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

Keeper Review – A Dazzling Eco-Fantasy Born from Imagination

TThe world of the Keeper flows from the screen like a vivid dream painted with psilocybin hues. It’s an intricate land filled with bubblegum blues, soft pinks, and bizarre glowing creatures, where evolution seems to happen in an instant. The stunning visuals evoke the charm of a 1980s fantasy film, complete with lovingly crafted practical effects. Keeper is the newest creation from Double Fine, known for their quirky platformer Psychonauts 2, the Kickstarter sensation Broken Age, and various other unique titles. This action-adventure game highlights the beauty of life’s imperfections, resembling a scene sculpted from papier-mâché instead of polished digital designs.

The main character is even more peculiar—the player embodies a lighthouse, illuminating this enchanting ecological landscape. Long shadows trail behind glowing objects, revealing the outlines of colossal plants and tiny creatures. Light projection serves as your means of interaction with the environment, often causing flora to sprout right before your eyes while some rare inhabitants stay nourished by it. As you explore serene lagoons or sunlit canyons dotted with cacti, you’ll find delight in simply observing, embracing the oddity, and nurturing it into even more extraordinary life.




Solve the mystery…Keeper. Photo: Xbox Game Studios

Your role as a life-giving lighthouse develops when you find a companion—a bird named Twig with a driftwood beak. You assume dual responsibilities, having your feathered friend assist in various tasks (on this distant future Earth, the organic blends with the mechanical, reminiscent of a steampunk Henry David Thoreau). However, these puzzles fall short of matching the visual creativity and don’t resonate with the game’s biological themes; early on, you merely rotate the analog stick to align gears.

Often, puzzles feel like barriers to exploration rather than facilitators. Yet, gradually, Keeper embraces the surreal elements of its world to unveil surprises. At one point, a cotton candy-like substance envelops the lighthouse, rendering it weightless. Instead of stumbling awkwardly, it gracefully leaps, gliding through the air.

Soon, the Keeper taps into an evolutionary rhythm as the lighthouse transforms into a fish-inspired boat. The thrill of swaying and swirling in azure waters is delightful! However, the gameplay takes a darker, more abstract twist, as players become disks of red-hot metal, slicing through tangled underbrush like a primitive Sonic the Hedgehog.




Surreal setting…keeper. Photo: Xbox Game Studios

Marketed as “a story told without words,” Keeper communicates most vividly through its expansive visuals. However, this claim is misleading. Throughout the game, button prompts intermittently appear, instructing players on actions like pressing X to “peck.” This clarity detracts from the world’s intended ambiguity.

A similar issue arises towards the game’s conclusion, albeit from a different perspective. Without revealing too much, players confront the profound and unfathomable essence of existence. How can we engage with such transcendental depth? Unfortunately, some puzzles rely on memorization of shapes, including a kaleidoscopic crystal and a black hole. In essence, Keeper struggles with a limited interactive vocabulary to fully harness the extraordinary imagery crafted with such vivid imagination.

Source: www.theguardian.com

We learned how our brains distinguish between imagination and reality.

Overlap of Brain Regions in Imagination and Reality Perception

Naeblys/Alamy

How can we differentiate between what we perceive as real and what we imagine? Recent findings have uncovered brain pathways that may assist in this distinction, potentially enhancing treatments for hallucinations associated with conditions like Parkinson’s disease.

It’s already established that the brain regions activated during imagination closely resemble those engaged when perceiving real visual stimuli; however, the mechanism distinguishing them remains elusive. “What allows our brains to discern between these signals of imagination and reality?” asks Nadine Dijkstra from University College London.

To explore this, Dijkstra and her team observed 26 participants engaged in visual tasks while their brain activity was monitored via MRI scans. The tasks included displaying static grey blocks on the screen for 2 seconds, repeated over 100 times. Participants were prompted to imagine diagonal lines within each block, with half of the blocks containing actual diagonal lines.

Subsequently, participants rated the vividness of the lines they perceived on a scale of 1-4 and indicated whether the lines were real or imagined.

Through the analysis of brain activity, researchers found that when participants viewed the lines more vividly, the fusiform gyrus, a specific brain area, was more active, irrespective of the line’s actual presence.

“Prior research indicated that this area is engaged in both perception and imagination, but this study reveals its role in tracking the vividness of visual experiences,” notes Dijkstra.

Crucially, a spike in activity in the fusiform gyrus above a certain threshold led to increased activity in an associated area known as the previous island, causing participants to perceive the lines as real. “This additional area connects to the spindle-like moment, possibly aiding decision-making by processing and re-evaluating signals,” she adds.

While it’s likely that these brain regions are not the sole players in discerning reality from imagination, further investigation into these pathways could refine our understanding of treating visual hallucinations linked to disorders such as schizophrenia and Parkinson’s disease.

“Individuals experiencing visual hallucinations might exhibit heightened activity when visualizing their imagined scenarios, or the monitoring of their signals could be inadequate,” Dijkstra suggests.

“I believe this research could be pivotal for clinical cases,” says Adam Zeman, from the University of Exeter, UK. “However, distinguishing whether minor shifts in sensory experiences are driven by real-world events, discerning fully formed hallucinations, and determining the duration of beliefs remains a significant challenge,” he explains.

To address this knowledge gap, Dijkstra’s team is currently studying the brain pathways of individuals with Parkinson’s disease.

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Source: www.newscientist.com