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  1. High-tech jacket allows deaf people to feel the music https://www.asiaone.com/digital/high-tech-jacket-allows-deaf-people-feel-music Twin sisters Hermon and Heroda Berhane love dancing but can't hear the music because they're both deaf, so the invention of a jacket with sensors that enables them to feel the different sounds has transformed their nights out in London clubs. The "Sound Shirt", created by London-based fashion company CuteCircuit, has 16 sensors embedded in its fabric, so wearers can feel violins on their arms, for example, while drums beat on their backs. The Berhane twins, who lost their hearing at a young age, say modelling the shirts has given them a brand new experience. "It's almost like feeling the depth of the music," says Hermon. "It just feels as though we can move along with it." Francesca Rosella, co-founder and chief creative officer of CuteCircuit, which designs fashion wearable technology, said the shirts allowed deaf people to feel the music through sensations. "Inside the shirt - that, by the way, is completely textiles, there are no wires inside, so we're only using smart fabrics - we have a combination of microelectronics... very thin and flexible, and conductive fabrics," she said. "All these little electronic motors are connected with these conductive fabrics so that the garment is soft and stretchable." Sound Shirts don't come cheap, as they are expected to go on sale at more than £3,000 (S$5,100), but Heroda believes it's a price worth paying for deaf people who enjoy music as much as she and her sister do. "I think it could definitely change our lives," she said. uploaded image photo: CuteCircuit
  2. title - not all caps Drinking more soda and juice tied to increased diabetes risk: Study https://www.asiaone.com/world/drinking-more-soda-and-juice-tied-increased-diabetes-risk-study NEW YORK - People who increase their consumption of sodas, juices and other sweet drinks over time are more likely than those who don't to develop diabetes, a US study suggests. Researchers examined over two decades of data from more than 192,000 men and women who worked in nursing or other healthcare jobs. None of the participants had diabetes at the start of the study; by the end almost 12,000 people had developed the disease. After accounting for how much people weighed and their overall eating patterns, researchers found that those who increased their total consumption of sugary drinks by a half serving a day over four years were 16% more likely to develop diabetes over the next four-year period. With the same daily half-serving increase in artificially-sweetened drinks, the odds went up 18%. "Even though consumption of 100% fruit juices has been considered a healthy alternative to sugar-sweetened beverages because of the vitamins and minerals in fruit juices, they typically contain similar amounts of sugar and calories as sugar-sweetened beverages," said Jean-Philippe Drouin-Chartier, lead author of the study and a nutrition researcher at the Harvard T.H. Chan School of Public Health in Boston. The study results "raise concerns about the negative health effects of sugary beverages, regardless of whether the sugar is added or naturally occurring," Drouin-Chartier said by email. The researchers focused on type 2 diabetes in the study, the most common form of the disease, which is associated with obesity and aging. They also found that when people replaced sodas, juices and other sugary beverages with other kinds of drinks, their risk of developing diabetes went down. Replacing one serving a day of sugary drinks with water, coffee or tea, was associated with a 2% to 10% lowering of diabetes risk. The data did not include information about whether people added sugar to their coffee or tea, the study team notes. The analysis also wasn't designed to prove whether or how drink selections might directly impact the development of diabetes. It's possible that diet sodas and other artificially-sweetened drinks were tied to higher diabetes risk because people switched to these beverages after they developed diabetes or realised they were on track to get the disease, the study team acknowledges in Diabetes Care. However, the results should still serve as a reminder that even some sugary drinks that people think of as healthy - like orange juice - can still lead to elevated blood sugar and contribute to the development of diabetes, said Dr. Robert Cohen, a diabetes researcher at the University of Cincinnati College of Medicine in Ohio, who wasn't involved in the study. "Sugary beverages that people might otherwise think of as being healthy provide a load of sugar (sucrose) which gets broken down to glucose and raises blood glucose," Cohen said by email. "Removing or markedly reducing beverages like fruit juices can have a dramatic effect to improve blood sugar control."
  3. TECH STARTUP DEVELOPS APP THAT CAN TRANSLATE WINE LABELS https://www.thedrinksbusiness.com/2019/07/tech-startup-develops-app-that-can-translate-wine-labels/ Australian startup Third Aurora is developing an app that uses AI-powered technology to enable users to translate wine labels written in different languages. The app will form part of the company’s larger web-based wine platform called Winetales, which is currently being trialled by 80 wineries around the world. Co-founder of Third Aurora, Dave Chaffey, said that the text on wine labels can be translated into the desired language, and when viewed using the app, appears on the label in the same font. The app is capable of translating over one hundred different languages using both artificial intelligence and augmented reality to achieve the finished result. Chaffey added: “Artificial intelligence reads and interprets the content and augmented reality projects the new text back onto the label, right in front of you. “Self-translating is a bit of a misnomer. The labels aren’t actually changing, the translation is projected using augmented reality, which is powered by your smartphone. “If you’re a wine lover it’s a handy addition to have in your front pocket. This sort of technology will reach a tipping point very quickly – we think it will be towards the end of 2020.” Trials began on the Winetales platform on 2 July 2019, with an early release expected from 23 September. The aim is to roll out the platform in 2020. The platform uses AI-powered label recognition technology and allows wineries to add and edit content attached to each wine. The data can also be shared via social media. Third Aurora was established in January this year by three entrepreneurs – Matt Hallber, Luke Chaffey and Dave Chaffey – who specialise in augmented reality, code and digital strategy. The startup is not the only company using AI and AR in drinks. In May, Swedish distillery Mackmyra teamed up with Finnish technology consultancy Fourkind and US electronics giant Microsoft to create what it claims is the first whisky “developed with artificial intelligence”. Last year, creative design agency Freytag Anderson partnered with 3D visualisation specialist Render Studio to develop technology that will enable users to view animated can designs in real-time using a mobile application. In 2017, online wine retailer Sipp launched an app which uses augmented reality to pair wine with food while chef Jason Atherton’s City Social in London developed a cocktail menu called Mirage which involved the creation of 12 different cocktails, which ‘come to life’ when viewed through a specially designed app.
  4. CARLSBERG UNVEILS ‘WORLD’S FIRST’ PAPER BEER BOTTLE https://www.thedrinksbusiness.com/2019/10/carlsberg-unveils-worlds-first-paper-beer-bottle/ Danish beer giant Carlsberg has unveiled designs for what it claims is the world’s first paper beer bottle made with sustainable and recyclable wood fibres. The bottle forms part of Carlsberg’s Together Towards Zero initiative, which includes a commitment to reach zero carbon emissions and a 30% reduction in its “full-value-chain carbon footprint” by 2030. The brewer has revealed two prototypes for its green fibre bottle. Both are made from sustainably sourced wood fibres and have an “inner barrier” allowing the bottle to hold beer. One uses a thin recycled PET polymer film barrier, while the other has a bio-based PEF polymer film barrier. Carlsberg initially launched plans for the project back in 2015, working alongside EcoXpac, BillerudKorsnäs and post-doctoral researchers from the Technical University of Denmark. This collaboration has resulted in the creation of paper bottle company Paboco, a joint venture between BillerudKorsnäs and bottle manufacturing specialist ALPLA. Companies also working with Paboco include Absolut, Coca-Cola and L’Oréal. Last year, Carlsberg invested in a number of other sustainable solutions, including recycled shrink film, greener label ink and Snap Pack, which replaces the plastic packaging around its six-pack cans. Myriam Shingleton, vice president group development at Carlsberg Group, said: “We continue to innovate across all our packaging formats, and we are pleased with the progress we’ve made on the Green Fibre Bottle so far. While we are not completely there yet, the two prototypes are an important step towards realising our ultimate ambition of bringing this breakthrough to market. Innovation takes time and we will continue to collaborate with leading experts in order to overcome remaining technical challenges, just as we did with our plastic-reducing Snap Pack.” “The work with our partners since 2015 on the Green Fibre Bottle illustrates that this kind of innovation can happen when we work together. We’re delighted that other like-minded companies have now joined us as part of Paboco’s paper bottle community. Partnerships such as these, ones that are united by a desire to create sustainable innovations, are the best way to bring about real change.” It follows news that Scottish lager brand Tennent’s has invested £14.2 million in sustainable initiatives including scrapping plastic packaging, using green energy and implementing waste management practices. From Spring 2020, cans of Tennent’s lager will be packaged in cardboard rather than plastic, with plastic rings and shrink-wrap phased out. This will result in 150 tonnes less plastic produced per year. Tennent’s has become the first brewer to join The UK Plastics Pact, which intends to ban single-use plastic used in packaging by 2021.
  5. Lmws214

    What Did You Makan Today PT 6

    Makan time.
  6. “ EH “ plate.
  7. Lmws214

    What Did You Makan Today PT 6

    Time to eat.
  8. Girls vs. Boys: Brain Differences Might Explain Tech Behaviors By Julie Jargon https://www.wsj.com/articles/girls-vs-boys-brain-differences-might-explain-tech-behaviors-11569317402?shareToken=stf11a3d13d7ef4c92a3a25ed4a6e2867e&mod=djmc_pkt_evgrn Recent research shows the brain’s rewards regions activate when males crave videogames, girls face more depression when overusing social media Many parents of both boys and girls have witnessed striking differences in the way their kids use technology, with their sons generally gravitating to videogames and their daughters often spending more of their screen time scrolling through social media. Emerging research indicates that brain differences between males and females help account for the split. “It is entirely plausible from a neurological perspective that there’s an underlying biological component to this difference people are seeing,” said Larry Cahill, a professor of neurobiology and behavior at the University of California, Irvine, who has spent two decades researching gender differences in the brain. In this column I’ve chronicled the aggression some boys exhibit when they have to shut off videogames and transition to other activities, as well as the problems some young men face when they go to college and have to juggle game time and school work without mom and dad’s help. That led some readers to question why girls don’t appear to be having these problems. Of course, girls have issues of their own, such as smuggling “burner” phones to keep up with forbidden social media accounts. It’s just that when it comes to videogames, most girls seem to have a better handle on when to stop. According to a 2017 survey conducted by Pew Research Center, 41% of teenage boys said they spend too much time playing videogames while only 11% of girls said they do. Marc Potenza, a psychiatry professor at Yale University, teamed up with researchers at universities in China to find out why. Using functional MRIs, which measure brain activity by detecting changes in blood flow, the team studied neural responses in young male and female gamers, particularly in the parts of the brain associated with reward processing and craving—a motivating factor in addiction. When the men and women were shown photos of people playing videogames, those parts of the men’s brains showed higher levels of activation than those parts of the women’s brains. Brain regions that have been implicated in drug-addiction studies also were shown to be more highly activated in the men after gaming. The researchers said the results suggest men could be more biologically prone than women to developing internet gaming disorder. But girls and women aren’t free from problems when it comes to digital media. Data from Pew shows that, in general, women use social platforms such as Facebook, Instagram and Pinterest far more than men. Many girls and women are drawn to those photo-sharing sites because they like to form bonds and find similarities, says Rosanna Guadagno, a social psychologist at Stanford University. Even if women only use those sites more than men because that is where their friends are, many experts and parents say they have found that girls appear to have a greater fear of missing out, which compels them to keep up with what their friends are posting. Some recent studies show that girls feel the ill effects of too much social media use, such as depression and anxiety, more than boys do. Liz Repking, a cyber safety expert and mother of three in suburban Chicago, has seen the differences in her own sons and daughter. Earlier this summer, her 15-year-old daughter said her phone was driving her crazy. She told her that she felt pressured to follow her friends’ Instagram stories and like and comment on their posts, and that it was eating up a lot of her time, Ms. Repking said. Her sons, 18 and 21, use social media—Snapchat, in particular—mostly to communicate with friends but don’t feel compelled to keep up with what people are posting. “There’s more peer pressure and validation I see with it for her than for the boys,” she said. In August, Ms. Repking’s daughter decided to impose some limits, such as being on her phone no more than three hours a day and checking Instagram less frequently. “When I asked her a week later how that was going, she said, ‘I’m only looking at Instagram three times a day but I can’t catch up,’” Ms. Repking said. One might argue that multiplayer videogames are the way boys connect with friends online. But it’s different. “Videogames can be social but there’s also a physical distance because you don’t see photos, and communication is largely through text, which is more consistent with the direct way men tend to communicate with each other,” Dr. Guadagno said. Researchers at the University of Zurich looked at how differences in brain functioning can help explain why women tend to be more prosocial—that is, helpful, generous and cooperative—than men. In the 2017 study, they hypothesized that the areas of women’s brains related to reward processing are more active when they share rewards and that those areas in men are more active when receiving selfish rewards. Brain scans conducted on men and women, in which they chose between receiving a monetary reward only for themselves or one that involved sharing money with others, supported their theory. The Lego Group learned a lot about the prosocial nature of girls more than a decade ago when it conducted research on who buys the brick building kits. At the time, about 90% of the Lego sets purchased in the U.S. were intended for boys. That led the company to conduct more research with girls which revealed, among other things, that girls wanted more role-playing opportunities. Lego created a pastel-colored line called Friends, which sold well but was criticized by some consumer groups—including the Campaign for a Commercial-Free Childhood—for reinforcing gender stereotypes. Academics who study gender differences also have faced backlash for pointing out that boys and girls aren’t the same. “It’s not a debate that there are sex influences throughout the mammalian brain,” said Dr. Cahill. “How they all play out is what we should responsibly explore.” Scientists say understanding those differences is critical to parents’ ability to help kids navigate the fast-changing world of tech. Our brains haven’t caught up to modern times, says Dr. Guadagno, which is why kids’ digital behavior can feel so confusing and overwhelming to parents trying to manage it. “Human brains are wired for survival on the savanna,” she said. “They’re not wired for social media and videogames.” Write to Julie Jargon at julie.jargon@wsj.com PHOTO: STEVEN SALERNO
  9. Lmws214

    What Did You Makan Today PT 6

    Very expensive
  10. Lmws214

    What Did You Makan Today PT 6

    Dnr last night.
  11. Nice number.
  12. SBT triple “2” Y