Exciting new infrared images from the NASA/ESA/CSA James Webb Space Telescope showcase the intricate structure of gas and dust expelled by a white dwarf star at the heart of the Helix Nebula.
This web image captures part of the Helix Nebula with stunning detail. Image credit: NASA/ESA/CSA/STScI/A. Pagan, STScI.
Located approximately 655 light years away in the constellation Aquarius, the Helix Nebula is a captivating planetary nebula.
First discovered in the early 1800s, it continues to enchant stargazers and professional astronomers alike, owing to its closeness to Earth and mesmerizing visual appeal.
The image captured by Webb’s NIRCam (Near-Infrared Camera) reveals a comet-like column with an extended tail tracing the edges of the expanding gas shell, as noted by Webb astronomers.
“Fierce winds from a dying star clash with a frigid shell of gas, sculpting the remarkable structure of the nebula,” they explained.
“The iconic Helix Nebula has been observed by various ground-based and space-based observatories for nearly two centuries since its discovery.”
“Webb’s near-infrared observations highlight these intricate knots, contrasting with conventional imaging techniques. Check out this fantastic image from the NASA/ESA Hubble Space Telescope.”
This image offers a panoramic view of the Helix Nebula, accentuating the narrow field of view from Webb’s NIRCam instrument. Image credit: NASA/ESA/CSA/STScI/A. Pagan, STScI.
The new images additionally highlight the dramatic transition from the hottest to the coldest gas as the shell expands from the central white dwarf star, WD 2226-210.
The bright white dwarf lies at the heart of the nebula, just outside the Webb image’s frame, continuing to influence its surroundings.
“Intense radiation from this star illuminates the surrounding gas, creating vibrant rainbow-colored features: hot ionized gas closest to the white dwarf, cooler hydrogen molecules further away, and protective pockets in the dust cloud where more complex molecules can start to form,” the astronomers noted.
This interaction is vital, paving the way for new planetary systems to potentially form in the future.
“In the Webb images of the Helix Nebula, colors represent temperature and chemical reactions,” they explained.
“A slight blue tint reveals the hottest gas in the area, ignited by powerful ultraviolet light.”
“Further out, the gas transitions into a yellow region where hydrogen atoms merge to form molecules.”
The outer edge, adorned with a reddish hue, marks the coldest material where gas begins to thin and dust can emerge.
“These colors symbolize the star’s last breath transforming into the foundational material for new worlds, enriching our understanding of how planets originate,” the astronomers concluded.
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After years of partnering with Disney on Marvel and Star Wars, it’s finally come to fruition: The Simpsons have made their way into Fortnite. Unlike most crossovers which typically feature themed skins and emotes, this one is an all-encompassing takeover featuring a stylized map designed for players to explore Springfield. It’s a clever method to introduce younger audiences to America’s longest-running sitcom, especially with the announcement of a second movie in the works. For millennials, it serves as the peak of a year-long effort to capture our interest, particularly in light of past collaborations with Power Rangers, Scream, and Mortal Kombat.
While this might seem like an easy tactic for someone who grew up reliving episodes on repeat after school, it’s not a half-hearted cash grab. Expect to see recognizable Springfield sites: the Simpsons’ residence on Evergreen Terrace, the well-known sloping lawns of Burns Manor, and the town square featuring Moe’s Tavern and the Jebediah Springfield statue complete with its removable head. On the outskirts of the map lies a nuclear power plant, emitting cartoonish steam into the sky; players can avoid a meltdown by interacting with the control console accompanied by the tune of “Eeny, meeny, minnie, moo.” Cletus’ Farm and Slurp Factory (Duff’s take on the game—no draft beer here) sit in one corner of the island, and every match kicks off with a delightful reimagining of the show’s intro, complete with the sky parting, the title card, and the iconic theme music, before you thank Otto and jump from the battle bus onto the map.
Awesome…Burns Manor from the Simpsons season of Fortnite. Photo: Epic Games
Though there have been virtual adaptations of Springfield in the past (the most recent being 2012’s Tapped Out and 2015’s LEGO Dimensions), this iteration is rendered with unprecedented detail. Playing here feels like stepping directly into the animation. Springfield is smaller compared to Fortnite’s overall map, but it has some quirky elements. The Springfield Valley, where the Hollywood-style Springfield sign proudly sits in the center, is a nod to the unforgettable episode “Bart the Daredevil,” probably just a short distance from the residential area housing Homer, Marge, and Ned Flanders.
Regardless, Springfield’s layout has always been an enigma, and what truly matters is that this intricate recreation is a delight to explore. A longstanding strength of Fortnite’s map design is its ability to effectively use the spaces between prominent landmarks, and here it’s an excellent chance to embed references for dedicated Simpsons fans—whether you discover the 33-cent store or not. Expect to find a tire yard that inexplicably burns forever. Your exploration can be enhanced with optional quests featuring fun guest appearances, where you can follow Homer’s orders to use a set of car keys or pick up a ringing payphone to receive a prank call at Moe’s. You’ll even spot Nelson popping up to say, “Ha ha!” when you defeat boss characters like Krusty.
The game is stuffed with content. Even after numerous iterations, there are still new findings to uncover. If there is a downside, it’s that the map must be navigated in a competitive setting, with storm rings threatening to push you along. I wish there was a way to leisurely explore without the necessity of diving into battle royale. Fortnite’s engaging pop culture collaborations are often best enjoyed as a fun playground rather than a virtual museum. However, I’d love for an exception here, particularly for new or returning players enticed by this update. If that’s you, here are some tips to help you last long enough to enjoy the experience: try the less chaotic “Zero Build” mode. If you activate “Sound Effect Visualization” in the settings, your position will be highlighted on the screen. Remember, there’s no shame in landing in a quieter part of the map and picking off opponents before they can make a move. After all, some of the greatest references are tucked away off the main paths.
The Simpsons collaboration is set to conclude on November 29th, marking a month-long break before the subsequent seasons. It would be a shame to see such an impressive tribute vanish, and while older maps have been reintroduced before (for instance, Fortnite’s first chapter returned in 2023, breaking concurrent player records), many have disappeared for good. Yet, if any series holds enduring appeal, it’s definitely The Simpsons. I’m holding out hope for a revival reminiscent of a blockbuster movie.
eSince my journey began in 1988, the annual Game Developer Conference (GDC) has taken place in California each year. It started modestly as a cozy gathering in the living room of Atari designer Chris Roford, hosting just 27 attendees. By the mid-90s, the event outgrew Chris’ home and expanded to over 4,000 participants. In 2005, it found a permanent venue at the Moscone Center in San Francisco. Nowadays, nearly 30,000 game development professionals attend annually. The GDC Vault online is a valuable resource, offering insights into the history of game development and practical tips across gaming disciplines.
However, GDC has faced challenges in recent years. Rising costs have become a significant barrier for developers, with conference passes exceeding $1,500, and expenses for travel and accommodation in one of the world’s most expensive cities can quickly escalate to between $5,000 and $10,000—even for small hotel rooms.
Additionally, following Trump’s re-election, many members of the global video game development community have expressed reluctance to visit the United States. The atmosphere at the conference has been dampened by the loss of funding throughout the gaming industry, alongside the pressures brought on by AI developments and ongoing layoffs. If securing funding for games is challenging, why should professionals spend thousands on travel for meetings with thousands?
As Jon Ingold, founder of UK Studio Inkle, remarks, “GDC, as an industry networking event, currently lacks financial viability and job opportunities. The United States feels like an inhospitable environment.”
This may be a reason behind the event’s recent rebranding. It was announced on Monday that the Game Developers Conference will now be known as the Festival of Gaming: GDC, promising a “week of opportunity” linked to a comprehensive B2B game ecosystem in a vision presentation. The key takeaway appears to be that obtaining a pass will be more accessible, with events being hosted not only at the Moscone Center but also across the city.
Calling California… Within GDC: Game Festival.
Unfortunately, this rebranding has not addressed long-standing worries among developers—that the conference is not accessible enough, and that San Francisco (or the U.S. at large) is an unsuitable venue for global gaming events. “Despite clear evidence from the COVID era that GDC could have integrated digital access, the exorbitant ticket prices reflect [organizer] Informa’s focus on profits rather than accessibility,” says independent game developer Rami Ismail, who has advocated for the global developer community on GDC’s issues.
Even when a visa is obtained, safety concerns regarding firearms, crime, and healthcare expenses linger. Furthermore, the Trump administration’s right-leaning populism has rendered the U.S. unwelcoming for many.
This concern is valid. Visitors to the U.S. face risks of deportation and even detention since Trump’s reelection. Many choose to carry burner phones and clean their social media profiles, with numerous European developers and journalists, myself included, feeling hesitant about traveling to the U.S. under the current administration. For individuals coming from Arabic or South American countries, these fears are intensified.
A consensus seems to be forming within the global game development workforce: the U.S. no longer serves as a crucial industry hub. While San Francisco remains home to top companies and studios, many feel the city has lost its creative spirit, hollowed out by the relentless pursuit of Silicon Valley’s interests.
There are viable alternatives. Canadian tax incentives make it an attractive destination for game development, and the current government is welcoming to foreigners. From Brighton in the UK to Game Connect in Australia, various regions host local developer gatherings. Events like Gamescom in Cologne, along with an increasing number of developer-centric events around the world, underscore this shifting landscape. While the GDC organizers cannot control U.S. policy, maintaining relevance as a professional game nexus will require more than a rebrand.
What to Play
Unpleasant and funny… consumes me. Photo: Jenny Jiao Hsia
The video game landscape continues to expand with exciting choices. Hades II, a visually stunning and challenging action game developed by Supergiant, is eagerly anticipated. Meanwhile, the horror reboot Silent Hill F has garnered positive feedback from many critics.
I am currently immersed in Consuming Me, an entertaining and occasionally uncomfortable game by developer Jenny Jiao Hsia about navigating high school amidst the pervasive diet culture of the 2000s. It features a quirky mini-game where players must focus on class and manage walking their dog while dealing with awkward conversations about weight with their parents.
This topic can be triggering for many, as it evokes painful memories of the 2000s’ beauty standards for women. If you’ve ever wrestled with disordered eating (or know someone who has), finding enjoyment might be challenging. However, the game addresses sensitive issues with humor, empathy, and plenty of satirical jabs, making the discomfort worth exploring.
Stardew Valley-style sim… Palpharm from Palworld. Photo: PocketPair
The developers behind last year’s hit, Palworld, are currently entangled in legal disputes with Pokémon companies over similarities to their creature-collecting games. They’ve announced a new game: Palpharm, which fuses adorable creatures with Stardew Valley-like gameplay.
I’ve thoroughly enjoyed video game memoirs from TV comedy writer Mike Drucker. His latest release, Good Game, No Rematches, is now available in the UK. It offers a fascinating perspective on growing up with Nintendo across the Atlantic during the NES era, detailing how a young gamer turned into a game writer.
For years, our game correspondent Keith Stuart has tackled the question: Why do some people choose to invert the controls? His 2020 article on the subject prompted scientists to delve into the matter, and they have finally determined that it relates to how our brains perceive 3D space.
Question Block
Words of wisdom…The Legend of Zelda. Photo: Nintendo
Following up on last week’s discussion about video game dialogue, reader William asks:
“I believe there are quotes from various video games that serve as life advice. Two of my favorite quotes are: ‘When the time comes, just act’ (Wolf O’Donnell, Star Fox Assault) and ‘Anyone who is stubborn enough can survive. Anger is an anesthetic hell’ (Zaeed Massani, Mass Effect 2). What video game wisdom resonates with you?”
This may be a contentious viewpoint, but I often find that video game quotes are profound by coincidence. The most memorable lines frequently emerge from translation quirks and voice acting inconsistencies (“I used to be an adventurer…but I took an arrow in the knee,” “Your bass is all ours,” “Jill, Master of Rocking”). They stick with us not necessarily for their deep meaning, but for their absurdity.
That said, the phrase “It’s dangerous to go alone” from the original Legend of Zelda somehow strikes me as genuinely supportive, while “The right man in the wrong place can make all the difference in the world” also comes to mind.
I invite readers to share: Are there any video game quotes that genuinely carry significance for you?
If you have a lingering question or want to include your favorite game quotes in the newsletter, please reply to this or email us at buttons@theguardian.com.
In 1967, British philosopher Philippa Foot unwittingly sparked one of the most enduring memes on the internet. The infamous runaway trolley is racing toward five individuals tied to the tracks. You have the power to pull a lever to redirect the trolley toward another track where a single person is bound. Would you act to save five lives at the cost of one?
What if one of the tracks spiraled into a dramatic loop? Or if the trolley was replaced by a menacing Thomas the Tank Engine? Perhaps the entire dilemma morphed into a commentary on contemporary political debates? The trolley problem, initially posed as a meditation on ethical decision-making, found renewed life in the 2010s as the inspiration for a myriad of absurd, self-referential memes. Now, it appears poised to embark on a third chapter through the surreal interactive comedy game, The Trolley Solution.
Each level serves as a mini-game, ingeniously designed around thought experiments. There’s always a trolley, a lever, an ethical quandary, and a twist that derails expectations. Tracks are dissected into puzzle pieces that players must fit together against the clock. Commuters alongside the rail must maintain their emotional balance and enjoy serotonin boosts from scrolling through social media. One segment flows into a brief visual novel about a Japanese girl who develops feelings for someone on a streetcar that threatens to eliminate her high school rival.
Perfectly tailored for the social media era… trolley solutions. Photo: Bydandans
It’s undeniably absurd, echoing the ludicrous nature of the original trolley problem. “It’s a serious issue presented in an outrageous manner,” explains Baidandan, developer of Solochile. From a Reddit perspective, he puts it succinctly: “It’s a free real estate for shit posts.”
With the foundational joke already well-explored, Baidandan opted to take bold creative risks with the mini-games, striving to transform the dilemma into quirky scenarios that lead to final choices. “Some versions felt too bland and overly complex,” he notes. “Or I couldn’t conceive of a mini-game that adhered to the four guiding principles I established.” These principles state that each mini-game must be engaging, tied to the moral dilemma, introduce unique elements, and subvert expectations.
If all of this seems a bit gimmicky, it’s likely because Trolley Solutions functions best as a comprehensive interactive sketch inspired by a singular joke. Yet, it’s a joke filled with charm and abundant punchlines (each mini-game lasts mere seconds to minutes, and the level selection screen hints at a brief total runtime).
In many aspects, it is perfectly suited to the social media landscape. The humor is designed for the internet, and the quick-fire mini-games are ideal for casual gamers scrolling through TikTok. “I aimed to create something accessible and enjoyable,” Bydandans remarks. “My previous games were often too technical and hardcore for the average player. This time, I wanted to craft something everyone could appreciate.”
“Enjoyment” is a peculiar term when discussing ethical dilemmas. What would Baidandan do if confronted with the original trolley problem? “I would consider options with fewer legal repercussions,” he confides. “I’d call the police, yell for help, and attempt to untie the victims.” Thus, he disregards the constraints of the thought experiment, crafting a more engaging experience instead? That seems to fit the bill.
New coronavirus response hospital under construction in Wuhan, China
STR/AFP (via Getty Images)
It has been five years since the novel coronavirus disease emerged, causing a global pandemic with lasting impacts on societies, economies, and people's health.
Immediately after the virus was identified, many countries began making plans to treat the influx of severely ill people infected with COVID-19. The image above shows an excavator at the construction site of the purpose-built Huoshenshan Hospital in Wuhan, China, which became the initial epicenter of the outbreak on January 24, 2020.
People infected with covid-19 waiting for transit
STR/AFP (via Getty Images)
Huoshenshan was not the only hospital built in Wuhan as authorities prepared for the worst. In March 2020, people infected with the new coronavirus were photographed waiting to be transported from a general hospital in Wuhan to Leishenshan Hospital, which was also newly opened due to the pandemic.
Traffic decreases in New York City
Reuters/Andrew Kelly
Like many parts of the world, New York City began implementing restrictions around mid-March 2020. With the streets empty, ballet dancer Ashley Montague was able to perform in Times Square while wearing a gas mask.
COVID-19 wasn't the only thing going viral when this adorable baby started appearing on social media
Lillian Swanrunfa/AFP via Getty Images
Face shields were initially proposed as an alternative to masks to protect people from infection, but are increasingly discouraged as we learn more about the virus. Nevertheless, the above newborn photo taken at a hospital in Bangkok, Thailand, caught the internet's attention in early April 2020.
Social restrictions have forced some people to get creative.
Jim West/ZUMA Wire/Shutterstock
Like other public spaces, churches and other places of worship are closed in many parts of the world. A priest in Grosse Pointe Park, Michigan held a creative Easter service in April 2020, using water guns to hand out holy water while practicing social distancing.
Some people hugged through plastic due to concerns about infection.
Handout via Domenico Sartor/Reuters
Many nursing homes have been severely affected by the coronavirus, as the elderly are particularly susceptible to serious infections. The restrictions gave some visitors the chance to hug their loved ones through plastic sheets. The photo above was taken in November 2020 at a care home in Castelfranco Veneto, Italy.
Some people have turned their experiences living under the pandemic into works of art.
Reuters/Lim Huey Teng
The pandemic has inspired colorful and creative murals around the world. The photo above shows a young boy being swabbed for the SARS-CoV-2 virus in front of a COVID-19 artwork in Shah Alam, Malaysia, in December 2020.
Margaret Keenan from Coventry, UK, receives COVID-19 vaccination
Jacob King/Pool/EPA-EFE/Shutterstock
Expectations were high when the Pfizer/BioNTech vaccine was approved in the UK on December 2, 2020, after showing 95 per cent efficacy in late-stage trials. Six days later, 90-year-old Coventry resident Margaret Keenan became the first person to receive the vaccine outside of the trial.
Late Queen Elizabeth maintains social distancing at husband's funeral
Jonathan Brady – WPA Pool/Getty Images
Like many other queens, the late Queen Elizabeth II had to adhere to social distancing rules at her husband Prince Philip's funeral on April 17, 2021 at Windsor Castle, England. Due to pandemic restrictions, only 30 people were allowed to attend.
Monuments are being erected around the world to commemorate those who lost their lives to the new coronavirus infection.
Leon Neal/Getty Images
Britain's National Covid-19 Memorial Wall in London was built in March 2021 to commemorate those who have died from the disease. The photo above shows a woman leaving a message on the wall a year after it was created. Family members and volunteers painted more than 240,000 hearts on a 500-meter-long wall along the River Thames.
Public spaces were eventually opened up, but some things changed
IIf you were an avid video game fan in the summer of 1994, you probably remember where you were when the August issue of Edge magazine went on sale. By that time, Sony had already announced its intention to develop a PlayStation console (in October of the previous year). But it was the cover of the world’s most advanced gaming publication that really opened up this machine’s potential. Edge not only listed the specs in full, but also attached glowing endorsements from Capcom, Namco, and Konami. One developer breathlessly told the magazine: “This will revolutionize the way computers work today.” Suddenly, the entire structure of the console gaming business was under threat. All I needed was a boost.
Sony’s entry into the video game industry has become the stuff of legend (and will probably be fodder for a regular Netflix movie one day). In the late 1980s, the company was keen to gain a foothold in an increasingly lucrative business after the failure of its MSX gaming computers. So when the opportunity arose to build a CD-ROM drive for the soon-to-be-released supercomputer, Nintendo (SNES) console, Sony jumped at it. But behind the scenes, Sony’s engineering genius Ken Kutaragi was also designing a standalone system. playstationit can play not only SNES games, but also the new CD format controlled by Sony itself.
Nintendo felt a threat to its supremacy. As a result, when Sony announced the PlayStation at the big Consumer Electronics Show in Chicago in 1991, Nintendo actually canceled the deal and instead partnered with Philips to create a SNES-based CD add-on. It was immediately announced that it would be produced. Sonny was shocked and humiliated. Jilt Bride in the Cathedral of the Tech Industry. Various theories have been proposed about Nintendo’s motives, but the most obvious was that it was a highly protective company wresting control back from an ambitious consumer electronics rival. Whatever actually happened, the PlayStation was over. Or was it?
Some of PlayStation’s first games. Photo: Lou Benoist/AFP/Getty Images
No, no. It wasn’t. Instead, an enraged Sony scrapped the Nintendo-based technology, and Kutaragi began work on a new console codenamed PS-X. This game console is designed around a powerful 32-bit Risc processor and includes a co-processor named Geometry Transformation Engine. Fast and detailed real-time 3D visual mathematics. At this stage in the early 1990s, the company made two important decisions. One was a development deal with arcade legend Namco to create new PS-X exclusive titles. The other was to send engineers on a worldwide developer tour to recruit developers. Support your console with exciting 3D graphics demos. Sony successfully capitalized on widespread dissatisfaction with Sega and Nintendo, which had bound publishers to restrictive and complex licensing agreements for years, while also captivating programmers and artists with its thrilling technology. By early 1994, 250 companies had signed up to create games for the machine, beating out the meager support gained by rival multimedia consoles such as the Philips CDi and 3DO. I could feel the momentum building.
When the PlayStation launched in Japan in December 1994, it launched Sega’s long-awaited 32-bit CD-ROM machine, ostensibly a similar 32-bit CD-ROM machine that supported the company’s biggest arcade titles, Daytona USA and Virtua Fighter. I played against Saturn. At first, Sony seemed to balk, and the launch of this machine didn’t draw the same chaotic lines that greeted the Saturn a few weeks earlier. But as the US and European release dates approached, both the hype and the software library grew. Titles like 3D fighting game Toh Shin Den, platformer Jumping Flash!, and racer Motor Toon GP exploit the visual potential of machines with rich, detailed 3D environments and smooth vehicle and character animation. I showed off. By the end of that year, Wipeout and Tekken had joined that list. These beautiful and thrilling games pack attitude and perfectly embody Sony’s philosophy that if it’s not real-time, it’s not a game.
Starting in 1996, Sony began seriously promoting the PlayStation as a lifestyle accessory rather than just a children’s toy. Geoff Glendening, head of marketing at Sony London, famously introduced the console to nightclubs and music festivals. Advertising giant TBWA was hired to develop a fresh image of the machine as cool and desirable, culminating in an award-winning production in 1999. double life commercial. But more importantly, the console’s friendly development environment and Sony’s excellent support for third-party studios ushered in an era of enthusiastic experimentation.
Now, when we look back at titles like Resident Evil, Tomb Raider, Tony Hawk’s Pro Skater, and Driver, we see open, explorable worlds, genre-defying design, and cinematic storytelling. Discover the origins of modern 3D game design. We’ve seen Namco ease its role as a semi-first-party creator and push the Ridge Racer and Tekken franchises to new heights both technically and design-wise. We’ve seen Japanese publishers break away from restrictive relationships with Nintendo and Sega and bring out gorgeous blockbusters like Final Fantasy VII and Metal Gear Solid.
But importantly, PlayStation also brought with it an undercurrent of whimsy and playfulness. From PaRappa the Rapper to BibliBong to LSD: Dream Emulator, music and imagery were explored, sometimes to disconcerting effect. And while people in their 20s loved Tony Hawk and Tekken, kids weren’t left behind. This era was also the era of beloved comic book platformers like Jumping Flash, Spyro, Croc, and Crash Bandicoot. When Nintendo finally released the N64 in 1996, it found that PlayStation had already captured the majority of its potential users. Another layer of Sony’s long revenge.
Something for kids… Crash Bandicoot. Photo: Universal Interactive
The original PlayStation went on to sell 100 million units over its 10-year lifespan. This broke the monopoly enjoyed by Sega and Nintendo and cemented a series of huge game franchises that still thrive today. At launch, there was uncertainty about the CD-ROM format, which provides slower access to data than cartridges, but Sony leveraged its music and film technology expertise to overcome obstacles and establish the format as the future. I did. Its industrial design was stunning, a sleek gray machine that fit next to my TV and video recorder in my living room. An innovative joypad. Those cute little memory cards. Start-up animation with music swells. The TV advert made me want it, and the launch price (£299 compared to the Saturn’s £399) made it more accessible.
However, looking back at the feature in Edge magazine that was published a few months before the game’s release in Japan, and which has since been followed by many similar reviews in the gaming press, it feels like something important is already happening. I did. Quotes, specs, and screenshots of demos seem to pop off the page. Even if PlayStation’s success wasn’t inevitable at that point, in the notoriously unpredictable video game business, it was as close as it gets.
Astronomers used images from the NASA/ESA Hubble Space Telescope and the NASA/ESA/CSA James Webb Space Telescope to create a new 3D visualization of the Pillars of Creation, three towers of gas and dust within the Eagle Nebula.
The Pillars of Creation are three towers of gas and dust located about 6,500 light-years away in the constellation Serpens.
These are fascinating but relatively small features of the Eagle Nebula (also known as Messier 16), discovered in 1745 by Swiss astronomer Jean-Philippe Roy de Chéseaux.
The Pillars of Creation are approximately 4-5 light years long, and the nebula is 55-70 light years wide.
They are caused by massive, newly formed, blue-white O and B type stars emitting intense ultraviolet radiation and stellar winds that blow away less dense material from around them.
“By flying between the pillars, viewers will experience the 3D structure of the pillars and see how they look different in Hubble's visible light view and Webb's infrared light view,” said Dr. Frank Summers, principal visualization scientist at the Space Telescope Science Institute.
“This contrast helps us understand why we need multiple space telescopes to observe different aspects of the same object.”
“The four pillars of creation are made mostly of cold molecular hydrogen and dust, eroded away by violent winds and intense ultraviolet radiation from nearby hot young stars.”
“Protruding from the top of the pillar is a finger-like structure larger than our solar system. Embedded within this finger may be a newborn star.”
“The tallest pillar stretches for three light years, which is three-quarters of the distance between the Sun and the next nearest star.”
Mosaic of visible (Hubble) and infrared (Webb) light images of the same frame from the Pillars of Creation visualization. Image credit: Greg Bacon / Ralf Crawford / Joseph DePasquale / Leah Hustak / Christian Nieves / Joseph Olmsted / Alyssa Pagan / Frank Summers, STScI / NASA Universe of Learning.
The film takes visitors through a 3D structure of the Pillars of Creation.
“Making the Pillars of Creation in 3D was always something we had in mind,” said Dr Greg Bacon, also of the Space Telescope Science Institute.
“By combining the Webb data with the Hubble data, we were able to get a much more detailed look at the pillars.”
“Understanding the science and knowing how to best represent it enabled our small, talented team to rise to the challenge of visualizing this iconic structure.”
This new visualization allows viewers to experience how two of the world's most powerful space telescopes work together to provide a more complex and holistic portrait of the pillar.
Hubble will observe objects glowing in visible light at thousands of degrees, while Webb's infrared vision is sensitive to cooler objects at temperatures of hundreds of degrees, allowing it to penetrate the obscuring dust and see the stars embedded in the pillar.
“The combined observations from NASA's space telescopes across many wavelengths of light expand our understanding of the universe,” said Dr. Mark Crumpen, director of the Astrophysics Division at NASA Headquarters.
“The Pillars of Creation region continues to provide us with new insights that improve our understanding of how stars form.”
“This new visualization now allows everyone to experience this rich and captivating landscape in a new way.”
new analysis of distinctive canine teeth saber-toothed tiger (Smilodon Fatalis) The deciduous teeth that precede each saber (the deciduous teeth that all mammals grow and lose by adulthood) remain in place for years to stabilize the growing permanent saber teeth, and perhaps adolescents break them off. This suggests that it was possible to learn how to hunt without having to hunt.
The canines of saber-toothed predators are among the most specialized tooth structures known. Hypotheses regarding the function of enlarged dogs range from exhibition and conspecific interactions, processing of soft foods to active prey acquisition. Recent studies on the ontogenetic timing of cranial traits have shown that adult dogs may take many years to fully erupt, but long-term implications for inferences of functional morphology in dogs. The impact of the eruption is missing from current discussions and remains unquantified. In his new study, Tseng evaluates hypotheses regarding bending strength and stiffness, respectively, in adult dogs during rash. Smilodon Fatalis. Image credit: Massimo Molinello.
This new study provides the first evidence that saber teeth alone were increasingly vulnerable to lateral breakage during eruption, but would have been more stable if they had primary or deciduous teeth next to them. .
The evidence consists of computer modeling of the strength and lateral bending stiffness of the saber tooth, as well as actual testing and failure of a plastic model of the saber tooth.
“This new study is confirmation through physical and simulation tests of an idea that several collaborators and I published several years ago. It is possible that the timing of the saber ejection is adjusted and the double fang phase “It's possible,” he said. Study author Dr. Jack Tseng is a paleontologist at the University of California, Berkeley.
“Imagine a timeline where the milk canine comes out, and once it finishes erupting, the permanent canine comes out, overtakes the milk canine, and eventually pushes out the milk canine.”
“What would happen if this baby tooth was in the mouth right next to this permanent tooth for 30 months?”
“Long after the saber's permanent teeth erupted, the baby dog's unusual presence protected it, while the adult tiger learned how to hunt without damaging the saber.”
“Eventually, the baby teeth will fall out and the adult will have learned how to use the saber, but they will lose the support of the saber.”
Paleontologists still don't know what saber-tooth preferences are Smilodon He hunted his prey without breaking his unwieldy saber.
Dr Tseng said: “The double fang stage is probably worth revisiting now that we have shown there is insurance potential and broader protection.”
“This allows our teenage equivalents to experiment, take risks, and essentially learn how to become fully grown, perfect predators.”
“If you look at sabertooth use and increased hunting through a mechanical lens, I think it's not a solution, but it's a refinement.”
The same canine stabilization system may have evolved in other saber-toothed animals, researchers say.
Although no examples of double tusks in other species have been found in the fossil record, some skulls have been found to have adult teeth elsewhere in the jaw and deciduous teeth where the saber grows. has been done.
“What we are seeing is that milk canines are preserved in specimens with adult dentition. This means that the adult teeth, the sabers, are erupting or are beginning to erupt. “This suggests that milk canines were retained over a long period of time,” Dr. Tseng said.
Z. Jack Tseng.Changes in bending performance during long-term eruption of saber gingival canine teeth: a case study. Smilodon Fatalis. anatomical record, published online on April 8, 2024. doi: 10.1002/ar.25447
Uber has scored another victory against the struggling taxi industry. London passengers will soon be able to hail one of the city’s iconic black taxis.
Taxi drivers in London can now start signing up for Uber’s travel referrals, but the service won’t be rolled out until early 2024. Uber says some drivers have already begun to express interest in being featured on the app.
Uber has been steadily signing deals with taxi fleet owners to bring the traditional taxi industry into its app. The ride-hailing giant recently signed deals with taxi fleets in Los Angeles, New York City, Paris, and Rome to list their drivers on the app. Uber says taxi drivers now make more than 10% of Uber rides in Europe and the Middle East.
Whether London’s black taxi drivers will sign up for Uber in droves is another story.
Steve McNamara, a spokesperson for the Licensed Taxi Drivers Association, an industry group representing 10,000 drivers, said in a statement that the group is “partnering with London’s iconic and world-famous black taxi industry. “I had no interest in tarnishing its name.” Uber, its poor safety record, and everything else that comes with it.”
McNamara also said he wasn’t aware of drivers signing up for Uber and didn’t expect Uber to catch on, given Uber’s reputation for safety and worker rights. He said the group was not consulted before Uber’s announcement.
With London’s black cabs, you don’t necessarily have to hail an Uber on-demand via an app. Taxis are available through other apps such as Gett, Taxiapp, FreeNow, and ComCab. So Uber is trying to enter the market with other services as well.
In order to gain more market share and increase the stability of the app, Uber is making available additional transport bookings on its UK app, such as intercity trains, Eurostar, National Express, car rentals, and even airline tickets. I did it like this.
Uber’s Black Taxi Drivers receive regular taxi rides at upfront rates You can choose to accept or decline travel destinations. All new drivers benefit from 0% commission for their first 6 months. This can quickly increase sign-ups before commissions are raised to their normal range (around 20%-30%).
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