23 DEC 2023 by ideonexus
Anthropocene Traps
The concept of evolutionary traps has been used almost exclusively for studying how non-human species respond to cues in anthropogenic environments [24–34]. Key examples include artificial human lights attracting insects, island species responding naively to the presence of introduced predators, and seabirds not being able to discriminate between the cues of marine plankton and marine plastics [34–36] (figure 1a). In the context of humans, evolutionary mismatch is a much more fr...Folksonomies: evolution maladaptation
Folksonomies: evolution maladaptation
10 MAR 2019 by ideonexus
Being Against Technological Progress if Futile
Ron complaining that antibiotics put too many grave diggers out of work. The transfer of labor from humans to our inventions is nothing less than the history of civilization. It is inseparable from centuries of rising living standards and improvements in human rights. What a luxury to sit in a climate-controlled room with access to the sum of hu¬ man knowledge on a device in your pocket and lament how we don't work with our hands anymore! There are still plenty of places in the world where p...Folksonomies: automation
Folksonomies: automation
20 NOV 2018 by ideonexus
Seeing Organizations as Biological Systems
There’s a continuing struggle between complexity and robustness in both evolution and human design. A kind of survival imperative, whether in biology, engineering, or business requires that simple, fragile systems become more robust. But the mechanisms to increase robustness will in turn make the system considerably more complex. Furthermore, that additional complexity brings with it its own unanticipated failure modes, which are corrected over time with additional robust mechanisms, which ...- Other takeaways: Resilience, rather than efficiency. Holism, rather than reductionism. Plurality, rather than universality. Pragmatism, rather than intellectualism Experimentation, rather than deduction Indirect, rather than direct approaches
10 MAR 2017 by ideonexus
Gamification Pattern Building Mechanic
Ms. Forsythe divides her class into four teams (Egypt, Mesopotamia, Greece, and Rome). Each team, over the course of the unit, learns about all four artistic cultures but becomes an expert in one. For a 20- to 30-minute exercise in discerning and judging the difference among these artistic cultures, Ms. Forsythe displays a piece of sculpture from each of the four cultures onto a large piece of heavy paper or cardboard and then cuts that image into smaller tiles and tosses all of the pieces to...Folksonomies: education gamification
Folksonomies: education gamification
14 MAR 2016 by ideonexus
"Colic" Means "I don't know why your baby is crying"
The strict medical definition of colic is a condition of a healthy baby in which it shows periods of intense, unexplained fussing/crying lasting more than 3 hours a day, more than 3 days a week for more than 3 weeks. There’s that word there, unexplained. For years I thought this word “colic” described a phenomenon that was understood and therefore natural. The etymology of the word, pertaining to “disease characterized by severe abdominal pain” in the early 15th century suggests ...Folksonomies: nominal fallacy
Folksonomies: nominal fallacy
06 MAR 2016 by ideonexus
Fever-Reducer Extends Illness
Multivariate analysis suggested that antipyretic therapy prolonged illness in subjects infected with influenza A, but its use was the result of prolonged illness in those infected with S. sonnei. The precise nature of these relationships requires a prospective, randomized, placebo-controlled trial.This was an unintended discovery of the research on different types of influenza. Subjects who took fever-reducer were ill 3.5 days longer than those who did not.
25 MAY 2015 by ideonexus