Unleashing Imagination: Bonobo’s Enchanting Pretend Tea Party

Kanzi the bonobo

Kanzi the Bonobo, 43 Years Old

Ape Initiative

Bonobos, our closest primate relatives, showcased remarkable social behavior by participating in a pretend tea party, revealing their capacity for deception.

Kanzi the bonobo (Pan paniscus), born in the United States in 1980, passed away at the age of 44 in March of last year. He spent the majority of his life at the Ape Initiative in Des Moines, Iowa, where he became renowned for his ability to communicate by pointing to symbols on a communication board.

In the year leading up to his death, Amalia Bastos and her team at the University of St. Andrews in the UK conducted a series of experiments to examine whether Kanzi, alongside his exceptional language abilities, could engage in what researchers term “secondary representation.” This cognitive skill encompasses the ability to conceive alternate realities and occasionally share these pretenses with others, akin to early human development.

Bastos explains that children, by ages 2 or 3, can mentally track the imaginary flow of liquids between containers, discerning where the “tea” is located. “This was exactly the scenario we devised to assess Kanzi’s cognitive abilities in non-human animals.”

During the initial stage of the experiment, researchers pretended to pour imaginary juice into two empty cups, then pretended to empty one cup and asked Kanzi which cup he preferred. Remarkably, he selected the cup that he believed still contained the fictional juice more than two-thirds of the time.

Bastos notes, “If Kanzi hadn’t conceived of the ‘imaginary juice’ during the experiment, he would have selected one of the two empty cups by chance.”

In the second phase, the researchers placed one empty cup and one filled with juice before Kanzi. He chose the cup with juice over three-quarters of the time, confirming that bonobos can differentiate between real and imaginary content.

For the third test, researchers filled one cup with real grapes, which Kanzi selected each time. They then added a pretend grape to each cup, leaving one empty. Again, Kanzi successfully identified the cup that still contained the pretend grapes over two-thirds of the trials.

Bastos emphasized that all of the work with great apes was entirely voluntary. “Kanzi’s persistence during trials, even without tangible rewards, indicates he must have found some enjoyment in the activity.”

Gisela Kaplan, a researcher from the University of New England in Armidale, Australia, remarked that the experiment “demonstrates that bonobos are capable of understanding pretense and actively participating in the game.”

“The research design is straightforward, mimicking children’s play scenarios, like serving tea in a dollhouse, where they enact drinking tea and offering imaginary cake,” she elaborates.

Miguel Llorente, a professor at the University of Girona in Spain, hailed Kanzi as “a fellow Einstein” while seeking to understand the origins and mechanisms of such imaginative capabilities.

“Kanzi’s lifelong interaction with symbolic language and humans may have provided him with a robust cognitive framework, enabling him to enhance latent mental tools that bonobos may possess in the wild,” he asserts. “Although Kanzi epitomizes the cognitive potential of his species, his capabilities suggest that the fundamental biological basis for imagination has long existed in our common ancestor, dating back 6 to 9 million years.”

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Source: www.newscientist.com

An Enchanting Artistic Representation of Marine Life Through the Ages

Strawberry squid, color lithograph

Smithsonian Library, Washington, DC

The world’s oceans, covering one-tenth of Earth’s surface, are the cradle of life, showcasing an astonishing variety of creatures with diverse shapes, colors, and evolutionary traits.

‘Pilchard (Argentina Carolina)’, hand-colored engraving from Mark Catesby

National Agricultural Library, Beltsville, Maryland

Marine biologist Helen Scale’s latest book, Ocean Art: From the Coast to the Deep, takes readers through 140 stunning photographs and illustrations of underwater vistas and their diverse inhabitants.

Yashima Gakutei, three crabs on the edge of the water

The Met Museum

The realm of art mirrors the diversity of marine life, and Scale expertly intertwines insights about artists with the wonders of oceanic life, blending marine biology with art history.

Cyphonophore (Forscaliatrod), illustration

Library, Woods Hole, MA

“It’s captivating to view the ocean through the perspectives of artists and craftsmen,” Scale noted. “They brilliantly convey the essence of life beneath the surface.”

Mycenaean stirrup vessel featuring an octopus, circa 1200 to 1100 BC

The Met Museum

Throughout history, culture has shown a deep fascination with marine life. The featured artworks include a lithograph of the Strawberry squid (Histioteuthis heteroopsis) from 1851, Catesby’s hand-colored sculpture of the Pilchard (Argentine Carolina) from 1743, a 1830 woodblock print from Japan showing crabs, an 1888 illustration of a siphonophore (Forskalia tholoides), and a Mycenaean jar illustrating an octopus from around 1200 to 1100 BC. Additional ceramic artifacts include lobster-shaped containers from Peru and crabs depicted in Nazca ceramic bowls from the 2nd to 4th centuries.

L: (Peru) “Lobster-shaped Stirrup Vessel”, R: Crab Ceramic Bowl

Left; Walters Art Museum. Right; The Met Museum

Ocean Art is scheduled for release in the UK on August 1st and in the US on September 26th.

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Source: www.newscientist.com

Mind Electric Review: Purianand’s Enchanting Debut Unveils the Marvels of the Human Brain

Pria Anand sees “a vast marginal space” between health and illness

David Degner

Electric of the Heart
Pria Anand (Virago) (UK); Washington Square Press (US)

As articulated in Gray’s Anatomy, it’s no surprise that healthcare professionals have inspired numerous popular narratives. The journey of a patient through the healthcare system mirrors the structure of classic storytelling, featuring beginnings, conflicts, and resolutions, often accompanied by various tensions.

Although medicine is often perceived as grounded in hard science (blood tests, medical imaging, treatment protocols), it fundamentally involves storytelling, a theme that Pria Anand explores in her debut book, Electric of the Mind: A Tale of the Strangeness and Wonders of Our Brains.

During her time at medical school in California, Anand was concerned that her aversion to storytelling might hinder her. Yet, she found that how individuals narrate their experiences could convey as much insight as any clinical test.

Anand pays homage to her predecessor, neurologist Oliver Sacks, drawing from his personal anecdotes while diagnosing and empathizing with patients. In Electric of the Heart, she acknowledges the influence of Sacks’s iconic work, The Man Who Mistook His Wife for a Hat.

While it’s unrealistic to expect anyone to reach Sacks’s level of ingenuity, Anand embodies his empathy, curiosity, and intellectual breadth. Her writing is both polished and insightful as she navigates complex neurological concepts, addressing the narratives of individual patients with similar finesse.

However, Electric of the Heart transcends mere “clinical anecdotes.” Anand’s core message emphasizes the vital role of storytelling in medical practice. The human craving for narratives is ancient, universal, and remarkably resilient, often thriving even in the aftermath of severe brain injuries, as she notes.

Regardless of health status, how individuals articulate their condition may diverge significantly from a physician’s evaluation or observable metrics. Anand recounts the story of a patient who entered a coma following a cerebral hemorrhage but appeared to recover fully, often mistaking Anand and her colleagues for her former medical team as she made her rounds among fellow patients.

No one can match the brilliance of Sacks, but Anand embodies the writer’s humanity and broad intellect.

Anand delves into the way our brains can mislead us, highlighting both the hurdles and the character of medical practice. However, it’s not just the patients’ misconceptions that warrant attention; doctors can exhibit similar biases and errors.

The evolution of her own health conditions has profoundly informed Anand’s work ethic—from sleep deprivation during her training to the “phantom noises” she began experiencing that prompted her concern. It was later discovered that these sounds stemmed from a vascular malformation connecting her brain to her heart.

The inherent “imbalance of power” in medicine signifies an ongoing struggle between empirical evidence and narrative, as well as between objective truths and subjective experiences—this dynamic exists not only in the realm of physicians but also among the false dichotomies pervasive in healthcare. Historically, many confidently given diagnoses have been based solely on “scientific” definitions. One can reflect on the notion of a “wandering uterus.”

Although comparisons between Anand and early reviewers might not be misleading, Electric of the Heart invites parallels with Glass Body, a personal narrative by Caroline Crampton that also explores hypochondria. Like Crampton’s insightful account, Anand elucidates “a vast liminal spread between health and illness” from her perspective as a physician.

Both works suggest a growing openness in mainstream media to not only drama but the complexities of medical intricacies, challenging the traditional notion that the divides between “healthy brains and failing brains” or illnesses and wellness are as clear-cut as they seem.

In Electric of the Heart, Anand exhibits empathy, humility, and a profound interest in humanity—qualities that define outstanding doctors and ideally should be prevalent throughout the medical profession.

Elle Hunt is an author based in Norwich, UK

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Brits’ fascination with weather apps: “I find it quite enchanting” | UK Weather

vinegarFrancesca Simon, author of the children’s book “Horrid Henry,” pulls out her phone and checks the weather multiple times a day — not just where she is, but where her friends and family live, where she went on holiday, and where she grew up.

“I love weather apps. I think they’re magical,” she says. She has about 10 locations logged, and her friends tease her about her “weather porn” habits. “If I don’t like what I see on one app, I check another one.”

This week, Simon She shared her weather app obsession with Queen Camilla As the two discuss a miserable summer day at a charity event.[Camilla] “She said everyone was making fun of her … so we were laughing at each other’s obsession,” Simon said.

It’s an obsession shared by millions: If you’re going on vacation, planning a summer barbecue, worrying about your yard, or suffering from hay fever, you probably check the app at least daily to see the latest weather forecast.

The app provides much more localized and detailed information in graphical form than traditional weather forecasts, including wind speeds and chance of precipitation.

This is a lucrative business. Most basic weather apps are free to use, but they make money from advertising, paid upgrades, and data monetization. According to Statista in 2022, global revenue for the weather market is Projected to reach $1.58 billionThe majority of its revenue comes from advertising.

be Last year’s YouGov pollIn 2015, apps were the primary source of weather information for Americans, used by 53% of people. One in five people said they check the app multiple times a day, and the older people they are, the more frequently they check it.

For people with specific weather needs, bespoke apps may be available. For example: the wind is strong Wind speed and direction are tracked and the Met Office has introduced UK-specific Coastal Forecasts (in partnership with the Royal National Lifeboat Institution) and Mountain Forecasts.

Most apps provide wind speed and direction, sunrise and sunset times, UV forecasts, pollen counts, air pollution index, etc. Some apps even provide users with extreme weather alerts.

The Met Office launched its weather forecast app in 2010 and released a major update in 2016. By 2023, it expects to have around 6.2 million users, most of them in the UK. Usage spikes during severe weather events, such as named storms or heatwaves.

Met Office spokesman Graham Mudge said the app was in “continuous development” and had become more refined since its launch.

The center offers “detailed information for the next 24 hours,” but the further out a user looks, the more general the forecast becomes. “We’re recognized as one of the best centers in the world for our accuracy,” Mudge says. “We’re very proud of that.”

As a government agency, the Met Office provides data to other forecasters, but three years after the BBC released its weather app in 2013, it switched to a private weather company, Meteor Group, now known as DTN.

DTN “pulls data from multiple sources, including satellite imagery, global ocean and continental datasets, and real-time observations from a network of more than 20,000 sensors,” said Renee Vandewege, the company’s general manager of weather and climate information. The data is “processed in a high-performance cloud environment using AI and machine learning.”

“DTN believes our forecasts are among the most reliable in the industry and globally leading,” Vandewege added.

The BBC acknowledged earlier this year that the symbols that summarise the day’s weather on its app (which has been downloaded more than 28 million times) could paint an overly gloomy outlook: “The symbol of the day reflects the weather conditions that are likely to have the greatest impact on people’s lives,” it said. A BBC spokesman told The Sunday Times:.

“This may focus on short periods of weather on a particular day and is designed to be read in the context of the bigger picture and hourly details that change depending on the latest data.”

The company works with the National Center for Atmospheric Science to monitor and evaluate the accuracy of its forecasts across all platforms, including its app.

UK weather has always been changeable, but meteorologists say the global climate crisis is making it even less predictable and more prone to extreme weather – which could lead to increased reliance – or, as Simon puts it, obsession – with weather apps.

In the UK, “weather patterns rarely stay in one place for more than a few days at a time compared to other parts of the world such as California, which makes forecasting even more difficult”, Mudge said.

“Located between the Atlantic Ocean and the European continent, with the tropics to the south and the Arctic Circle to the north, the UK has an almost unique relationship with the weather globally.”

Vandewege said: “Checking the weather app is a global phenomenon. The weather affects every aspect of our lives – from what we wear, what we do and, in many cases, what we eat, to the more severe weather impacts, such as risks to safety and business operations.”

As weather data becomes more accessible, it’s not just the next local downpour that drives app usage: “Users are increasingly interested in knowing what the weather is like in multiple locations, not just their own local area.”

Source: www.theguardian.com

Review of Zone Zero: A Stylish, Captivating, and Enchanting Game Without Zen

ohOne of the biggest changes in the modern video game industry is happening just beyond the reach of the average console gamer. Free-to-play gacha games, where you spend real money or in-game currency for a randomly selected set of characters and weapons, are booming in the Chinese market, led by publishers like miHoYo, NetEase, and Yostar. Some of the most popular games in this genre include Genshin, Arknights, and Another Eden, with tens of millions of players on smartphones and significant revenue from players willing to pay to enhance their collections.

More recently, the genre has expanded beyond mobile with Zenless Zone Zero, the newest addition. Developed by HoYoverse, the game is an expansive, anime-inspired action role-playing adventure set in a chaotic sci-fi dystopia. Earth has been invaded by extra-dimensional aliens, and human survivors now reside in New Eridu, a city built on the remains of a previous civilization. Players can choose to play as Wise or Bell, sibling hackers who run a video rental store, or as proxy agents sending teams of warriors on missions for clients.




Everything you do earns you some form of currency… Zenless Zone Zero. Photo: HoYoverse

Similar to the popular Persona RPG series, Zenless Zone Zero combines story, beat ’em up, and life simulation elements. Players navigate through various activities like fighting aliens, managing a video store, running errands, playing games, and capturing photographs of neighborhood cats. Actions in the game earn players currency, which can be used for upgrades and acquiring new characters. Completing contracts involves solving puzzles before battling aliens, leading to more lucrative missions and a continuous cycle.

Combat is straightforward with one button for attack and another for dodging. Characters have unique abilities and weapons, each with special and ultimate moves for enhanced gameplay. Switching between characters during combat adds visual effects and explosions, making it engaging.




Laser beams, bullets, blades flying…Zenless Zone Zero. Photo: HoYoverse

Visually, the game embodies cyberpunk anime with a rundown cityscape contrasted by advanced technology. Marauding gangs, AI raids, and cute robots coexist in a dystopian setting reminiscent of Studio Ghibli and Ghost in the Shell. The game allows for exploration of the environment, interactions with characters, and development of human relationships among the agents. The gacha system in the game entices players with rare items available for limited times, encouraging engagement through in-game currency or real money.

Zenless Zone Zero is a captivating gacha game with a mix of gameplay elements and a compelling narrative. Despite the controversial nature of gacha games, the experience offered by Zenless Zone Zero is engaging and rewarding, making it a fair exchange for players invested in its world.

Source: www.theguardian.com

Review of Snufkin: Melody of Moominvalley – Explore the Enchanting World of Tove Jansson in This Game

I I have a bad cold, but I felt better after watching Snufkin: Melody of Moominvalley. This is the game’s equivalent of honey, lemon, and a hot water bottle, full of deliciousness and warmth. But it’s also strange and melancholic, an iconic mark of Moomin and part of the reason for the enduring popularity of Jansson’s work. It’s weird, sad, creepy, wholesome, and fun.

The plot follows Snufkin, a philosophical wanderer, preparing to return to Moominvalley in the spring and meet his best friend Moomintroll after the Moomins wake up from hibernation. However, he finds his way blocked by a park patrolled by police. The administrators of Hemulen Park have decided to extend their powers to build gardens throughout Moominvalley, managed according to strict signposted rules. Enraged by this unjust natural enclosure, Snufkin begins tearing up his sign. And in a tempting logic, once all the signs are gone, the cops just walk away because there are no more rules to enforce. This allows Snufkin to freely rewild the area, tearing up paving slabs and dismantling fences.

This conflict with park management forms the basis of the game, and there are several parks where Snufkin must sneak around the sights of roaming police officers while destroying signs. Snufkin uses his trusty harmonica to charm animals and solve puzzles, and then adds flutes and drums to his arsenal, but outside of this novel use of musical instruments to interact with the world, there are no innovations. There are very few. You’re given a shopping list of quests to complete, many of which involve finding specific objects or characters, and there’s also the familiar stealth section that’s been used in countless games before.




Full of kindness and warmth… Snufkin: Melody of Moominvalley. Photo: Hyper Games/Low Fury

But beyond that, this works as a tour through the characters and locations of the Moomin world. Although the story is original and only loosely based on the events of the 1954 book Moomin Summer Madness, the game still remains very faithful to Tove Jansson’s original text and uses her beautiful artwork convincingly. It presents itself as a facsimile of the events of the novel as a whole.

Early on, we’re introduced to the terrifying Groke, who can freeze fire when he sits on it, and soon certain small, unnamed creatures are tagged along with Snufkin. Toffle is also here, but he is too scared to come down from the tree. There’s also Two Ticky, Mrs. Fillyjonk, Lady Snork, and the Hatter, to name a few. Fans of Jansson’s work will rejoice at every cameo appearance, but even if these names mean nothing to you, Melody of Moominvalley does a good job of showing why these characters are so beloved. This is a children’s fairy tale world populated by deeply flawed adults, mixed with some very strange and biting satire. Mrs. Fillyonk is the original helicopter parent. Snufkin was an eco-warrior long before the word was coined.

That was also strangely sad. Most of the time, the characters seem too wrapped up in their own neuroses and obsessions to ever truly be happy, but I’m sure they can overcome their traumas and differences and somehow manage to get along. That fact is what makes this world so uplifting. In that sense, the choice of Sigur Ros for the uplifting yet melancholic soundtrack is an inspiration.

The melodies of Moominvalley are simple and non-challenging, but they are disappointingly short, so you can see almost everything in a day’s play. Still, it’s all so carefully put together that it’s hard to begrudge these shortcomings. It’s all about licensing. Tove’s short stay in his faithfully recreated version of Jansson’s strange and memorable world is worth the price of admission.

“Snufkin Moominvalley Melody” will be released on March 7th. £17.99

Source: www.theguardian.com