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Mixing art and science started very early for Kari Byron. “I remember distinctly sitting there with a Cheerio box and a roll of tape, and trying to recreate a human skull, like a little sculpture,†she says, recalling her earliest memory of tinkering with something in her childhood.
That fascination never went away. Byron is most well known for her science-facing roles as a member of the build team on Mythbusters, and her recent role in Netflix’s The White Rabbit Project, but she has been a creator for as long as she can remember. Trained in film and sculpture, but with over a decade of experience diving head-first into wacky televised experiments, Byron also embodies a recent push towards STEAM education.
STEAM includes arts in the traditional STEM cluster of science, technology, engineering and math. The move is controversial to many in both STEM and arts fields for distracting from the primary purposes of each discipline, whether it be the master of technical knowledge or divergent thinking and self-expression. Mixing the stereotypically “intuitive” with the “analytical” disciplines challenges conventional knowledge that the people have an aptitude for one or the other. But Byron, influenced from a young age by unconventional figures such as Ada Lovelace, has always believed in the happy marriage of the two. What she thinks is really important is getting kids excited about exploring their curiosity.
We hear a lot about STEM education being a key factor in spurring innovation and driving the national economy. But while the science and technology job market is increasing three times faster than the rest of the economy, U.S. enrollment in STEM undergraduate degrees is lower than in many other industrialized countries. The discrepancy between market demand and labor supply leaves many people worried about our ability to fill those jobs, and continue creating innovative technologies. Obama made STEM a priority under his administration, but limited interest in science, engineering, and technology amongst United States youth remains a concern.
In recent years some educators like the President of the Rhode Island School of Design and Mae Jemison (the first black woman in space) have embraced art under the umbrella of STEM. Pulling from historical examples of artist-scientists like Leonardo da Vinci, and contemporary examples like the beautiful designs of Apple technology, these advocates argue that art and science are deeply related, and we should be teaching them together. Entertainment groups like the Blue Man group and Sesame Street have also found value in bringing the two classically separate fields together. Byron is no exception, being of the perspective that, “Science is a creative field, it’s just more organized.†For her, science and art have always had a shared core of curiosity, creativity, and experimentation.
What Byron emphasizes is how infectiously exciting that core of curiosity can be. “When you take your creativity and you throw your energy into it, it almost works like a drop in a pond, it radiates outward, and creativity begets other creativity.†And in a moment when schools are criticized for not fostering creativity, perhaps the key to getting more students to pursue scientific and technical fields is by focusing on brainstorming and simply building things. Project-based learning at the intersection of STEM and art is a great way to engage kids this way through diving in with a “no wrong answers” attitude.
Byron said, “In my own personal journey, when I started to approach science like art, and get my hands messy, that’s when I started to love it.†After all, what does it matter if it’s called science or art, as long as kids are excited about it and learn something? Projects like building a camera from scratch and taking photographs, and working with 3D printers can fall into both categories comfortably.
Crucial to sustaining that infectious creativity is what Byron calls the ability to “Crash and Learn.†In simple terms, it’s the ability to learn from your mistakes, and it’s something Byron seems to have learned the hard way, “With Mythbusters, that was our daily business. We were given problems that were beyond my general knowledge, so we had to get things wrong over and over and over again.†She recalls a time when she had to build a flying guillotine, “I failed over and over and over and over, but I had so much fun in the mix, trying to come up with the right thing, was all part of the process. I feel like I learned so much about mechanics just from trying to create this gruesome device, that they just stayed with me. That was my class that day. Learning just how to do it.â€
Although being able to “Crash and Learn†might seem obvious to those with experience in technical fields, for a lot of students it’s the very hardest thing to learn. The same message about learning to tolerate failure has circulated with under the names grit with educational psychologists, and bravery by the CEO of Girls Who Code. Being able to keep going after you fail is something that’s hard for many people. Byron’s solution? “If you’re excited about it, they’ll be excited about it. You’re the very best role model they can have just by being excited yourself. You don’t have to teach them anything, you just gotta get in there and do it,†she says. In other words, shared excitement can be the silver bullet that gets kids through the tougher moments of failure during experimentation.
Byron believes that whether it’s learning about the chemistry of color in paint, or the how to design a social robot to look friendly—STEAM might be exactly the movement schools need to bring students the raw joy of building, experimenting, and discovering science that defies expectations. She hopes that the new approach could help kids “crash and learn†their way to becoming the next generation of scientists. Byron’s latest projects bring together the artistic and scientific—like her most recent work with 4-H and their Incredible Wearables project for National Science Day. That’s where you’ll find Byron working to get kids just as thrilled about building as she was with that first cardboard skull. “When they see you getting excited about art and science,” she says, “it becomes part of their being, and they’re going to take that with them.â€
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Cruise, the self-driving arm of General Motors, has launched a private app for employees to request a free self-driving ride almost anywhere in the city.
The app, “Cruise Anywhere,” is available to 10% of the company’s more than 200 San Francisco-based employees. Cruise plans to expand the initiative to more employees soon.
Cruise’s test fleet of Chevy Bolts run 16 hours each day around most of San Francisco and has already given more than a 1,000 rides. A test driver is present to oversee the vehicle’s operation and guarantee safety.
Rides are requested on demand, similar to ridesharing services Uber and Lyft.
The move is a part of an effort to test and learn from operating its own ride service. The company hasn’t officially decided whether to deliver rides through its own app, or partner with another company.
Related: Lyft changes gears, decides to build self-driving tech
Cruise is among a handful of companies racing to deliver self-driving technology to consumers. Its rival Waymo, the self-driving entity of Google’s parent company, is launching a program in Phoenix to gives rides to the public. NuTonomy, another competitor, gives self-driving rides in Singapore.
It’s unclear when self-driving vehicles will hit the mainstream, but Cruise believes it will be months, rather than years, before its tech is offered to consumers.
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The perfect city bike would be comfy and safe to ride and it would look sharp. Bonus points if it’s super-low maintenance and doesn’t require you to constantly fiddle with the chain and the shifters.
Such bikes exist, but not if you’re on a budget. Bikes quickly get pricey once you start adding features that make them lighter, safer, and less fussy.
But I’ve got some good news: I think I’ve found the ideal city bike. The Priority Continuum Onyx offers all the features you want in an urban commuter, from disc brakes and fenders to a no-maintenance drivetrain, and the company brings it in at just under $1,000.
OK, $1,000 is still pretty steep, but you get a bevy of advanced features for your money. Priority offers so many city-friendly upgrades, in fact, that the price ends up being a real bargain.
The Continuum sports disc brakes, which provide greater stopping power than traditional caliper brakes—especially in the rain. You also get a Gates carbon belt instead of a chain. A belt drive offers greater durability and less mess, too. No need to worry about rolling in to work with a grease splotch on the cuff of your Levis.
But the thing that really stands out is the NuVinci Nfinity N330 hub. Within that metal shell at the center of the back wheel lies a CVT, or a continuously variable transmission. There are no discrete gears in a CVT, just a steady and smooth transition from the slowest, least efficient setting to the fastest, most efficient. It’s a lot like the transmission Subaru, Nissan, and others put in their cars. Now you can get one in your bike too.
To shift, just twist the grip-shifter on the handlebar and watch the little orange guy on the display next to your wrist. When he’s on the flats, you’re in high gear. When he’s struggling uphill, you’re in low gear. But it’s important to note you won’t find any “gears” in NuVinci’s CVT. If you want to compare the N330 to a traditional drivetrain, it gives you about the same gearing range as an 8-speed bike.
CVT hubs are starting to show up in other city bikes, and in bikeshare fleets in San Francisco and in New York. Their reliability and bomb-proof construction make them a good match for fleet bikes, which take no end of abuse. Imagine how much trauma those bikeshare hubs endure and you see the appeal of having one on your bike.
Put all of these great components—disc brakes, belt drive, the NuVinci hub—together and you’re typically looking at a bike closer to $2,000. But Priority keeps the Continuum Onyx relatively affordable by sourcing inexpensive but decent parts from Asia and selling directly to consumers online. Skipping the bike shop means you assemble your ride yourself, but Priority includes tools and instructions in the box. I found it no harder than wrangling a piece of Swedish flat-pack furniture. It took me 30 minutes to assemble the bike Priority sent me.
The Continuum Onyx is Priority’s top-of-the-line bike. The New York company also makes leisure models that cost between $400 and $800, but the Continuum Onyx is the one best suited to daily commuting. It includes fenders, the super-reflective decals and tires light up like Roman candles in in traffic, and the a headlight draws power from a Dynohub that generates electricity when the front wheel spins.
It’s nice to see quality city bikes getting cheaper even as they get better. It means there are more bike commuters on the roads, for one. More importantly, it makes people think of cycling not as something you do on weekends, but something you can do every day.
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We may be a long way off from a Holodeck-like virtual reality where your body is the controller, but Neurable might have the next closest thing. It recently unveiled a prototype peripheral that adds brain control to VR experiences. The device replaces the regular strap on an HTC Vive and uses specific brain signals (event-related potentials, not the EEG patterns you usually see) to trigger actions. In a showcase game, Awakening, you use your mind to escape a lab as if you had telekinetic powers — you don’t have to hold plastic wands as you battle robots and grab objects.
Games are the first application, and Neurable tells IEEE Spectrum it’s hoping to bring its experience to VR arcades in 2018. The brain controller should be slicker, too, so the bulky design you see here (which makes you look like you’re part of a lab experiment, really) won’t last long.
However, the company clearly has larger ambitions. It sees brain control as a big step up in VR interfaces. When done well, it both eliminates the learning curve (you just think about what you want to do) and allows for input that’s difficult or impossible when you can’t see your body, such as fast text input. This isn’t guaranteed to completely replace physical controls, at least not for a while (many games and other apps will still benefit from hands-on interaction), but it does hint at a future where you don’t need controllers for every instance of interactive VR, even when they’re relatively complex.
Via: IEEE Spectrum
Source: Neurable (Medium)
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Livestreaming is becoming a major part of social networks — Instagram, Twitter (via Periscope) and Facebook have all been pushing it in our faces for a while now. They all work the same, more or less, but Instagram is adding an intriguing new feature to the mix. Today, the company announced that some users will be able to add a "guest" to their live broadcasts, essentially adding a second contributor to the livestream. This lets users have a live conversation with a friend and broadcast both sides of that chat to your followers.
Once you have a guest in your livestream, you can boot them out any time you want and add another, or the person you invited can also leave at any time. When you’re livestreaming with a guest, followers will just see the screen split 50/50 between what your camera is broadcasting and what the other person in the stream is shooting. For now, it seems you can only add one person to the stream; there’s no word on whether Instagram will let you add multiple guests, but it seems like that could get pretty complicated on a small screen.
Instagram says it is only testing out this feature with a "small percentage" of users for now, but it’ll roll out globally in the coming months.
Source: Instagram
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From congested lanes on freeways to motor enzymes navigating DNA, traffic (and the occasional roadkill) is part of life.
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