it out with good visual sensors and a GPS unit.

Hell knows this would be useless for military applications; if your super-killbot had to stop at every enemy checkpoint to ask the way to headquarters, I dare say the best place it would end up would be a long long way from anything at all… [story via regular commenter Evil Rocks; apologies to Paul McAuley for the headline]

Post-postmodern fiction? Dear Esther, and game engines as narrative engines

We were talking just a few days ago about the narrowing gap between traditional storytelling and computer games. Well, here’s something that seems to have bridged the two to create a hybrid artform: Dear Esther is a Half-Life mod that’s a sort of first-person virtuality narrative with a degree of interaction but no ‘traditional’ gameplay goals.

Dear Esther screenshot

Lewis Denby guests at Rock Paper Shotgun, and explains the potential of level modding for new expressions of creativity:

In a way, that it would be this sort of amateur creation to have such an effect makes sense. The mod scene has the potential to be a land of limitless creative opportunity. You’re not restricted by publishers’ requests, or the demands of your perceived audience, or your own barely competent technology. You’ve an enormous blank canvas to paint on, and all that holds you back is your imagination.

The real big deal here, though, is that 3D game engines can theoretically produce experiences that film, audio and the written word combined still fall short of; the interactive element is the key, producing a sense of emotional engagement that a ‘static’ work cannot replicate. Back to Denby, who suspects it’s the untapped potential for producing a negative emotional response that’s important:

I love my Marios and what-have-you as much as the next person, but I still feel games have an incredible untapped potential for negative emotions. Some have tried – Braid stands out for having a bloody good go – but we’re still a little too comfortable with enjoying everything we play. Any stretches of sadness in this medium tend to be restricted to self-indulgence or vapid tearjerker fare, and even they invariably make way for happy endings and bunny fluff.

Dear Esther rejects pretty much every notion of what videogames should do, and instead presents a profound look at what they could be doing. They could be telling stories that, while unforgiving and upsetting, exist within a format that no novel or film could ever reproduce. Stories that take clever audiovisual amalgamation for granted and go the extra mile, allowing the player to explore a tangible world that they would never otherwise be able to visit. In a sense, Dear Esther is pretty much non-interactive: nothing you do changes the course of the fiction, and there’s no element of challenge to speak of. But in another, far more accurate sense, the interaction is totally key. It’s your journey – whoever “you” are – and the intimacy heightens every emotion censor in your poor, overloaded brain. After watching me finish Dear Esther, my girlfriend asked me what it was I’d been playing. I turned to answer her, only to find I couldn’t speak. No words arrived. None mattered.

Of course, not everyone will want a harrowing immersive experience – think of the number of people who bemoan the lack of happy endings in modern novels – but there’s nothing to say that the form has to be negative in character. But it’s that potential, that opportunity to produce and manipulate both ends of the emotional spectrum, that demonstrates we have yet to see even the infancy of this hybrid artform.

I rather suspect that this could provide a great way for powerful fiction writers to reach a massive new audience that traditionally ignores dead-tree media. Who knows – it might even usher in a return of the writer as something more than a small-font credit line at the end of a movie or TV show. [via BoingBoing; Dear Esther screensot borrowed from Rock Paper Shotgun under Fair Use terms, please contact for immediate takedown if required]

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