Solar probe reveals sun's tiny 'campfires' in closest-ever photos

A solar probe built by the European Space Agency and NASA has delivered the closest photos ever taken of the sun's surface, revealing a landscape rife with thousands of tiny solar flares that scientists dubbed ‘campfires’ and offering clues about the extreme heat of the outermost part of its atmosphere.

‘When the first images came in, my first thought was, 'This is not possible - it can't be that good,'‘ David Berghmans, principal investigator for the Solar Orbiter spacecraft's ultraviolet imager at the Royal Observatory of Belgium, told reporters on Thursday.

The spacecraft, launched from Florida in February, snapped the images in late May using the probe's Extreme Ultraviolet Imager as it orbited nearly 48 million miles (77 million km) from the sun's surface, or roughly halfway between the sun and Earth.

The ‘campfires’ are believed to be tiny explosions, called nanoflares, and could explain why the sun's outer shield, the corona, is 300 times hotter than the star's surface. Scientists are awaiting more data from the spacecraft's other instruments to know for sure.

‘We've never been closer to the sun with a camera, and this is just the beginning of the long epic journey of Solar Orbiter,’ said Daniel MĂĽller, ESA's Solar Orbiter project scientist.

Scientists typically have relied upon Earth-based telescopes for closeups of the sun's surface. But Earth's atmosphere limits the amount of visible light needed to glean views as intimate as those obtained by the Solar Orbiter.

The spacecraft also carries plasma-sampling instruments to offer researchers further data.

‘That combination really allows us to make links and connections to what's happening on the sun and what's happening at the spacecraft,’ said Holly Gilbert, Solar Orbiter project scientist at NASA.

Solar Orbiter's primary mission of examining the sun's polar regions will help researchers understand the origins of the solar wind, charged particles that blast through our solar system and affect satellites and electronics on Earth.Solar probe reveals sun's tiny 'campfires' in closest-ever photos: A solar probe built by the European Space Agency and NASA has delivered the closest photos ever taken of the sun's surface, revealing a landscape rife with
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5 Million Year Old Underwater 'Lost City' Was Not Built By Men Say Scientists

Credit: University of Athens
The ancient underwater remains of a long lost Greek city were in fact created by a naturally occurring phenomenon - according to joint research from the University of East Anglia (UK) and the University of Athens (Greece). When underwater divers discovered what looked like paved floors, courtyards and colonnades, they thought they had found the ruins of a long-forgotten civilization that perished when tidal waves hit the shores of the Greek holiday island Zakynthos. But new research published reveals that the site was created by a natural geological phenomenon that took place in the Pliocene era - up to five million years ago. The ancient underwater remains of a long lost Greek city were in fact created by a naturally occurring phenomenon -- according to joint research from the University of East Anglia and the University of Athens (Greece). Lead author Prof Julian Andrews, from UEA's School of Environmental Sciences, said: "The site was discovered by snorkelers and first thought to be an ancient city port, lost to the sea. There were what superficially looked like circular column bases, and paved floors. But mysteriously no other signs of life - such as pottery." The bizarre discovery, found close to Alikanas Bay, was carefully examined in situ by the Ephorate of Underwater Antiquities of Greece. Archaeologist Magda Athanasoula and diver Petros Tsampourakis studied the site, together with Prof Michael Stamatakis from the Department of Geology and Geoenvironment at the University of Athens (UoA). After the preliminary mineralogical and chemical analyses, a scientific research team was formed, composed of UoA and UEA staff. The research team went on to investigate in detail the mineral content and texture of the underwater formation in minute detail, using microscopy, X-ray and stable isotope techniques. Prof Andrews said: "We investigated the site, which is between two and five meters under water, and found that it is actually a natural geologically occurring phenomenon. The ancient underwater remains of a long lost Greek city were in fact created by a naturally occurring phenomenon -- according to joint research from the University of East Anglia and the University of Athens (Greece).
Credit: University of Athens
"The disk and doughnut morphology, which looked a bit like circular column bases, is typical of mineralization at hydrocarbon seeps - seen both in modern seafloor and palaeo settings. "We found that the linear distribution of these doughnut shaped concretions is likely the result of a sub-surface fault which has not fully ruptured the surface of the sea bed. The fault allowed gases, particularly methane, to escape from depth. "Microbes in the sediment use the carbon in methane as fuel. Microbe-driven oxidation of the methane then changes the chemistry of the sediment forming a kind of natural cement, known to geologists as concretion. The ancient underwater remains of a long lost Greek city were in fact created by a naturally occurring phenomenon -- according to joint research from the University of East Anglia and the University of Athens (Greece). "In this case the cement was an unusual mineral
Credit: University of Athens
called dolomite which rarely forms in seawater, but can be quite common in microbe-rich sediments. "These concretions were then exhumed by erosion to be exposed on the seabed today. "This kind of phenomenon is quite rare in shallow waters. Most similar discoveries tend to be many hundreds and often thousands of meters deep underwater. "These features are proof of natural methane seeping out of rock from hydrocarbon reservoirs. The same thing happens in the North Sea, and it is also similar to the effects of fracking, when humans essentially speed up or enhance the phenomena." 
  • Contacts and sources: Lisa Horton
  • University of East Anglia
'Exhumed hydrocarbon-seep authigenic carbonates from Zakynthos island (Greece): Concretions not archaeological remains' is published in the journal Marine and Petroleum Geology on June 3, 2016. Source: http://www.ineffableisland.com
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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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