A New Reality Materializing: Humans Can Be the New Supercomputer

Illustration: Colourbox
Today, people of all backgrounds can contribute to solving serious scientific problems by playing computer games. A Danish research group has extended the limits of quantum physics calculations and simultaneously blurred the boundaries between man and mac. The Danish research team, CODER, has found out, that the human brain can beat the calculating powers of a computer, when it comes to solving quantum-problems. The saying of philosopher René Descartes of what makes humans unique is beginning to sound hollow. 'I think -- therefore soon I am obsolete' seems more appropriate. When a computer routinely beats us at chess and we can barely navigate without the help of a GPS, have we outlived our place in the world? Not quite. Welcome to the front line of research in cognitive skills, quantum computers and gaming. Today there is an on-going battle between man and machine. While genuine machine consciousness is still years into the future, we are beginning to see computers make choices that previously demanded a human's input. Recently, the world held its breath as Google's algorithm AlphaGo beat a professional player in the game Go--an achievement demonstrating the explosive speed of development in machine capabilities. A screenshot of one of the many games that are available. In this case the task is to shoot spiders in the "Quantum-Shooter" but there are many other
Credit: CODER/AU
kinds of games. But we are not beaten yet -- human skills are still superior in some areas. This is one of the conclusions of a recent study by Danish physicist Jacob Sherson, published in the prestigious science journal Nature. "It may sound dramatic, but we are currently in a race with technology -- and steadily being overtaken in many areas. Features that used to be uniquely human are fully captured by contemporary algorithms. Our results are here to demonstrate that there is still a difference between the abilities of a man and a machine," explains Jacob Sherson. What are quantum computers and how goes playing games help physicist in cutting edge research?Get a few answers in this video about ScienceAtHome. At the interface between quantum physics and computer games, Sherson and his
research group at Aarhus University have identified one of the abilities that still makes us unique compared to a computer's enormous processing power: our skill in approaching problems heuristically and solving them intuitively. The discovery was made at the AU Ideas Centre CODER, where an interdisciplinary team of researchers work to transfer some human traits to the way computer algorithms work. ? Quantum physics holds the promise of immense technological advances in areas ranging from computing to high-precision measurements. However, the problems that need to be solved to get there are so complex that even the most powerful supercomputers struggle with them. This is where the core idea behind CODER--combining the processing power of computers with human ingenuity -- becomes clear. ? Our common intuition: Like Columbus in QuantumLand, the CODER research group mapped out how the human brain is able to make decisions based on intuition and accumulated experience. This is done using the online game "Quantum Moves". Over 10,000 people have played the game that allows everyone contribute to basic research in quantum physics. "The map we created gives us insight into the strategies formed by the human brain. We behave intuitively when we need to solve an unknown problem, whereas for a computer this is incomprehensible. A computer churns through enormous amounts of information, but we can choose not to do this by basing our decision on experience or intuition. It is these intuitive insights that we discovered by analysing the Quantum Moves player solutions," explains Jacob Sherson. ? This is how the "Mind Atlas" looks. Based on 500.000 completed games the group has been able to visualize our ability to solve problems. Each peak on the 'map' represents a good idea, and the area with the most peaks - marked by red rings - are where the human intuition has hit a solution. A computer can then learn to focus on these areas, and in that way 'learn'
Credit: CODER/AU
about the cognitive functions of a human.  The laws of quantum physics dictate an upper speed limit for data manipulation, which in turn sets the ultimate limit to the processing power of quantum computers -- the Quantum Speed ??Limit. Until now a computer algorithm has been used to identify this limit. It turns out that with human input researchers can find much better solutions than the algorithm. "The players solve a very complex problem by creating simple strategies. Where a computer goes through all available options, players automatically search for a solution that intuitively feels right. Through our analysis we found that there are common features in the players' solutions, providing a glimpse into the shared intuition of humanity. If we can teach computers to recognise these good solutions, calculations will be much faster. In a sense we are downloading our common intuition to the computer" says Jacob Sherson. And it works. The group has shown that we can break the Quantum Speed Limit by combining the cerebral cortex and computer chips. This is the new powerful tool in the development of quantum computers and other quantum technologies. We are the new supercomputer: Science is often perceived as something distant and exclusive, conducted behind closed doors. To enter you have to go through years of education, and preferably have a doctorate or two. Now a completely different reality is materializing? In recent years, a new phenomenon has appeared--citizen science breaks down the walls of the laboratory and invites in everyone who wants to contribute. The team at Aarhus University uses games to engage people in voluntary science research. Every week people around the world spend 3 billion hours playing games. Games are entering almost all areas of our daily life and have the potential to become an invaluable resource for science. "Who needs a supercomputer if we can access even a small fraction of this computing power? By turning science into games, anyone can do research in quantum physics. We have shown that games break down the barriers between quantum physicists and people of all backgrounds, providing phenomenal insights into state-of-the-art research. Our project combines the best of both worlds and helps challenge established paradigms in computational research," explains Jacob Sherson. The difference between the machine and us, figuratively speaking, is that we intuitively reach for the needle in a haystack without knowing exactly where it is. We 'guess' based on experience and thereby skip a whole series of bad options. For Quantum Moves, intuitive human actions have been shown to be compatible with the best computer solutions. In the future it will be exciting to explore many other problems with the aid of human intuition. "We are at the borderline of what we as humans can understand when faced with the problems of quantum physics. With the problem underlying Quantum Moves we give the computer every chance to beat us. Yet, over and over again we see that players are more efficient than machines at solving the problem. While Hollywood blockbusters on artificial intelligence are starting to seem increasingly realistic, our results demonstrate that the comparison between man and machine still sometimes favours us. We are very far from computers with human-type cognition," says Jacob Sherson and continues: "Our work is first and foremost a big step towards the understanding of quantum physical challenges. We do not know if this can be transferred to other challenging problems, but it is definitely something that we will work hard to resolve in the coming years."
  • Contacts and sources: Jacob Sherson, Aarhus University, 
  • Citation: " Exploring the quantum speed limit with computer games" Authors: Jens Jakob W. H. Sørensen, Mads Kock Pedersen, Michael Munch, Pinja Haikka, Jesper Halkjær Jensen, Tilo Planke, Morten Ginnerup Andreasen, Miroslav Gajdacz, Klaus Mølmer, Andreas Lieberoth & Jacob F. Sherson Nature 532, 210–213 (14 April 2016) doi:10.1038/nature17620 http://dx.doi.org/10.1038/nature17620ASource: http://www.ineffableisland.com/
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Graphene shown to safely interface with neurons in the brain

Researchers in Europe have demonstrated that graphene can be successfully interfaced with neurons, while maintaining the integrity of these vital nerve cells. It is believed this could lead to greatly improved brain implants. A new study published in the journal ACS Nano demonstrates how it is possible to interface graphene with neurons, whilst maintaining the integrity of these vital nerve cells. The research was part of the EU's Graphene Flagship – a €1 billion project that aims to bring graphene from laboratories into commercial applications within 10 years. The study involved a collaboration between nanotechnologists, chemists, biophysicists and neurobiologists from the University of Trieste in Italy, the University Castilla-La Mancha in Spain and the Cambridge Graphene Centre in the UK. Prof. Laura Ballerini, lead neuroscientist in the study: "For the first time, we interfaced graphene to neurons directly, without any peptide coating used in the past to favour neuronal adhesion. We then tested the ability of neurons to generate electrical signals known to represent brain activities and found that the neurons retained unaltered their neuronal signalling properties. This is the first functional study of neuronal synaptic activity using uncoated, graphene-based materials." Using electron microscopy and immuno-fluorescence in rat brain cell cultures, the researchers observed that the neurons interfaced well with the untreated graphene electrodes – remaining healthy, transmitting normal electric impulses and, importantly, showing no adverse glial reaction which can lead to damaging scar tissue. This is therefore
the first step towards using  pristine, graphene-based material for a neuro-interface. Graphene-based electrodes implanted in the brain could restore sensory functions for amputees or paralysed patients, or treat individuals with motor disorders such as epilepsy or Parkinson's disease. Further into the future, perhaps they could be used to enhance or upgrade the abilities of normal, healthy people too, bringing the age of transhumanism closer to reality.  Too often, the modern electrodes used for neuro-interfaces (based on tungsten or silicon) suffer partial or complete loss of signal over time. This is often caused by scar tissue formation during the electrode insertion and by its rigid nature preventing the electrode from moving with the natural movements of the brain. Graphene, by contrast, appears to be a highly promising material to solve these problems. It has excellent conductivity, flexibility, biocompatibility and stability within the body. "Hopefully this will pave the way for better deep brain implants to both harness and control the brain, with higher sensitivity and fewer unwanted side effects," said Ballerini. "These initial results show how we are just at the tip of the iceberg when it comes to the potential of graphene and related materials in bio-applications and medicine," said Professor Andrea Ferrari, Director of the Cambridge Graphene Centre. "The expertise developed at the Cambridge Graphene Centre allows us to produce large quantities of pristine material in solution, and this study proves the compatibility of our process with neuro-interfaces."Graphene shown to safely interface with neurons in the brain
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Earth had enough oxygen before animals appeared

Washington: It's a known fact that oxygen is crucial for the existence of animals on Earth, but did you know that an increase in oxygen level did not apparently lead to the evolution of the first animals. A new research conducted by the University of Southern Denmark showed that 1.4 billion years ago there was enough oxygen for animals and yet over 800 million years went by before the first animals appeared on Earth. Animals evolved by about 600 million years ago, which was late in Earth's history. The late evolution of animals and the fact that oxygen is central for animal respiration, has led to the widely promoted idea that animal evolution corresponded with a late a rise in atmospheric oxygen concentrations. Researchers Emma Hammarlund and Don Canfield said that their study indicates that sufficient oxygen in itself does not seem to be enough for animals to rise. Their analyses revealed that a deep ocean 1.4 billion years ago contained at least 4 per cent of modern oxygen concentrations. The study is published in the journal Proceedings of National Academy of Sciences. — ANI. Source: http://www.tribuneindia.com
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Thirty key genes for longer, healthier life identified

Photo source: Thinkstock
London: After combing through 40,000 potential genes in three animal species, researchers have zeroed in on 30 genes that, if tweaked a bit, can get you eternal youth — without having to search for and drink that elusive elixir of life. One of these genes proved to be particularly influential — the bcat-1 gene. "When we blocked the effect of this gene, it significantly extended the mean lifespan of the nematode by up to 25 per cent," said Michael Ristow, professor of energy metabolism at the Swiss Federal Institute of Technology in Zurich (ETH Zurich). Ristow has no doubt that the same mechanism occurs in humans. "We looked only for the genes that are conserved in evolution and, therefore, exist in all organisms, including humans," he added. The bcat-1 gene carries the code for the enzyme of the same name that degrades so-called branched-chain amino acids that naturally occurs in food protein building blocks. When the researchers inhibited the gene activity of bcat-1, the branched-chain amino acids accumulated in the tissue, triggering a molecular signalling cascade that increased longevity in the nematodes. Moreover, the timespan during which the worms remained healthy was extended. "As a measure of vitality, the researchers measured the accumulation of ageing pigments, the speed at which the creatures moved, and how often the nematodes successfully reproduced. All of these parameters improved when the scientists inhibited the activity of the bcat-1 gene," explained the study that involved researchers from JenAge consortium from Jena in Zurich. In order to detect these genes, the researchers examined around 40,000 genes in the nematode C. elegans, zebra fish and mice. The multiple branched-chain amino acids are already being used to treat liver damage and are also added to sport nutrition products. "However, the point is not for people to grow even older, but rather to stay healthy for longer," the authors noted. The study, published in the journal Nature Communication, will deliver important indicators on how the ageing process could be influenced and how age-related diseases such as diabetes or high blood pressure could be prevented. — IANS. Source: Article
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Brain Controlled Flight Advancing in Europe

© Brainflight
An EU-funded project has flown a drone controlled from the ground using only a person's brainwaves. The technology could one day make it easier to pilot larger aircraft, such as cargo jets, and result in safer airways, say the project's researchers. The BRAINFLIGHT project’s demonstration of a control system to interpret a humans brain signals and convert them into commands took place at a small airport near Lisbon, Portugal in May 2014. An operator wearing a skin-tight head cap that picks up electric signals from brain activity was able to control the drone's path by thinking about the movements he wanted it to take during the live test. The drone was a specially equipped model of a plane about half the length of a human. Essentially, the electricity flowing through a pilot's brain acts as an input to the drone's control system to follow a flight path, says project coordinator Andre Oliveira, of Tekever in Portugal. The demonstration results suggest that the technology could eventually be used to help pilots fly small aeroplanes and even large cargo jets more efficiently – increasing safety in the air. A more developed system, once authorised for use, could allow pilots to concentrate more than is currently possible on evaluating their current flight situation, while another part of their brain focuses simultaneously on controlling the plane. The system, in effect, transforms thoughts into an additional ‘hand’, or way to control flight. The project suggests that larger jets, such as cargo planes, could even be controlled this way without the need for a crew on board. But a fully developed system would take some time before it could become operational “during this century”, says Oliveira. Much more development work is needed, along with testing and regulatory clearance, before it can be put into commercial use. “This is an amazing high-risk and high-payoff project, with a long-term impact that will require a lot more development,” he adds. “We truly believe that BRAINFLIGHT represents the beginning of a tremendous step change in the aviation field, empowering pilots and reducing risks.” From theory to flight An increasing proportion of a pilot’s workload is related to managing flight, which requires checking instruments, verifying aircraft systems, navigating, observing the surroundings, and carrying out a number of pre-defined procedures – all while flying an aircraft. When pilots have to do both types of activities at the same time, such as when landing or flying in poor visibility, they need to divide their attention and cognitive skills between thosedifferent activities and become more prone to making errors, says Oliveira. BRAINFLIGHT based its research on previous studies that revealed how the brain’s neuron activity is capable of providing enough data to enable the control of electronic devices. The researchers adapted high-performance electroencephalogram (EEG) technology so it could issue instructions to software that can guide an aircraft. The project also investigated the best approaches to train pilots to use the technology. Test subjects were trained to use the system over a number of months until they were able to control a circle on a computer screen, moving it up or down using only their thoughts, simulating steering a drone. The subjects then successfully tested the system in a flight simulator for the Diamond DA42, a four-seat, propeller-driven aircraft. The later demonstration in Portugal using a drone controlled by a pilot on the ground marked the project’s conclusion in May 2014. Tekever is continuing to develop the demonstration system. The company says it believes people will eventually be able to “pilot aircraft just like they perform everyday activities like walking or running”. The technology could be adapted in the short term to enable people with physical disabilities to control aircraft, opening the way for them to become pilots, says Oliveira. The pilot is wearing a white cap with myriad attached cables. His gaze is concentrated on the runway ahead of him. All of a sudden the control stick starts to move, as if by magic. The airplane banks and then approaches straight on towards the runway. The position of the plane is corrected time and again until the landing gear gently touches down. DURING Maneuver the Entire Touches Neither the pilot Pedals nor controls. This is not A scene from A Science Fiction Movie, But rather the rendition of A test at the Institute for Flight System Dynamics of the Technische Universität München (TUM). Scientists working for Professor Florian Holzapfel are researching ways in which brain controlled flight might work in the EU-funded project "Brainflight." "A long-term vision of the project is to make flying accessible to more people," explains aerospace engineer Tim Fricke, who heads the project at TUM. "With brain control, flying, in itself, could become easier. This would reduce the work load of pilots and thereby increase safety. In addition, pilots would have more freedom of movement to manage other manual tasks in the cockpit." Another area of application is advanced prosthetics – the technology could enable people with severe physical disabilities to interact with their surroundings more easily. The project results could also be adapted to control other complex systems, like cars, boats and trains, says Oliveira. Contacts and sources: Research and Innovation: European Commission. Source: Article
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