The Venice Biennale: A Magical Island Inspired by Mexico

Small urban farms in Mexico City, referred to as Chinampas, employ a distinctive farming technique. Rather than transporting water to the land, Chinampas bring the land into the water.

Dating back over 1,000 years, the Chinampas were developed by Aztec farmers who constructed rectangular plots on expansive lakes to cultivate food for Tenochitlan. At one time, tens of thousands of these plots existed, organized in precise grids with narrow canals between them; however, many were damaged or abandoned after Hernan Cortes and his Spanish troops changed the region’s civil structure in 1521.

Yet, the Chinampas in Xochimilco continue to thrive in South Mexico City, despite pressures from developers and competition with industrial farms. The sustainable farming methods are gaining renewed interest amid the challenges of climate change and prolonged drought.

Could other regions around the globe adopt the concept of “floating islands,” as these fields are sometimes termed? A group of Mexican designers, landscapers, and farmers believes that this ancient technology could be adapted widely. They aim to replicate the Chinampas for their country’s pavilion at this year’s Venice Architectural Biennale.

“Chinampas boast a simple, clever design that has emerged collectively, benefiting not just people but all surrounding life,” remarked Lucio Usobia, who has dedicated the last 15 years to preserving the remaining Chinampas through his nonprofit, Arca Tierra.

The Mexican pavilion aligns perfectly with the major exhibition “Intelligent. Natural. Artificial.” The Chinampas are both artificial and organic, thriving only when there’s a close gaze on the rows of corn and inhabited plots, alongside farmers, policymakers, and tourists embarking on popular canoe tours.

Promoting the Chinampas as an eco-friendly design inspiration was an obvious choice for the Biennale, the team members stated. “Venice, built on water, shares vulnerabilities with Xochimilco,” mentioned Ana Paula Ruiz Galindo, the founder of the design company Pedro y Juana.

They highlighted that Venice and Xochimilco were both designated as UNESCO World Heritage Sites in the same year, 1987, and that both places are waterborne communities where boats navigate, striving to balance tourism’s benefits and drawbacks.

Venice boasts its iconic gondolas, while Xochimilco features brightly decorated flat boats, known as trajineras, which take visitors on festive rides. Both types of boats are maneuvered by pilots using long poles.

Creating a replica of the Chinampas on-site required imagination and compromise.

The Aztecs methodically built the islands over time using branches and reeds to establish borders at the bottom. This allowed for layered sediment and decomposed vegetation to accumulate until the islands emerged above the water’s surface for cultivation. In addition to crops like corn, beans, and squash, traditional agricultural methods known as milpas are also utilized to naturally enrich soil nutrients by planting trees at the island’s corners.

The Mexican pavilion is situated in the Biennale’s Arsenale complex, featuring a scaled-down version at a mere fraction of the typical 500 square meters (0.12 acres) of a traditional Chinampa. A video produced in Mexico City, showcasing authentic Chinamperos, enhances the exhibition, complemented by bleacher seating along the walls. Artificial light simulates sunlight for the plants.

At the center lies a functional garden filled with vegetables, flowers, and herbs. (The plants originated from Italian nurseries and were transported by boat to the Arsenale in mid-April.) They will be in full bloom during the Biennale, which runs until November 23rd.

“By the end of the Biennale, we can harvest corn and make tortillas,” Usobia shared. “Before that, we can gather beans, squash, tomatoes, and chili.”

Visitors will have a chance to learn about unique seed cultivation techniques specific to Chinampas and even plant their seedlings by themselves.

Acknowledging local agricultural practices, Chinampas will also incorporate a version of Vite Maritata, an ancient Etruscan method that involves planting grapes alongside trees, thus creating a natural trellis system for the grapes. The exhibition team is investigating the synergy between these two agricultural immersion methods, blending trees and crops into a cohesive ecosystem.

“We observe a dialogue between these ancient cultures and discuss how we can progress,” noted Usobia.

The exhibition team emphasized their intention to avoid overly romanticizing the Chinampas, acknowledging the challenges of scaling practices to feed today’s population. The farms thrive in Mexico City because they are situated in a lake, allowing for manageable water control levels. In contrast, Venice, located in a lagoon adjacent to the sea, faces constant threats from flooding.

Additionally, the economics of small farms are challenging, with high production costs and low yields making profitability difficult. Many farmworkers receive inadequate wages and the repetitive nature of planting and harvesting jobs has diminished their appeal.

“This is a significant concern here. Young people, in particular, are less inclined to work on Chinampa farms,” stated Maria Maria de Buen, the graphic designer for the team.

Indeed, many Chinampas in Xochimilco lie fallow as their owners struggle to make a living. Some have been repurposed into soccer fields for community rental, while others serve as venues for events like weddings and birthday parties. Despite official restrictions against development, cattle grazing, and hunting for endangered species, such activities occur frequently.

Still, the team perceives the crucial connection between nature and urban development, advocating for the integration of existing water resources within residential and educational spaces as essential inspiration. Architects visiting the Biennale may not be able to design extensive agricultural landscapes, but they can adapt existing conditions to replicate ideas on a smaller scale, suggested Jachen Schleich, principal of the Mexico City architectural firm Dellekamp + Schleich.

“If someone executes this in their backyard, they could at least feed their family, or the people on the fourth floor of their building. It could serve as a micro-intervention in a landscape or public space.”

Source: www.nytimes.com

My parents found popcorn in my hair and it turned into a magical meme from Minecraft movie games

tDuring his week I took my son Zack with me to watch a new Minecraft movie. This is not a surprising statement in the world of highly video game brands of cinemas in the 21st century. At least, it’s not yet.

As we’ve seen in many bewildered news reports over the past few days, Minecraft films quickly created a community of extremely enthusiastic and enthusiastic fans. Spurred by Tiktok Meme posts, a huge portion of the film’s audience screams and sings to the song, citing important lines when they happen. At one key moment when the game’s rare character, the zombie chicken jockey, is introduced, they absolutely go crazy, throwing drinks and throwing popcorn. Escorted from a police screening.

Our small independent cinema in Fromm had a little more calm reaction, but there was still a line of teenagers who saw all of Tiktok posts screaming about them all. It was loud enough for cinemas to post on Facebook about antisocial behaviour and illegality of recordings in the film.

There is much to unfold here about the exclusive nature of internet culture, cinema etiquette, and the online community’s transition to physical space. Most of the audience’s reactions were fine. It’s a deliberately a Daft film made for fans, and it’s thrilling to celebrate fandom with like-minded peers in a crowded space. The film itself always rewards people who are immersed in fiction. We also enjoy finding a lot of Easter eggs (“Oh, that’s hero blin!”) and small cameos from Minecraft Youtubers and game developers. There are also some really funny moments of slapstick and sarcasm, depending on the committed performances from Jack Black and Jason Momoa.

Flying as high as the popcorn in the movie… a Minnecraft movie. Photo: Warner Bros./AP

But for Zack, who is 19 and with autism, and for many of the little kids in the auditorium, the atmosphere can be confused and a bit intimidating. Although screenings for Marvel films such as Avengers: Endgame and Spider-Man: No Way Home were compared to wild responses, mostly spurred by events at FILM Infilm. We all understood why Captain America successfully caught Thor’s hammer and people cheered on.

With Minecraft films, the prompts for audience responses are primarily from memes and are a branch of inexplicable internet comedy in its nature. The joke is that you can see jokes from other people who get jokes. Out of context, memes are private jokes where you are. Perhaps the closest analogy is the culture around rocky horror picture shows That legendary fan screening It features a water pistol and drug outfit at Fleapit Cinemas. However, these events were opt-in. Everyone knew what they were getting. I don’t know if the same can be said for all parents who leave my screening picking my screening from my hair.

But we really enjoyed watching the movie. When Zack was young and had a hard time communicating, Minnecraft was a precious outlet for him, allowing him to be creative and make friends. He still plays to this day. It was his comfortable blanket and it changed our lives – especially because I ended up writing a novel, a boy made with blocks, inspired by our experiences in the game. It was an emotional experience to hear that refined piano music in the film, share those jokes, and see what had a huge positive effect on my family portrayed on a huge screen among other fans.

Of course, teenagers are Assumption To be confused and intimidating – that’s their job. You can’t wander around by handing over an uneasy generation, saying, “They’re pranks so let’s ban them from the cinemas.” Also, during these challenging times for the film industry, filmmakers need to find ways to engage with teenage audiences who are out, whether it is due to the cost, social anxiety, and the all-inclusive nature of digital culture. Minecraft movies are the most perfect unicorns in the entertainment business. A multi-million dollar blockbuster that has reached the most unreachable generation of modern history. Many studios get busy solving how to film this meme-soaked magic on a bottle.

Perhaps the film owners will be wise and organize their dedicated autism-friendly screening, or on the other side of the scale, embrace chaos and do a special fan night. They need to prepare to pay a little extra to the cleaning staff.

What to do

Like an old war comic… Commandos: Origin. Photo: Kalypso Media

Hundreds of years ago (well, 1998), my favorite example of the busy genre of real-time strategy at the time was Commandos. Commandos: Origin It is a rethink of the series, modernizing the intricately detailed isometric landscape of the original, focusing on stealth and sabotage. It’s like you’re in your own interactive version of an old war cartoon Warrior and Combat actionand I am ready to lose repeatedly trying to take the sniper to the Guard Tower without being discovered by the Nazis on the patrol.

Available at: PC, PS5, Xbox
Estimated playtime:
Over 20 hours

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The Nintendo Switch 2 still wraps some specs. Photo: Richard Drew/AP
  • I have a polygon Some interesting follow-ons Since recently Nintendo Switch 2 Announcement: The console’s highly heralded group chat feature is not free. Instead, owners will have to pay a monthly fee to talk to their peers while playing.

  • Elsewhere, it was produced by the Digital Foundry team at Eurogamer Typically a good deep dive Inside Console technical specificationswe still don’t know much.

  • UsingGame development AI It continues to be debated This aftermath feature Talking to a game maker who has to deal with artificial intelligence is eye-opening and important.

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Question block

They haven’t lost the plot… Dragon Ball Fighters. Photo: Namco Bandai

This week’s question comes from Stephen Man Blueski, asked:

“Fighting games tend to have some of the deepest stories. But there’s a stigma that fighting games are just a button-click competitive. What can developers and players do to break this stigma?”

I think this comes from the disconnect between the action in the fighting game and the content of the story. Usually, all stories occur with cutscenes and pre-match taunts, so players can feel separated from lore. Some fighting game designers have begun to draw more stories interactively to express the story using specific locations, costumes and movements. I think Injustice and Blazblue Do a good job with this during Namco’s anime-based fighter jets Dragon Ball and Naruto It really packs the ongoing plot into the fight. Fighting game developers may be able to consider splitting the match to enter story sequences, so players will invest more money in the story and understand the stakes. As for players, I have always found the fighting gaming community to be extremely welcome. That’s all they really need to do.

If you have a question blocking question or anything else to say about the newsletter, please click reply or email us at butingbuttons@theguardian.com.

Source: www.theguardian.com

I Thought of Taxis as Magical: Sega’s Pop Punk Classic Crazy Taxi Celebrates 25 Years | Games

kEnjikanno, director of Sega’s legendary driving game Crazy Taxi, recalls the pivotal moment when he realized the game had made an earthquake-like impression. “I was heading to Las Vegas for promotional work,” he recounts. “I got into a taxi, the driver sped me off quickly and promptly reached my destination. Finally, he chuckled and said, ‘I’m a truly crazy taxi!’. It was a bizarre experience.”

Originally launched in arcades, The Zany, Pop-Punk Drive-Em’ -Up, is commemorating its 25th anniversary this month. Crazy Taxi was an addictive coin-operated thrill ride. The quirky nature of the game consistently exclaimed, “Are you ready to have some fun?” and “Crazy time is money!” with a plain, ordinary face amidst the chaos of just wanting to drive to Pizza Hut. Racing a green-haired Axel Yellow 1960 Cadillac El Dorado so swiftly that the front bumper crashed into a concrete hill in Sunny San Francisco. (My mom’s favorite character was Jenna, who drove the Ford Mustang.)

I can still recall spending the entire summer trying to master the “crazy dash” technique instead of playing outside with my friends. The subsequent ports on PlayStation 2, GameCube, and Xbox 360 were a hit, drawing millions of Crazy Taxi sales, proving that creating a hit wasn’t a walk in the park back then.

A memorable experience for everyone who played… a crazy taxi. Photo: Sega

The rock band The Offspring contributed a turbo-charged guitar riff to the Crazy Taxi soundtrack, a time capsule from the turn of the millennium. The game captured the carefree hyperactivity of America pre 9/11 in the late ’90s/early ’00s. The era when the biggest concern for many youngsters was whether Stone Cold Steve Austin would retain the WWE World title.

Despite its successful cross-over, Crazy Taxi faced opposition from many early critics, as recalled by Kanno. “During the initial stages of development, more than half of the project team vehemently opposed the idea of a game centered around taxi drivers,” he reminisces.

“What I wanted to express most about the craziest taxi was the dynamism of the movie car chase.” Photo: Sega

Yet, Kanno was intrigued by the challenge of transforming the ominous taxi driver stereotype, prevalent in the 1998 Luc Besson action comedy film Taxi, into a more endearing figure. The crazy taxi driver is clearly not sinister. Kanno aimed to do for the taxi driver what Paperboy did for paperboys. “I told the team: ‘I believe it’s the responsibility of game creators to make mundane work appear cooler! We might be envisioning something unprecedented, but we have to do it.’

Recounting his childhood, Kanno describes taxis as somewhat magical. “In Japan, taxi doors open automatically. As a child, I pondered why the taxi doors opened upon approach while our family car doors remained shut. This intrigued me so much that I began to view taxis as these enchanting entities.” As he matured, Kanno delved into old Hollywood films, aspiring to capture the same thrill and glamour showcased in iconic driving sequences like the Italian Job and French Connection. Locations such as San Francisco were ideal. “What I most wanted to convey about Crazy Taxi was the dynamic feel of a movie car chase, as San Francisco, with its numerous undulations, always allows for such action to be expressed.”

Unlike most racing games, Crazy Taxi demands quick decision-making on your feet rather than memorizing the track. (This ethos of a chaotic approach can be seen in Simpsons: Road Rage, which essentially adopted the crazy taxi concept in the Springfield setting.) “It’s a game that constantly challenges players to make split-second decisions in evolving scenarios,” Kanno explains. “Therefore, I made other vehicles obstacles. The design isn’t about mastering all the routes and finding the perfect line, but about maneuvering through ever-changing traffic.”

Technical limitations at the time curtailed the planned multiplayer mode. Nonetheless, the leaderboard enabled competitive battles among friends. For those struggling to surpass the 2-minute mark while playing Crazy Taxi (FYI: One rooftop shortcut is a game-changer), is there a possibility of a modern multiplayer-enabled sequel? “I can’t divulge much,” Kanno responds. “But Crazy Taxi will soon have you grinning ear to ear once again!”

Source: www.theguardian.com

Gabriel Garcia Marquez and the Potatoes: A Magical Recipe for Video Game Realism

SOpa (Spanish for “soup”) is a game about a young boy who goes to get potatoes for his grandma and finds himself lost in a magical world at the back of the pantry. “It feels like the pantry is getting longer and longer,” explains creative director Juan Castañeda. “And as he tries to grab a bag of potatoes, he's drawn into another world of fantasy and magical realism. He goes on different adventures and meets different characters, but at the end of the day, he's just trying to get potatoes for grandma's soup.”

As video game quests go, this is surprisingly mundane — not unlike rescuing a princess trapped in a castle or saving a land in peril — but you soon discover there's more to it than just the lost potato. “There's another layer to the story, and that's what the game is really about,” says Castañeda. “Every time you return to the kitchen, things change in unexpected ways, and with each adventure you pick up hints about a mysterious traveler who passed these paths long ago.”

An ancient mystery lies behind your initial quest to find cooking ingredients, and as the game progresses, elements of magical realism come to the forefront, making it “a little hard to know what's fantasy and what's reality,” Castaneda said.

Sopa is being developed by StudioBando, a team of around a dozen developers working remotely across countries including Colombia, Mexico, Argentina and the US, who have previously worked on mobile titles. Super Best Ghost Game “Sopa will be the studio's first release for consoles and PC, but Castañeda hails from Colombia, the birthplace of magical realist author Gabriel Garcia Marquez, and he says that Marquez's novels, including One Hundred Years of Solitude, were a major influence on Sopa.

“He's a kind of national treasure, a national hero,” Castañeda said, noting that Márquez's presence can be seen throughout the country. “We grew up hearing his stories, we grew up reading his books. It's something that is deeply ingrained in the heart of every Colombian.”

Colombia also has deep roots in Sopa. Castañeda says the game is based on his grandmother's house in a rural Colombian town swallowed up by a growing city. “It was a traditional colonial house with a big garden,” he says, recalling the place always bustling thanks to his grandmother's 15 children. “Some of them had their own children, and the house was always bustling,” he recalls. “Every room was always full.”




Photography: StudioBanda

In contrast, Sopa offers a quieter experience, at least at first. The young protagonist, Miho, is bored hanging out watching TV at her grandmother's house and reluctantly gets up to help prepare soup. The show he's watching, The Voltage Templars, is a homage to the Power Rangers that Castañeda remembers as a child, just one of the many American and Japanese shows that flooded Colombian television.

“There wasn't much Colombian media at the time, other than radio,” he says. “As a kid, I wanted foreign frozen yogurt, I wanted to watch American shows, I wanted to read foreign books, and I ignored a lot of the really beautiful and special things around me.” Miho's reunion with her own culture forms the basis of Sopa, as she dives into a world steeped in Latin American traditions. “Through these adventures, you pick up the pieces of these traditions and learn to appreciate them.”

Sopa appears to be part of a trend, alongside games like 2023 award-winning Venba, about reconnecting with cultural traditions through cooking, and Indonesian hit A Space for the Unbound, as creators increasingly depict cultures outside the U.S., Europe, and Japan that have traditionally dominated video games. “Maybe people all over the world are feeling the same way I am, and telling personal stories about their place,” Castaneda says.




Photography: StudioBanda

Besides Garcia Marquez, Castañeda said The Little Prince, Alice in Wonderland, The Tale of the Princess Kaguya, Pinocchio, and especially the Pixar film Coco were major influences on Sopa. Though the idea was born about 10 years ago, the game's development has been ongoing for about five years, starting with studio co-founders Castañeda, Holt, and co-writer Nelson Guevara. “We all basically went back home to finish the game and keep costs down,” Castañeda said.

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“It's not like we had a ton of money saved up from previous successes. It was a really humble start and quite tough. It was very hard to get support for a long time.” He pitched the game to publishers but was rejected one after the other, with companies unwilling to believe the team could realise their ambitions or doubting that there was a market for it.




Photography: StudioBanda

Meanwhile, Castañeda says he received plenty of support from his peers in the gaming industry. “For a long time, no one was willing to back the project and help us make it, but personally, I had a lot of supporters and people with beliefs in the gaming industry who helped us get the project out there.” The big breakthrough came at a meeting with Microsoft. “We pitched the game, but it wasn't even a video call, it was just audio, so I had no idea what they thought,” Castañeda recalls. “Then, a week later, in the middle of the night, I got an email saying they liked the project and wanted to back it.

“I remember calling my teammates in tears to tell them the news, because that day I had been talking to my advisors and I was like, 'Was I just stupid? The Earth is showing us that we shouldn't make this game. Nothing is happening to us.' And then that same night I got the news that they were going to help us out with an initial investment.”

That was last fall, in the midst of a tumultuous time in the games industry, with frequent layoffs and studio closures, “everything crashing and burning around us and just being scared,” Castaneda says. Perhaps Sopa is not just a game about reconnecting with Latin American traditions, but also a game about tenacity and, above all, hope.

Source: www.theguardian.com

Gameboy: A Portal to Other Magical Realms at 35 Years Old

On April 21, 1989, Nintendo released a chunky gray gameplay rectangle for Japanese stores. It’s safe to say that no one expected much of it. Inside Nintendo’s Kyoto headquarters, the portable console was reportedly not a very popular project. However, within two weeks, the initial production run of 300,000 units had all been sold out. The Game Boy was released in the United States later that year, and would be released around the world over the next few years. We’ve found it to be equally popular wherever we go. Thirty-five years later and nearly 120 million units later, it remains the fourth best-selling gaming console of all time.

Like Sony’s Walkman, the Game Boy was an icon of technological design at the time, and is still instantly recognizable just by its silhouette. Developed by a team led by Satoru Okada and Gunpei Yokoi in Kyoto, the Game Boy was probably inspired by Yokoi’s dictum of “lateral thinking through dead technology” – do more with less, which continues at Nintendo to this day. This is an outstanding example of the technical principle of doing. It has a very simple design with four buttons and a cross-shaped D-pad, so it’s easy to use just by looking at it. Thanks to the grayscale screen, the battery lasted for several days of play. And, most importantly for the accident-prone kids of the ’90s (and their parents), you can throw this thing off a bridge and it’ll probably still work.

Gunpei Yokoi’s design principles made the Game Boy an international phenomenon. Photo: Associated Press

The Game Boy wasn’t the first handheld game console, nor was it the best game console at the time. Even in the late 80’s, it had a thick, retro feel. That screen didn’t have a backlight, but it was also sensitive to glare from bright sunlight, so I had to crawl across the screen to find the perfect amount of light (or use a large square I had to buy a portable lamp. more battery). Meanwhile, the Atari Lynx and Sega Game Gear arrived soon after with much better hardware and color graphics.


But it was the Game Boy that was the bestseller, spawning direct and spiritual successors from the Game Boy Color and Game Boy Advance to the Nintendo DS and even its Switch. These are all consoles that you can hold in your hand. The reason is that, unlike its rivals, it had an extraordinary game whose vibrancy went beyond the scope of its small gray-green screen.

The most memorable of these is definitely Tetris. Tetris wasn’t made specifically for Nintendo’s small console – it’s been playable on computers since 1984 – but it turns out the Game Boy was made for Tetris. Alexey Pajitnov’s shape slot puzzle game has found its perfect home on this small console. Its rudimentary graphics abilities were sufficient to render some configurations of falling blocks. In the US and Europe, the Game Boy was bundled with the game. So when you think of Tetris’ Earworm theme song, the bleeppy 8-bit Game Boy version of him probably comes to mind.

Block Rocking Blocks: Tetris battles have become a holiday staple for many families. Photo: Boston Globe/Getty Images

You can even play Tetris with friends, as there’s a port on the side that lets you connect your console with a cable, the Game Boy’s most advanced feature. This is what inspired Satoshi Tajiri, a quiet programmer who had a childhood interest in insects, to create Pokemon, the Game Boy’s most enduring game. From pixels and pure imagination, Pokémon has created a world full of distinctive creatures that kids and adults alike can lose themselves in and swap and battle over Link’s cables. Despite being released towards the end of the Game Boy, it became a phenomenon.

How a geeky little game like this – Pokemon battles are primarily about numbers and type matchups – became the single most profitable entertainment franchise on the planet, surpassing Mickey Mouse and Star Wars. is incredible to me. This is a testament to the creative vision of the creator, as well as the imagination of his 90s children, who did not suffer from elementary expressions. But it also teaches us about the power and intimacy of handheld gaming consoles. With television, games were rooted in the living room or bedroom. On the Game Boy, it became part of family vacations, long car trips, and lunch breaks at work. Games have become part of everyday life.

This handheld console spawned many hit series. Photo: Nintendo

Perhaps this is what helps games like Super Mario Land and the heartbreaking, otherworldly The Legend of Zelda: Link’s Awakening stay alive in the memories of those who play them. I remember we played Zelda on the commuter train. I met lifelong friends at my first job. After school, I got together with my friends at the playground and played Pokemon. On my day off, I played Tetris and had a high score competition with his older brother. Many people still have their Game Boys sitting in drawers or boxes in the attic. Their emotional value is so high that people can’t bring themselves to throw them away.

Here’s a favorite photo of four kids with bowl cuts from the ’90s crowd around women I was concentrating on my Game Boy. You can almost see the cartridge inside. It’s Super Mario Land. As far as I know, the origin of this photo is lost to time, but I’d like to think it’s her Game Boy, and she teaches the kids how to get past one of its more difficult levels. This image, for me, perfectly sums up this console and what it feels like to play it. Gameboys were shared by families and played by everyone, girls and boys, men and women. It was a portal to other small worlds and introduced millions of people to the magic of gaming.

Source: www.theguardian.com

Porous iceberg on Saturn’s moon Titan believed to be a strange ‘magical island’

Infrared image of Saturn’s icy moon Titan

NASA/JPL-California Institute of Technology/Stephane Le Mouelik, Virginia Pasek

Saturn’s moon Titan is home to strange “magical islands” that appear and disappear over hours to weeks. These so-called islands are actually porous, sponge-like masses of snow that can slowly fill with liquid before sinking.

Titan’s thick atmosphere is filled with complex organic molecules that can clump together and fall to the moon’s surface like snow. Sintin Yu Researchers at the University of Texas at San Antonio thought that snow could be the cause of the magical islands. To test their idea, they took advantage of what we know about these atmospheric compounds and how they are expected to interact with Titan’s oceans.

Titan’s liquid is methane, not water, so any solids on the surface of these oceans would normally be expected to sink quickly. Water molecules tend to stick together and displace other substances, but methane easily sticks to other molecules, so the surface tension of a pool of liquid methane is very low.

“Water molecules just love themselves by excluding certain molecules,” he says. michael marasca from NASA’s Jet Propulsion Laboratory in California was not involved in the study. “But if you put methane on the same surface, it’ll start crawling all over the place.” That means Titan’s methane oceans and lakes should immediately swallow up any solids that are expected to float. It means that.

But that clearly won’t happen on the magical island, which appeared as a temporary bright spot in observations from the Cassini spacecraft. “For us to see magical islands, they cannot float briefly and then immediately sink,” Yu said in the paper. statement. “You have to stay afloat for a while, but not forever.” Researchers have found a solution to this problem. When large amounts of snow accumulate on the coast, they can form sponge-like, porous ice. Once these porous “icebergs” separated from the land, they could float in Titan’s oceans for long enough to rival Cassini’s observations. The researchers calculated that this would work if the sponge-like structure contained enough free space (at least about 25 to 50 percent, depending on the exact composition of the ice).

However, this does not mean that these mysterious islands are definitely porous icebergs. “We’re narrowing down different scenarios for the magical island, but we don’t know the answer yet,” Malasca says. Other possible explanations include nitrogen gas bubbles, waves caused by wind or solid ocean deposits. However, this provides evidence that Titan’s temporary islands may actually be suspended matter from this strange world’s atmosphere.

topic:

Source: www.newscientist.com

Porous iceberg on Saturn’s moon Titan may be a mysterious ‘magical island’

Infrared image of Saturn’s icy moon Titan

NASA/JPL-California Institute of Technology/Stephane Le Mouelik, Virginia Pasek

Saturn’s moon Titan is home to strange “magical islands” that appear and disappear over hours to weeks. These so-called islands are actually porous, sponge-like masses of snow that can slowly fill with liquid before sinking.

Titan’s thick atmosphere is filled with complex organic molecules that can clump together and fall to the moon’s surface like snow. Sintin Yu Researchers at the University of Texas at San Antonio thought that snow could be the cause of the magical islands. To test their idea, they took advantage of what we know about these atmospheric compounds and how they are expected to interact with Titan’s oceans.

Titan’s liquid is methane, not water, so any solids on the surface of these oceans would normally be expected to sink quickly. Water molecules tend to stick together and displace other substances, but methane easily sticks to other molecules, so the surface tension of a pool of liquid methane is very low.

“Water molecules just love themselves by excluding certain molecules,” he says. michael marasca from NASA’s Jet Propulsion Laboratory in California was not involved in the study. “But if you put methane on the same surface, it will start crawling all over the place.” That means Titan’s methane oceans and lakes should immediately swallow up any solids that are expected to float. It means that.

But that clearly won’t happen on the magical island, which appeared as a temporary bright spot in observations from the Cassini spacecraft. “For us to see magical islands, they cannot float briefly and then immediately sink,” Yu said in the paper. statement. “You have to stay afloat for a while, but not forever.”

Researchers have found a solution to this problem. When large amounts of snow accumulate on the coast, they can form sponge-like, porous ice. Once these porous “icebergs” separated from the land, they could float in Titan’s oceans for long enough to rival Cassini’s observations. The researchers calculated that this would work if the sponge-like structure contained enough free space (at least about 25 to 50 percent, depending on the exact composition of the ice).

However, this does not mean that these mysterious islands are definitely porous icebergs. “We’re narrowing down different scenarios for the magical island, but we don’t know the answer yet,” Malasca says. Other possible explanations include nitrogen gas bubbles, waves caused by wind or solid ocean deposits. However, this provides evidence that Titan’s temporary islands may actually be suspended matter from this strange world’s atmosphere.

topic:

Source: www.newscientist.com