What’s happened to our Sun? Nothing very unusual – it just threw a filament. At the end of last month, a long standing solar filament suddenly erupted into space producing an energetic Coronal Mass Ejection (CME). The filament had been held up for days by the Sun’s ever changing magnetic field and the timing of the eruption was unexpected. Watched closely by the Sun-orbiting Solar Dynamics Observatory, the resulting explosionshot electrons and ions into the Solar System, some of which arrived at Earth three days later and impacted Earth’s magnetosphere, causing visible aurorae. Loops of plasma surrounding an active region can be seen above the erupting filament in the ultraviolet image. If you missed this auroral display please do not despair – over the next two years our Sun will be experiencing a solar maximum of activity which promises to produce more CMEs that induce more Earthly auroras.
A few months ago, McCagg began using his blog and his bracket system to answer a question: What is the best word ever? Not the funniest word or the most erudite word or the most whimsical word … but The Best Word, full stop. What if, you know, the scallawag could eke out a thingamajig that would help him select the least milquetoast morsel from our linguistic smorgasbord?
Today, McCagg has answered his question. The best word ever – according to deep lexicographical research, science, taste, and common sense – is this: diphthong.
How did McCagg decide which words, out of the hundreds of thousands we’ve dreamed up, deserve inclusion? “Hornswoggle” is a given, obviously … but what about the others?
“I read the dictionary,” McCagg says. “And picked out about 20-30 great words for each letter.” He based those selections on a couple of factors. “For me, it has to be something you’ve heard. Something that sounds fun. Something that’s fun to say. Basically, something, should you ever come across it in day to day life, you stop and think, ‘I love that word.’”
So why, in the end, “diphthong? Which is also to ask: Why not “hornswoggle”?
“That was a tough call,” McCagg concedes. But “that silent ‘h’ in diphthong made all the difference.”
I’ve had a brief look at the guy’s blog, and prefer the following words to the eventual winner: ubiquitous, serendipity, quixotic, flummox, ephemeral, and discombobulate.
Also, why wasn’t quintessential even on the candidate list? I better not think too much more about it, otherwise I might end up doing my own “bracket” analysis.
One of the tricks to stay motivated may be, quite literally, music to your ears. ‘Music has received very little attention among sports scholars’ wrote one author in 1993 in the Sociology of Sport Journal. Since then, much has changed.
Music gives you the mental boost
Performing an exercise to the right kind of music makes it feel about 10 % less strenuous (as measured by the RPE rating). This works for the majority of aerobic exercises, and for the majority of people.
However, taken collectively, the research gives some provisos:
• Music should be that which you find motivating. Perhaps unsurprisingly, tunes in keeping with your music preferences have the greatest positive effect (which is measured using the Brunel Music Rating Inventory-2 – and you can find this in this Word document). It also has been shown to improve mood during and after a workout
• Music needs to be medium-fast paced (120bpm or above) to work. Slow tempo music (around 80bpm or less) has no beneficial effect.
• Upping the music tempo during exercise gives a measurable, short-term boost in physical output. Which is why those unbearably hard spin classes switch music between fast and slow.
Music can make you stronger
Motivational music gives significant reduction in heart rate, blood pressure and lactic acid whilst. But the track must have a tune – strip away the melody and the lyrics – and the drum beat alone has no positive effect.
These melody-stimulated effects also have a limit. As work intensity increases, its positive effects diminish. When working at 80% of your absolute maximum or more (or 80% max Heart Rate), no benefit is gained.
Exercising to the rhythm – the most proven method
Sports music research has focused on two different areas: background tunes where the music bears no resemblance to the exercise (‘asynchronous’) and music with a beat that coincides with bodily movements (‘synchronous’).
Any kind of exercise that involves repetitive movements (e.g. cycling, jogging or bench stepping) will benefit from music where the tempo exactly coincides with that movement. Haile Gebreselassie famously smashed the 2000m indoor world record in 1998 whilst listening to Scatman played over loud speakers (although I can’t think of anything worse).
Some recent research has shown that when exercising to synchronous music, there is a 7% decrease in the amount of oxygen the body needs – demonstrating that the body works more efficiently with synchronous music.
But even for non-endurance activities, spending a few minutes listening to music immediately before starting can boost confidence and self-belief. Combining motivational music with positive self-imagery has been shown to improve non-aerobic sports performance such as shooting and weight-lifting.
So, providing you don’t go cycling or jogging on the road with your headphones on (potentially very dangerous), it’s probably worth taking your iPod with your running shoes.
Headlines like “Is Google Making Us Stupid?” or “Is the Internet Making Us Dumber?” quite clearly show that people are concerned about what the Internet is doing to our cognition. Some have speculated that the Internet has become a kind of external hard drive for our brains, eliminating our need to really learn or process information. Others point to the obvious advantages of having more information available to more people than at any other time in history. As our lives become increasingly wired, we are now stepping back to see just how deep down the connections go.
As we currently understand it, our brains operate in two distinct modes of thinking when processing information:
Our heuristic thinking is characterized as a rough and ready approximator relying on basic cues. Being that this style of thought is cognitively less costly, it is our default, applying stereotypes, models, and gut-reactions to the processing of information. Conversely, our systematic thinking is an in-depth look at the evidence where we internalize information and connect it to other ideas.
The trigger to transition between styles in this dual-process cognition is partially dependent on the sufficiency principle. Generally, when making a decision, we weigh how much we know against how much we need to know to make a confident judgment about a topic. If this gap between what we know and what we need to know is small, heuristic-style thinking is more likely. Conversely, if there is a large gap, we need to expend more mental resources to close it, thus encouraging systematic thinking. This Scrooge-like mental calculus determines how much we process the information we are inundated with everyday. And we readily recognize this game of cognitive economy, especially when browsing the web. For example, going through a stuffed RSS feed can be a fairly disengaged experience, with only the topics that are interesting, confusing, or contentious garnering real attention. This “surf or stay” mentality is easily grafted onto the HSM.
The author argues that when it comes to cognition, it is unfair and inappropriate to treat the internet differently from any other mediums:
Where I think many of the “the Internet is making us stupid” claims get it wrong is that these detractions also apply to other mediums. The Internet is young and revolutionary, to be sure, but the brains we explore it with are the same that peruse the sports section or catch up on the Colbert Report. It should stand to reason that our theories of information processing, like the HSM, should then apply to this new medium. Rather than call a change in processing strategies a “dumbing down” of the populous, we should be just as willing to first understand without judgment how we think on the Internet as we do with newspapers and television.
So, the internet is merely the latest in a long line of information sources that have been processed by human brains.
Research into how we process information on the Internet is in its infancy, simultaneously announcing a grand ignorance and inspiring novel ideas. The meticulous plod of science in the Internet age is reminiscent of the tortoise and the hare, yet there seems to be no better way to win the race than to look at digital culture with our emerging tools which investigate cognition. I’d speculate more about how the Internet has changed our information processing strategies, but I have 500+ RSS items to get through…
Buy a good office chair, or get a standing desk. […]
Do not multitask. […]
Use all your senses. […]
Don’t make too many decisions in one day. […]
Take a quick break every 20 minutes. […]
Work with your own circadian rhythms. […]
Relax for 10 minutes every 90 minutes. […]
Take power naps. […]
Experience nature–preferably real, but fake will do. […]
Take a vacation. […]
You don’t have to be a CEO to benefit from these tips. Read the article for more info.
There are many long-held beliefs about what creativity looks like and who’s actually creative. The sad part about these myths is that they have the power to pilfer a person’s creativity.
1. Myth: Only artists, writers and musicians are creative.
Facts: Artists tend to identify as creative more than other people, said Laura Simms, a career coach for creatives. The same is true for writers and musicians. But that doesn’t mean that creativity is only born out of these trades. […]
“[Creativity is] about solutions and connections and seeing the edge of things. It’s about making things better, smarter, easier,” Simms said. She cited all kinds of creative acts with everything from the Theory of Relativity to reducing the deficit to putting a rover on Mars.
2. Myth: There are two kinds of people: those who are creative and those who are not.
Facts: Everyone is creative. “We are all in possession of a fantastic creativity machine – our human brain,” Carson said. In fact, she said, creativity is our survival tool. If it wasn’t for creativity, we wouldn’t be here, she said. Think of all the different ways our ingenuity has extended and enriched our lives on this planet.
Plus, we perform creative acts all the time – hundreds a day, she said. For instance, “Every time you utter a sentence or use a common item for something other than its original purpose, you are performing a creative act,” she said.
3. Myth: Creativity only depends on the person.
Facts: “Of course, it’s partly about the person – inborn talents, skills and expertise developed through experience, a flexible cognitive style, a willingness to persevere, a tolerance for ambiguity,” according to Teresa M. Amabile, Ph.D, a professor at Harvard Business School and co-author of The Progress Principle.
But the social environment, including school, home and work, also plays a big role in creativity, she said. It mainly has to do with motivation, she said. “Across all talent levels, people have peaks and valleys in their creative productivity – due, in part, to the supports and constraints operating on them at the time.”
For instance, after analyzing almost 12,000 daily journal entries from 238 people from 7 different companies, Amabile and her research team found that people were more creative when: they viewed their work environment in a positive light; they felt they had their boss’s and co-workers’ support; they perceived their projects as challenging; and they had autonomy to complete these projects.
If you don’t want to click through the slideshow, here are the 13 best foods listed:
- Walnuts
- Coffee
- Fish
- Spinach
- Olive Oil
- Flaxseed
- Mussels
- Dark Chocolate
- Greek Yogurt
- Asparagus
- Peppermint
- Oranges
- Berries
Mindless tasks that allow our thoughts to roam can be catalysts for innovation. That’s the conclusion of a research team led by Benjamin Baird and Jonathan Schooler of the University of California, Santa Barbara’s META Lab (which focuses on Memory, Emotion, Thought and Awareness).
Their research, published in the journal Psychological Science, suggests putting a difficult problem in the back of your mind won’t, by itself, lead to creative thinking. The key seems to be performing some simple chore while it’s lodged there.
The researchers can’t be sure why, but they point to neuroimaging studies that suggest that, while the mind is wandering, several different brain networks interact. They speculate that this “relatively rare” state may enhance creative thinking.
But why did those stuck with a boring task do better than those who had simply rested for 12 minutes? It’s impossible to say for certain, but being free to think about anything, their minds presumably drifted somewhere else entirely—perhaps to a pleasant (or challenging) subject that occupied their entire attention.
From personal experience, there may be something to this. I used to clean restaurants and hotels after hours, and my mind would be occupied with solving programming problems. This was quite effective. It also explains why sometimes I come up with interesting ideas while having a shower or doing the gardening.
Video games: they’re addictive, they make kids fat and they turn us all into trained murderers. Or, at least, that’s what we’re often told. But what of the positive effects of video games? Surely there must be some?
Yep, there are. Plenty, in fact.
They Can Improve Motor Skills
[H]ealth researchers at Australia’s Deakin University found tikes who play interactive video games, such as those available on Wii for instance, have better motor skills.
The results of the study showed that object control motor skills (such as kicking, catching, and throwing a ball), were better in the children who played interactive games.
They Can Relieve Pain
According to a study unveiled in 2010 by the American Pain Society video games and virtual reality experiences can be as helpful as pain relievers in children and adults.
The study showed that, when immersed in a virtual environment, participants who were undergoing serious procedures like chemotherapy reported “significantly less stress and trepidation”.
They Can Improve Eyesight
In 2007 the University of Rochester, New York, revealed a study that had found just 30 hours of “training” on a first-person shooter can result in a significant boost to one’s spatial resolution; that is, the ability to clearly see small, densely packed together objects.
In 2009 another University of Rochester study also found that players of action games can become up to 58 per cent better at perceiving fine contrast differences.
They Help You Make Faster Decisions
In 2010, following the discovery that video games can help you see more shades of grey than a Suburban full of soccer mums, cognitive scientists from the University of Rochester also discovered that playing action video games trains people to make correct decisions faster.
Researchers found that video game players “develop a heightened sensitivity to what is going on around them, and this benefit doesn’t just make them better at playing video games, but improves a wide variety of general skills that can help with everyday activities like multitasking, driving, reading small print, keeping track of friends in a crowd, and navigating around town.”
They Can Tackle Mental Illnesses
In April this year researchers at the University of Auckland, New Zealand, found a computer game designed to pull teens out of their depression was as “effective as one-on-one counselling.” […]
But that’s not all. In a study published back in 2010 and presented earlier this year at the British Psychology Society Annual Conference, a team from Oxford University found that playing Tetris shortly after exposure to something traumatic can actually prevent PTSD-related flashbacks.
There are a lot of entertainment media out there in the world today. Books, music, film, comics, you name it–if we’ve got technology to make it a communication medium, we’ve made it into one. As technology grows and changes, we’ll create new ways of entertaining and enlightening ourselves, because that’s what we’ve always done. It’s in our nature, and right now, video gaming is one of the newest major communication mediums out there.
Somewhere else, someone’s having an argument about video games, and they’re being shot down because “it’s just a game. Stop taking things so seriously.”
I’ve been playing computer of video games on and off since the 1980s. I also read lots of books, listen to lots of music across many genres and enjoy watching movies. But, unlike literature, music and cinema, there does still appear to be a stigma associated with gaming. “It’s not art”, according to many influential people — it’s just “playing around” or “wasting time”. But I do think in time games will become accepted in the same way as other art and cultural forms. I’m not talking about games like Angry Birds, but rather groundbreaking games like Braid, Journey, Myst and even Portal. As the article suggests, maybe we need to call them something else to earn a little more respect?