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EteRNA - Played by Human, Scored by Nature

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Google set to revolutionize mHealth and medicine with Google Glasses? by: Matthew DiPaola, MD News from unnamed employees at the X center, a secretive experimental Google product laboratory, indicates that Google will be releasing eyeglasses with an integrated computer and camera by year’s end. Think of it as the wearable smart phone or a heads up display…for your head. The glasses will have a 3G or 4G connection, run on an android platform, and house multiple sensors including GPS. Pop on your shades, log into Google maps and you should virtually never get lost. Will such technology revolutionize medicine? 1. Conceivably, preoperative imaging could be loaded into a cloud based server and be made accessible to the surgeon throughout the case without him or her ever having to alter his or her posture. 2. Maybe Google Glasses will provide us the solution. 3. If you can think of any other potential medical applications for Google’s glasses please suggest them in a thread on our forum under “General” and “mHealth”.

Etude sur les nouveaux joueurs, les nouveaux jeux Depuis maintenant cinq bonnes années, le jeu vidéo change de visage petit à petit. Que ce soit du côté de la dématérialisation, des nouvelles manières de jouer mais également des nouveaux joueurs qui arrivent, l’industrie a très rarement subi de telles modifications. I. Le marché s’ouvre à de nouveaux joueurs Qui aurait pensé il y a une dizaine d’années que les femmes représenteraient une grande partie des joueurs aujourd’hui ? A. Bien avant l’arrivée de tous ces nouveaux joueurs dans l’industrie, le jeu vidéo était perçu par beaucoup (et malheureusement encore aujourd’hui) comme étant malsain. Les gamers – de l’anglais « joueur » - sont donc des personnes passionnées par le jeu vidéo. B. Mais ce temps est bel et bien révolu. Cette transition reste idéale pour montrer que l’arrivée des femmes sur le marché du jeu vidéo a permis à celui-ci de s’adapter à de nouvelles cibles. C. D. E. II. A. B. C. D.

Biology Biology 1A: General Biology (Spring 2010) The Loom Your hands are, roughly speaking, 360 million years old. Before then, they were fins, which your fishy ancestors used to swim through oceans and rivers. Once those fins sprouted digits, they could propel your salamander-like ancestors across dry land. Fast forward 300 million years, and your hands had become fine-tuned for manipulations: your lemur-like ancestors used them to grab leaves and open up fruits. We know a fair amount about the transition from fins to hands thanks to the moderately mad obsession of paleontologists, who venture to inhospitable places around the Arctic where the best fossils from that period of our evolution are buried. By comparing those fossils, scientists can work out the order in which the fish body was transformed into the kind seen in amphibians, reptiles, birds, and mammals–collectively known as tetrapods. A team of Spanish scientists has provided us with a glimpse of that story. Both fins and hands get their start in embryos. The effect was dramatic.

2011-09-12 WellPoint and IBM Announce Agreement to Put Watson to Work in Health Care INDIANAPOLIS and ARMONK, N.Y., - 12 Sep 2011: WellPoint, Inc. (NYSE: WLP), and IBM (NYSE: IBM) announced an agreement today to create the first commercial applications of the IBM Watson technology. Under the agreement, WellPoint will develop and launch Watson-based solutions to help improve patient care through the delivery of up-to-date, evidence-based health care for millions of Americans. IBM will develop the base Watson healthcare technology on which WellPoint's solution will run. Watson, named after IBM founder Thomas J. Watson, is a computing system built by a team of IBM scientists who set out to accomplish a grand challenge – build a computing system that rivals a human's ability to answer questions posed in natural language with speed, accuracy and confidence. In recent years, few areas have advanced as rapidly as health care. Medical conditions such as cancer, diabetes, chronic heart or kidney disease are incredibly intricate. About WellPoint About IBM

Psy et Geek ;-) Hands-on Activities for Teaching Biology to High School or Middle School Students by Drs. Ingrid Waldron and Jennifer Doherty, University of Pennsylvania The expression "hands-on, minds-on" summarizes the philosophy we have incorporated in these activities - namely, that students will learn best if they are actively engaged and if their activities are closely linked to understanding important biological concepts. Many of our activities are explicitly aligned with the Next Generation Science Standards, as indicated by (NGSS) in the descriptions below and the links to the right. To accommodate limited budgets, most of our activities can be carried out with minimum equipment and expense for supplies. Additional resources for teaching biology are available at More Minds on Activities for Teaching Biology. Read More Intro and Biological Molecules Is Yeast Alive? Students evaluate whether the little brown grains of yeast obtained from the grocery store are alive by testing for metabolism and growth. Enzymes Help Us Digest Food(revised, July, 2016) Who Took Jerell's iPod?

Tree of Life Web Project Healthcare Innovation by Design Group News Un impact sur les joueurs ? - Violence et jeu vidéo : interview Thomas Gaon Le jeu vidéo est-il trop violent ? Les jeux vidéo violents peuvent-ils avoir un impact sur les joueurs ? Les jeux vidéo vont-ils trop loin ? Y-a-t-il une limite dans la violence dans le jeu vidéo ? Quel est le vrai rôle du jeu vidéo dans les tueries scolaires aux Etats-Unis ? Thomas Gaon, psychologue clinicien diplômé en psychopathologie clinique (Paris VII) et membre de l'observateur des mondes numériques en sciences humaines, nous répond et nous aiguille au-delà des fantasmes communément admis par le grand public. Transcription réalisée par Jackson_Theo Est-ce que le jeu vidéo dans sa grande globalité est-il trop violent en fait ? Trop violent, encore une fois c'est une question politique, sociale également. Est-ce que, le jeu vidéo et les jeux vidéo violents, notamment les +18 évidemment, peuvent avoir un impact fort sur le joueur ? Non, pas un impact fort. Qu'est-ce qui a le plus d'impact chez la personne ? Ça dépend encore une fois, on a pas d'études précises la dessus. Ah...