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Bug

Planting GMOs Kills So Many Bugs That It Helps Non-GMO Crops (arstechnica.com) 282

An anonymous reader quotes a report from Ars Technica: One of the great purported boons of GMOs is that they allow farmers to use fewer pesticides, some of which are known to be harmful to humans or other species. Bt corn, cotton, and soybeans have been engineered to express insect-killing proteins from the bacterium Bacillus thuringiensis, and they have indeed been successful at controlling the crops' respective pests. They even protect the non-Bt versions of the same crop that must be planted in adjacent fields to help limit the evolution of Bt resistance. But new work shows that Bt corn also controls pests in other types of crops planted nearby, specifically vegetables. In doing so, it cuts down on the use of pesticides on these crops, as well.

Entomologists and ecologists compared crop damage and insecticide use in four agricultural mid-Atlantic states: New Jersey, Delaware, Maryland, and Virginia. Their data came from the years before Bt corn was widespread (1976-1996) and continued after it was adopted (1996-2016). They also looked at the levels of the pests themselves: two different species of moths, commonly known as the European corn borer and corn earworm. They were named as scourges of corn, but their larvae eat a number of different crops, including peppers and green beans. After Bt corn was planted in 1996, the number of moths captured for analysis every night in vegetable fields dropped by 75 percent. The drop was a function of the percentage of Bt corn planted in the area and occurred even though moth populations usually go up with temperature. So the Bt corn more than counteracted the effect of the rising temperatures we've experienced over the quarter century covered by the study.

Games

Daily Dose of Violent Video Games Causes 'No Significant Changes' In Behavior, Study Finds (arstechnica.com) 192

An anonymous reader quotes a report from Ars Technica: A new, longer-term study of video game play from the Max Planck Institute for Human Development and Germany's University Clinic Hamburg-Eppendorf recently published in Molecular Psychiatry found that adults showed "no significant changes" on a wide variety of behavioral measures after two straight months of daily violent game play. Most scientific studies on the effects of video game violence measure participants right after the completion of a gameplay session, when the adrenaline prompted by the on-screen action is likely still pumping. Researcher Simone Kuhn and her co-authors argue that "effects observed only for a few minutes after short sessions of video gaming are not representative of what society at large is actually interested in, namely how habitual violent video game play affects behavior on a more long-term basis." To correct for the "priming" effects inherent in these other studies, researchers had 90 adult participants play either Grand Theft Auto V or The Sims 3 for at least 30 minutes every day over eight weeks (a control group played no games during the testing period). The adults chosen, who ranged from 18 to 45 years old, reported little to no video game play in the previous six months and were screened for pre-existing psychological problems before the tests. Over 208 separate comparisons (52 tests; violent vs. non-violent and control groups; pre- vs. post- and two-months-later tests), only three subjects showed a statistically significant effect of the violent gameplay at a 95 percent confidence level. Pure chance would predict more than 10 of the 208 comparisons would be significant at that level, leading the researchers to conclude "that there were no detrimental effects of violent video game play."
Medicine

Scientists Create a Way For People With Amputations To Feel Their Prosthetics (gizmodo.com) 42

An anonymous reader quotes a report from Gizmodo: Prosthetic hands have gotten increasingly sophisticated. Many can recreate the complex shape and detail of joints and fingers, while powered prostheses allow for independent, willful movement. But a new study published Wednesday in Science Translational Medicine offers a potential glimpse into the future of the technology: Artificial hands that actually feel like a living limb as they move. The researchers recruited people with amputations who had been given surgery that reconfigured certain muscle and sensory nerves surrounding the amputated limb, allowing them to control their prosthesis through intuitive brain signals (thoughts) sent to the repurposed nerves. Across a series of experiments involving three of these patients, the researchers attached devices that generated vibrations along specific muscles near the amputation site. When the device was turned on, these vibrations created an illusionary sense of kinesthesia -- an awareness of conscious self-movement -- in the prosthetic hand as the person performed tasks with it, both in a virtual stimulation and in the real world. The volunteers had amputations that extended just past their elbow as well as their whole arm. Not only did the experiment let them "feel" their hand as they opened and closed it, but the restored intuition allowed them to perform tasks without needing to constantly look at their hand. And coupled with vision, it gave them overall better motor control over their prosthesis.
Space

All Disk Galaxies Rotate Once Every Billion Years (astronomy.com) 89

According to a new study published in The Monthly Notices of the Royal Astronomical Society, astronomers discovered that all disk galaxies rotate about once every billion years, no matter their size or mass. Astronomy Magazine reports: To carry out the study, the researchers measured the radial velocities of neutral hydrogen in the outer disks of a plethora of galaxies -- ranging from small dwarf irregulars to massive spirals. These galaxies differed in both size and rotational velocity by up to a factor of 30. With these radial velocity measurements, the researchers were able to calculate the rotational period of their sample galaxies, which led them to conclude that the outer rims of all disk galaxies take roughly a billion years to complete one rotation. However, the researchers note that further research is required to confirm the clock-like spin rate is a universal trait of disk galaxies and not just a result of selection bias. Based on theoretical models, the researchers also expected to find only sparse populations of young stars and interstellar gas on the outskirts of these galaxies. But instead, they discovered a significant population of much older stars mingling with the young stars and gas.

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