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Antarctica Scientists Discover Space Mineral Never Before Observed in Nature A research team that included experts from the US, Japan and South Korea, have discovered a new mineral, called "Wassonite", buried in a meteorite discovered in Antarctica in 1969. The meteorite, which may have broken off an asteroid orbiting between Mars and Jupiter, is 4.5 billion years old. The new mineral was discovered within the meteorite officially designated Yamato 691 enstatite chondrite. One of many thousands that were recovered from the Yamato Mountains, near Japan's Antarctic base, It took researchers more than 40 years to find the never-before-seen mineral. NASA space scientist Keiko Nakamura-Messenger, who headed the research team, said "Wassonite is a mineral formed from only two elements, sulphur and titanium, yet it possesses a unique crystal structure that has not been previously observed in nature," he said. The new mineral is named after John T. The Daily Galaxy via news.com.au

The Amazing Holographic Universe By Michael Talbot | rense.com In 1982 a remarkable event took place. At the University of Paris a research team led by physicist Alain Aspect performed what may turn out to be one of the most important experiments of the 20th century. Aspect and his team discovered that under certain circumstances subatomic particles such as electrons are able to instantaneously communicate with each other regardless of the distance separating them. Somehow each particle always seems to know what the other is doing. University of London physicist David Bohm, for example, believes Aspect's findings imply that objective reality does not exist, that despite its apparent solidity the universe is at heart a phantasm, a gigantic and splendidly detailed hologram. To understand why Bohm makes this startling assertion, one must first understand a little about holograms. To make a hologram, the object to be photographed is first bathed in the light of a laser beam. Imagine an aquarium containing a fish.

Spider Mite's Secrets Revealed Tiny pest's genome opens door to novel approaches to crop protection and silk production The tiny two-spotted spider mite (Tetranychus urticae) causes much anxiety for farmers, and has been, to date, a scientific mystery. It feeds on over 1,100 species of plants, including 150 greenhouse plants and crops, such as maize, soy, tomatoes and citrus. Tetranychus urticae Credit: Wikipedia Élio Sucena and Sara Magalhães, group leaders at the Instituto Gulbenkian de Ciência (IGC) and the Centre for Environmental Biology, University of Lisbon (Portugal), respectively, are part of the 55-strong team of researchers from 10 countries that were involved in this project. The spider mite feeds on an astonishingly large number of plants because it withstands the toxins that plants produce. Having the sequence of the spider mite genome has shown light on the genetic basis for its feeding flexibility and pesticide resistance. Colony of spider mites

Multiverse: The MMO Development Platform Phantom Physicalizations: Machines that make dreams physical VINCENT OLISLAGERS just graduated from the Interaction Design Masters Programme at K3, Malmö University. His thesis Phantom Physicalizations, Reinterpreting Dreams Through Physical Representation (download) investigates how dreams can inspire waking life and design and explores how we can value them in new ways using digital tools through two prototypes that make dreams physical. Phantom Physicalizations exhibited at Medea Why should we explore dreams further? Dreams allow us to experience life in a different manner than during waking life. You have designed two devices which make dreams physical in different ways. In essence there are two parts to it. One of the devices that makes dreams physical is a coffee grinder. The other works a bit like a lava lamp, except that instead of heat it uses ‘non-newtonian fluid’, low frequency sound and color changing lights to make a liquid swirl and change shape and color. Why should dreams be made physical, and why make two devices?

Virtual world The user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of telepresence.[6] Such modeled worlds and their rules may draw from the reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses. Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available to show feeling or facial expression. History[edit] The concept of virtual worlds significantly predates computers. Among the earliest virtual worlds implemented by computers were virtual reality simulators, such as the work of Ivan Sutherland. Virtual world concepts[edit]

Augmented reality Grâce à cet algorithme, recréez un Picasso ou un Van Gogh en une heure ! VIDÉO - Des chercheurs allemands ont conçu un programme informatique qui peut reproduire les plus grandes œuvres, à partir de photos et en un temps record. Révolutionnaire et inquiétant. Levé à 11h, Pablo Picasso travaillait ses œuvres jusqu'à 8 heures d'affilée. Une innovation pourrait bientôt permettre de recréer les tableaux du maître espagnol en moins d'une heure. Selon le Washington Post et comme le rapporte Slate, une équipe de chercheurs allemands vient de rendre public un programme informatique capable d'imiter les œuvres des plus grands peintres à partir de photos, en copiant le fonctionnement du cerveau humain. Dans l'article présentant leurs travaux et relayé par le site The Next Web, les chercheurs expliquent que l'algorithme utilise «des représentations neuronales pour séparer et recombiner le contenu et le style d'images arbitraires, fournissant un algorithme neuronal pouvant créer des images artistiques.»

Hachura Origem: Wikipédia, a enciclopédia livre. A trama (português europeu) ou hachura (português brasileiro) é uma técnica artística utilizada para criar efeitos de tons ou sombras a partir do desenho de linhas paralelas próximas. O conceito principal é o de que a quantidade, a espessura e o espaçamento entre as linhas irão afetar o sombreamento da imagem como um todo e enfatizar as formas, criando ilusão de volume, diferenças na textura e na cor. As linhas tracejadas devem sempre seguir o formato do objeto desenhado. Quando utilizadas para representar cores, as linhas tipicamente seguem um mesmo padrão para representar tons particulares. Além do desenho artístico, também o desenho técnico (arquitetônico, industrial, etc.) usa tracejados e hachuras para preencher as secções num desenho em corte. Na arte ocidental, os tracejados surgiram na Idade Média. Desenho de uma peça mecânica. Tracejado[editar | editar código-fonte] Um tracejado é um conjunto de traços a preencher uma área. Referências

How to Practice Drawing — Study To get better as an artist you need to establish a practice, and do it right. The core of this practice is the Study Phase. The Study Phase is meant to be a mental workout. When you push yourself past your comfort zone in a physical workout, you body adapts and becomes stronger. Be prepared. To make herself stronger, an athlete needs resistance. I ran upon this image recently that summed things up really well: Image from a presentation by John K, Nick Cross and Marlo Meekins. If I could be so bold as to make a modification on bit of advice from some of best animation artists out there: Study of Life and Study of Other Artists should come before Imagination. Now we know what are tools are, this is how we use them: Create a Library Start creating a library of art that looks like the stuff you want to do. List Your Skills Start to list skills you’ve identified from looking at your library. Choose a Focus Choose one skill you would like to study. Choose a Drill Take Note Like what you just read?

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