Recently in the Health Category

Science Journal (WSJ):

"We think our decisions are conscious," said neuroscientist John-Dylan Haynes at the Bernstein Center for Computational Neuroscience in Berlin, who is pioneering this research. "But these data show that consciousness is just the tip of the iceberg. This doesn't rule out free will, but it does make it implausible."

Through a series of intriguing experiments, scientists in Germany, Norway and the U.S. have analyzed the distinctive cerebral activity that foreshadows our choices. They have tracked telltale waves of change through the cells that orchestrate our memory, language, reason and self-awareness.

In ways we are only beginning to understand, the synapses and neurons in the human nervous system work in concert to perceive the world around them, to learn from their perceptions, to remember important experiences, to plan ahead, and to decide and act on incomplete information. In a rudimentary way, they predetermine our choices.


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May 31, 2008

Senior High

Great series from The Globe and Mail. I seem to recall that articles from this paper disappear behind a pay-per-view firewall after a few weeks, so print these out now if you think you'll ever get old.
Fast times at senior high

Part one

Fast times at Senior High

The cliques, the gossip, the hot guy with a car: A retirement home is Grade 10 all over again, but here the new kids are pushing 90.

 

Fast times at senior high

Part two

Mean Girls, but with walkers

Being the newbie is never easy, even when the cool kids snubbing you are in their 80s. Your clothes, your finances, your romances - they're all grist for the gossip mill

 

Fast times at senior high

Part three

Looking for love, or ...

The equipment may be rusty, but you can still get lusty. And the desire for companionship never fades.

 

Fast times at senior high

Part four

The fuss over food

Keeping control over body and mind is tough when you live in a retirement home, right down to having to eat whatever's put in front of you

 

Fast times at senior high

Part Five

Amid loss, striving for life

Only survivors make it this far, and they are determined to keep going. They share their strength and hope with reporter Rebecca Dube and photographer Kevin Van Paassen


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Wired just loves technology. Here's an article about a technological solution to forgetting.
As a science fiction fan, I had always assumed that when computers supplemented our intelligence, it would be because we outsourced some of our memory to them. We would ask questions, and our machines would give oracular -- or supremely practical -- replies. Wozniak has discovered a different route. When he entrusts his mental life to a machine, it is not to throw off the burden of thought but to make his mind more swift. Extreme knowledge is not something for which he programs a computer but for which his computer is programming him.

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The opening of this story uses the sudden deaths of two bloggers over a three-month span (and the  non-fatal heart attack of a third) in order to suggest that bloggers are blogging themselves into their graves. How many reporters, kindergarten teachers, retirees, people named "Joe" and left-handed people died in the last three months?   OMG -- a trend!

Once you get past that tabloid silliness, you find a thoughtful exploration of the world of bloggers who are paid by the post.

New York Times:

"Wouldn't it be great if we said no blogger or journalist could write a story between 8 p.m. Pacific time and dawn? Then we could all take a break," he added. "But that's never going to happen."

All that competition puts a premium on staying awake. Matt Buchanan, 22, is the right man for the job. He works for clicks for Gizmodo, a popular Gawker Media site that publishes news about gadgets. Mr. Buchanan lives in a small apartment in Brooklyn, where his bedroom doubles as his office.

He says he sleeps about five hours a night and often does not have time to eat proper meals. But he does stay fueled -- by regularly consuming a protein supplement mixed into coffee.

But make no mistake: Mr. Buchanan, a recent graduate of New York University, loves his job. He said he gets paid to write (he will not say how much) while interacting with readers in a global conversation about the latest and greatest products.


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January 16, 2008

Fatworld Review

On Jan 14, Ian Bogost of Persuasive Games rolled out Fatworld -- a digital work that illustrates the complex connections between health, class, economics, and politics, via the rhetoric of the sandbox game. 

FatworldMain.pngA sandbox game features open-ended play, with no single predetermined "winning" outcome.  A target-shooting game such as Space Invaders forces the player to shoot waves of attacking enemies, because the game ends when the enemies encroach upon the player's position.  By contrast, an open-ended game such as Sim City permits the player to decide whether the goal of the game is to create a thriving gridlocked metropolis, a road-free utopia. a network of hamlets insulated by forests, or an urban wasteland.

Fatworld presents a series of interconnected systems, such as a socio-economic model, a political model, and (the most complex in the game) a nutrition and health model.  Playing Fatworld is a matter of figuring out how the game depicts connections between these systems.

The release of Fatworld seems perfectly timed, after McDonalds UK CEO Steve Easterbrook, ruminating on the causes of childhood obesity, noted last week that "there's fewer green spaces and kids are sat home playing computer games on the TV when in the past they'd have been burning off energy outside."  

Bogost is an accomplished games scholar and proponent of what the field in general calls "serious games."  His studio produced the Howard Dean for Iowa game, and has provided editorial material to the New York Times in the form of "newsgames" (a cross between a game and a political cartoon) such as Food Import Folly.

His book Unit Operations introduces a universal method for analyzing texts from literary works to video games, and this week students in my Video Game Theory and Culture class are reading his book Persuasive Games: The Expressive Power of Videogames.

Knowing Ian was behind Fatworld, I had high hopes. I really, really wanted to like it much better than I do.

FatworldHealthOMat.pngI wanted to write a review that discusses the game's educational potential, its elegance, and its rhetorical effectiveness at using the game format to communicate a message about health (and politics, economics, and lifestyle). 

I wanted to say I loved the isometric cuteness of the game world, and that the puffy menu bars and the bloated cartoon hand that serves as the mouse pointer fit wonderfully with the theme of the game. I wanted to praise the Govern O Mat, where you can select food-related legislation and click the "Bribe" button to influence a politician. I wanted to try to work restaurant review clichés into my review.

I did not want to do what I'm about to do instead -- bellyache about a confusing interface that violates basic UI principles; puzzle over displays with unexplained readouts that never change and clocks that count up by increments of four and down by increments of two (why?); grumble about design flaws that make mini-games unnecessarily confusing; and grouse about bugs that make minigames cut off abruptly for no reason.


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January 14, 2008

FATWORLD - The Game

FATWORLD is a video game about the politics of nutrition. It explores the relationships between obesity, nutrition, and socioeconomics in the contemporary U.S. The game's goal is not to tell people what to eat or how to exercise, but to demonstrate the complex, interwoven relationships between nutrition and factors like budgets, the physical world, subsidies, and regulations. Existing approaches to nutrition advocacy fail to communicate the aggregate effect of everyday health practices. It's one thing to explain that daily exercise and nutrition are important, but people, young and old, have a very hard time wrapping their heads around outcomes five, 10, 50 years away. You can choose starting weights and health conditions, including predispositions towards ailments like diabetes, heart disease, or food allergies. You'll have to construct menus and recipes, decide what to eat and what to avoid, exercise (or not), and run a restaurant business to serve the members of your community. FATWORLD comes with numerous foods, recipes, and meal plans, or players can create their own from the foods in their pantry or their imaginations.
I'm assigning this as tomorrow's discussion question for my Video Game Culture and Theory course. The in-game tutorial is long, and it's not immediately clear how to exit out of some windows (the circle with the X in it is not close enough to where the information is listed), and when the message "enter" appears on the screen, I keep wanting to push the "enter" button (rather than space, which is what the game expects). So I'm still exploring at this stage.

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January 11, 2008

People in Order


One hundred different people hitting a drum, from age 1 to 100. A short film by Lenka Clayton and James Price.

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Jay Dixit, in Psychology Today, surveys research that considers dreams to be the brain's training grounds for real-world emergencies.

The idea that dreams are a dojo for perfecting waking activities fits well with what is already known about practice. Mental rehearsal through visualization improves skills, enhances learning, and changes the brain, polishing performance in almost any domain, from sports to piano playing.

The single most pervasive theme in dreaming is that of being chased or attacked. Just as athletes in training repeat parts of their performance, we may, in our nightmares, be attacked and chased over and over again, not to solve a particular problem but to actually practice efficient escape behavior.

Saber-toothed tigers no longer stalk our villages, but Stone Age themes still rule our dreams. "Nowadays, the evolutionary footprint is clearest in the dreams of children, who often dream about being chased by monsters, much the same way we were once chased by predators," says Revonsuo. As life has evolved, so have the threats we rehearse. "You insert a modern danger into that ancestral key and get a bizarre combination," says Revonsuo. "We dream of being chased, shot, or robbed, getting into traffic accidents, a burglar in our house, or perhaps smaller mishaps such as losing our wallets--and that prepares us for our waking life."


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CNN/AP
The function of the appendix seems related to the massive amount of bacteria populating the human digestive system, according to the study in the Journal of Theoretical Biology. There are more bacteria than human cells in the typical body. Most are good and help digest food.

But sometimes the flora of bacteria in the intestines die or are purged. Diseases such as cholera or amoebic dysentery would clear the gut of useful bacteria. The appendix's job is to reboot the digestive system in that case.

The appendix "acts as a good safe house for bacteria," said Duke surgery professor Bill Parker, a study co-author. Its location _ just below the normal one-way flow of food and germs in the large intestine in a sort of gut cul-de-sac -- helps support the theory, he said.

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September 23, 2007

From the Sickbed

I've been laid up in sick all weekend, mostly drifting in and out of sleep.

I started getting chills Friday afternoon at work. I zipped up my jacket and put the heater on in the car to keep the chills under control, went to the couch in the basement (where my wife banished me) and just tried to keep sane.

All Saturday was a blur. I tried to sleep as much as I could, and I watched some random YouTube nonsense and listened to some Dodge Intrepid podcasts (a mock 40s-style radio adventure serial; recent SHU graduate Mike Rubino is a cast member). I could barely prop my head up with one hand and tap keys one at a time with the other. I took me about 15 minutes to type a two-sentence comment on a student blog.

Then at about 3 this morning, I woke up with sweat dripping off my hair and soaking the pillow, and as I lay there I realized -- I can think! I can think!

Today my wife gave me exactly what I need. She's taking the kids out all day, so I can try to recover a bit.
I can sit up now and type two-handed for brief periods of time now. I also did some light reading.


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The Pittsburgh Post-Gazette, via Miki Louch.

When he was a boy, Dr. Pausch said, he had a concrete set of dreams: He wanted to experience the weightlessness of zero gravity; he wanted to play football in the NFL; he wanted to write an article for the World Book Encyclopedia ("You can tell the nerds early on," he joked); he wanted to be Captain Kirk from "Star Trek"; and he wanted to work for the Disney Co.
I interviewed Paush once for a newsletter published by the engineering school at the University of Virginia. Hearing about the occasion of his speech was a bit of a surprise.

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September 3, 2007

The Trouble with "Addiction"

Nick Yee (The Daedalus Project) writes an 8-part post (this quote is from part 2) responding to media reports about "internet addiction."
High school and college students on football teams regularly die during practice (1, 2, 3), but their deaths are dealt with by the media with a very holistic perspective. The media questions whether the coach set an unreasonably exhausting regimen. The media questions whether the parents saw warning signs. They ask whether the school reviewed the coach's history thoroughly when the hiring was made. They wonder why the school mandates year-round practice that necessitates training in the hot summers. They ask whether the team physicians condoned the exhausting practices despite the individual's particular health idiosyncrasies. And in no time during all this does anyone suggest that football is addictive and caused the deaths. This is because that statement would be naïve and simplistic. When people die during or after playing an MMO however, it is typically "caused by an online gaming addiction". The wikipedia entry on "game addiction" lists several of these "notable cases". Even in cases where the person suffered from depression and other mood disorders, an "addiction" to the game itself is primarily blamed for the deaths. As another example, Kimberley Young's discussion of Internet Addiction Disorder implies that marital affairs that occur online are primarily the fault of the Internet, rather than having to do with personal choices. Why is it that explanations are complicated and holistic when it comes to football, and so simplistic when we talk about online games? Part of the reason is that football is too mainstream and too low-tech to be a tool for the media to instill paranoia with. No one is afraid of a leather ball.

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Some acted selflessly, rushing to the aid of other characters even though that meant they risked infection themselves. Others fled infected cities in an attempt to save themselves. And some who were sick made it their mission to deliberately infect others. --BBC
Wikipedia has a good collection of background resources on "corrupted blood," the virtual disease which afflicted avatars in World of Warcraft in 2005.

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Doctors backed away on Sunday from a controversial proposal to designate video game addiction as a mental disorder akin to alcoholism, saying psychiatrists should study the issue more. --Experts oppose video game addiction designation (Reuters | C|Net)

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The Los Angeles Police Department on Tuesday announced plans to pursue improvements to the city's 911 system, saying callers in the future will be able to use text messages, photos and even video from cellphones to seek emergency assistance. --Richard Winton --LAPD plans to accept 911 text messages (LA Times)
Will future dispatchers have to be screened for the ability to understand txt-spk?

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In his blog, Flea had ridiculed the plaintiff's case and the plaintiff's lawyer. He had revealed the defense strategy. He had accused members of the jury of dozing.

With the jury looking on in puzzlement, Lindeman admitted that he was, in fact, Flea.

The next morning, on May 15, he agreed to pay what members of Boston's tight-knit legal community describe as a substantial settlement -- case closed. --Jonathan Saltzman --Blogger unmasked, court case upended (Boston.com)
Lindeman, on trial for medical malpractice, paid a hefty sum for his right to his opinion. He blogged about the trial anonymously while it was going on, and the prosecuting attorney found out about it.

Update: A Wal-Mart cashier who joked about bombing the store on his MySpace page has also been sacked. "If you have a MySpace site, you better act like you're a politician," he says, "Be politically correct and don't try to be funny." That's a bit exaggerated... there was nothing "political" about his comment, and there are other kinds of humor.

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Mexican food in the united states is like the bow legged asthmatic cousin of real Mexican food. --Jonathan Stewart --Tacos, toilets and a glass of tap water! (Mexican Civilization)
I have been enjoying the blogging that is currently being posted by students of my division chair, John Spurlock.

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There are no lithe leaps, perfect pirouettes or pointed toes here. Most girls cannot walk or stand, much less make a shallow curtsy. Their crutches and walkers lie nearby and their customized ballet slippers are stretched over leg braces. --Corey KilGannon --Given a Chance to Be Little Ballerinas, and Smiling Right Down to Their Toes (NY Times)

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January 9, 2007

About a boy

Born with a rare syndrome that left him profoundly autistic, seven-year-old Luke was trapped in his own body. But then his dad took him surfing. --Paul Solotaroff --About a boy (Guardian)
I'm sick with a virus, and I can't do much but read. Oh, and try to find out why my division chair can't log into his weblog from Mexico. This was a pleasant diversion.

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"When I remained 366 days underground, I had the impression of only spending 219 days," he said. --Man to live three years in cave (BBC)

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"(Video games) are a little bit like documentary films were in say the '60s or '70s," says Suzanne Seggerman, co-founder of Games for Change, a support organization in New York for makers of video games dealing with social issues. "Film had been a popular medium for a long, long time, (but) it took quite a while for it to mature enough to sustain real-world content. Games are at the same place now. They're being used for more serious purposes." --Fred Marion --New generation of video games takes on serious subjects (Springfield News-Sun | Cox News Service)

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September 19, 2006

Way Wrong -- Time to Go to Bed

Way Wrong -- Time to Go to Bed (Jerz's Literacy Weblog)
A new media researcher asked me to provide him with a few paragraphs on a subject I know well, for a proposal he's planning to submit soon.

I was going to dig out a couple of canned paragraphs this weekend, but one thing led to another, and I started tidying up a few loose ends and looking up a few more leads.

It's now 5am, and I've churned out about 7 new pages, with 2 pages revised from other projects.

I hate being sick, because the pills I take to get me through bathtime and bedtime stories perk me up so much I can't get to sleep. Oh well... at least my insomnia was productive tonight.

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Children are being deprived of the right to grow up at their own pace by a combination of advertising, junk food, pressures at school and TV and video games, experts have warned. --Junk Food, TV and the Internet 'are poisoning childhood' (This Is London)
While video games are mentioned last in the lead, what does the photo show? A kid playing a video game.

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September 3, 2006

The Shaving Cream Racket

There are many thing that are true -- the state is a parasite on society, private property would solve most social problems, rock music is tedious and stupid -- but are nonetheless not generally known or applied. The truth that shaving cream is a racket should be added to this. --Jeffrey A. Tucker --The Shaving Cream Racket (LewRockwell.com)
This makes a lot of sense. Is it true?

I used an electric razor as a teen. It died when I was a sophomore in college, so I switched to razors for about a year. After cutting myself pretty badly one day, I switched back to another electric razor. I dont think I've replaced it in 15 years.

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August 15, 2006

The mismeasure of woman

Within a year of birth, boys and girls also prefer different toys. Boys prefer cars, trucks, balls and guns. Girls prefer dolls and tea sets. Although evolution has clearly not had the opportunity to mould a preference for tea sets, there is evidence from another species which suggests that human infants might be predisposed to prefer toys that have particular adaptive significance to their sex. Several years ago, Melissa Hines, of City University in London, and Gerianne Alexander, of Texas A&M University, gave some vervet monkeys a selection of toys, including rag dolls, pans, balls and trucks. Male monkeys spent more time with the trucks and balls. Females played for longer with the dolls.

Obviously, cultural stereotyping is an improbable explanation for this. Nor could male monkeys have evolved a preference for fire engines. The theory put forward to explain what happened -- and the similar innate preferences of human children -- is that the toys preferred by young females are objects that offer opportunities for expressing nurturing behaviour, something that will be useful to them later in life. Young males, whether simian or human, prefer toys that can be used actively or propelled in space, and which afford greater opportunities for rough play. --The mismeasure of woman (The Economist)

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A look at the documented deaths at Disney's two theme parks in Florida and California since 1989: --Boy, 12, dies after riding Disney World roller coaster (Herald Today.com)
Thanks for the link, Rosemary. Considering the number of people who go through the park, it's not suprirsing that people die when they happen to be there.

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May 15, 2006

Future Tech

The disasters that have occurred so far have been on the local or regional level. They have been horribly damaging to lives and properties in the regions in which they occurred, but they have not been the paradigm-shifting harbingers of doom that the pessimists, like Kunstler, continually warn about. In fact, so far the pessimists have been 100 percent wrong 100 percent of the time.

The fact is that since the close of World War II the world has been experiencing an age of progress that is nearly unequaled in human history. More people have more food, more shelter, more access to medical care, more access to transportation, to education, and to technology than ever before. Of course, problems remain to be solved and progress is yet to be made in a number of areas. But advances since World War II - leading to such marvels as the Internet, personal computing, and synthetic materials, to name but a few - have allowed millions to live in greater comfort and dignity than ever before. The lesson of the last 50 years is that the future is brighter than the naysayers will have people believe as technology allows people the chance to enjoy and pursue other endeavors, including what is truly important. Looking forward, then, here are eight major areas in which rapid technological advance will improve the way people live. --Dennis Behreandt --Future Tech (Red Orbit)

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May 9, 2006

Doom and Demography

Unlike the villagers in the fable about the boy who cried wolf, educated American consumers always seem to have the time, the money, and the credulity to pay to hear one more time that we are just about to run out of everything, thanks to population growth.

[...]

Troubled as the world may be today, it is incontestably less poor, less unhealthy, and less hungry than it was 30 years ago. And this positive association between world population growth and material advance goes back at least as far as the beginning of the 20th century.

Let us consider -- or rather, reconsider -- what took place in the 20th century's "population explosion." The basic story is well known. A precise count is impossible, but between 1900 and 2000 human numbers almost quadrupled, from around 1.6 billion to more than six billion; in pace or magnitude, nothing like that surge had ever occurred. But why exactly did we experience a world population explosion in the 20th century?

It was not because people suddenly started breeding like rabbits -- rather, it was because they finally stopped dying like flies --Nicholas Eberstadt --Doom and Demography (Wilson Quarterly)

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April 26, 2006

Responsible Marketing

At Shards O' Glass Freeze Pops, we believe in doing the right thing. Our products are intended for adults and as such, we only market to them. While some studies suggest that over 80% of our adult customers started eating Shards O' Glass Freeze Pops before the age of 18, the intent of our marketing efforts is to encourage customers to switch glass pop brands and not to get young people to start licking. In fact, we've introduced a million dollar youth prevention campaign with the highly effective slogan "Licking Glass Pops as a teen? Then you're missing the point!" --Responsible Marketing (Shards O' Glass Freeze Pops)
Preceded by the SNL "bag o' glass" skit from the 1970s. Still pretty good.

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April 12, 2006

The s-word

I called a disabled colleague a spaz after hearing he'd spilt coffee over yet another expensive bit of computer kit.... I use the term with irony as someone who was regularly called a "spaz" in the school playground, though I'm visually impaired and not what we once called "a spastic".

To confuse the issue, a non-disabled colleague had overheard and told me that she found that term offensive and thanked me not to use it in front of her. I was offended that she was offended because I didn't feel it was her place to be offended... after all, it's not her word and she wouldn't have been taunted with it. --Damon Rose --The s-word (BBC News)
Because I regularly teach Adventures of Huckleberry Finn, and because this year I'm teaching a collection of Flannery O'Connor short stories, I've had plenty of class discussions about racially charged language.

Lately I've been spending time in each literature class introducing the concept of disability studies, in part because physical characteristics such as missing limbs or scars are often used by authors as a short of shortcut to characterization.

But hearing that a company recently marketed a wheelchair called the "Spazzo" makes me completely confused. Perhaps I shouldn't be.

At any rate, this article reminds me that language is power, and that terms used by mainstream society to label subgroups, and terms used by subgroups to refer to themselves are often points of conflict.

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