How Roman Occupation Revolutionized Sanitation in Pompeii’s Public Baths

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The Stavian Baths in Pompeii, one of the first bathhouses built by the Samnites

Icas94/De Agostini via Getty Images

Visiting the public baths in Pompeii meant immersing in water that was often contaminated with sweat and urine, until Roman innovations in sanitation improved the experience.

Commonly perceived as a quintessential Roman city due to its proximity—about 240 kilometers southeast of Rome—Pompeii was predominantly inhabited by the Samnites for much of its history. It fell under Roman control after 80 BC, just 160 years before the catastrophic eruption of Mount Vesuvius buried the city in volcanic ash.

Much like the Romans, the Samnites valued bathing and constructed at least two public baths—the Stavian Baths and the Republican Baths—after 130 BC.

Dr. Gul Surmelihindi and a team from the University of Mainz analyzed mineral deposits within these ancient baths to better understand their water quality.

Interestingly, the water quality was subpar. “The water in the heated pool at the Republican Baths shows low stable carbon isotope values, indicating a high level of organic matter,” stated Surmelihindi.

Crucially, when examining deposits in the 40-meter-deep well supplying water to the pool, researchers found minimal organic matter. “This suggests that contamination likely happened within the pool itself, probably from sweat, oily skin secretions, or urine from bathers,” explains Surmelihindi.

Time and convenience were significant factors; drawing water from wells manually was labor-intensive, yielding only 900 to 5,000 liters per hour—sufficient to refill the baths once or twice daily.

The landscape changed dramatically under Roman rule. Within decades, an aqueduct was constructed to transport water from a natural spring about 35 km northeast of Pompeii. “Building an aqueduct symbolizes both prestige and priority; if one city has one, others will follow,” Surmelihindi remarked.

Inside the Water Castle, Pompeii’s aqueduct distribution structure

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Researchers estimate that Pompeii’s aqueduct was capable of supplying 167,000 liters of water each hour, allowing for much more frequent refills of the public baths and providing residents with a new, reliable source of drinking water.

This shift led to increased hygiene in the public baths, as shown by the significantly lower amounts of organic carbon found in the drain deposits of the Roman Stavian baths, indicating a reduced concentration of sweat and urine due to more frequent refills.

However, improved water infrastructure did not automatically guarantee public health. Prior to the aqueduct’s construction, many residents relied on rainwater collected from rooftops. Subsequently, drinking water was sourced from the aqueduct via a network of lead pipes. Lead can cause serious health issues, including brain damage according to the World Health Organization.

While mineral deposits over time could reduce lead contamination, researchers caution that each time a section of the city’s pipes is repaired, lead contamination could spike again.

“Pompeii’s elite likely enjoyed access to cleaner water due to their residences, which featured large atriums and roofs designed to collect rainwater in cisterns,” explains Duncan Keenan-Jones from the University of Manchester, UK. In contrast, poorer residents, potentially living above shops, depended on lead-contaminated water from public fountains.

Explore Herculaneum – Discover Vesuvius, Pompeii, and Ancient Naples

Delve into the historical richness of Mount Vesuvius, Pompeii, and Herculaneum, where the past and archaeology vividly intertwine.

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Source: www.newscientist.com

How Mortal Kombat and the Moral Panic Revolutionized the Gaming Landscape


On December 9, 1993, Democratic Senator Joe Lieberman addressed Congress at a
Congressional hearing on video game violence. He asserted that the video game industry had overstepped ethical boundaries, particularly targeting Midway’s Mortal Kombat, a violent fighting game that had recently made waves on the Sega Genesis and Super Nintendo Entertainment System after its arcade success. “Blood will splatter from the heads of the contestants,” Lieberman warned. “The game’s narrator guides players to finish off their opponents, offering choices on how to execute them, from ripping out their hearts to decapitating them with the spinal cord attached.”

The aim of Mr. Lieberman’s hearing was to compel the U.S. gaming industry to implement a formal rating system to restrict minors from buying violent games. He was successful; this led to the creation of the Entertainment Software Rating Board. However, he also fueled a moral panic that had started with Mortal Kombat’s arcade debut in 1992. This concern heightened following the major home console launch on September 13, 1993 (the event dubbed Mortal Monday). U.S. news networks
sent reporters to gaming centers, questioning teens who passionately battled against each other. Newspapers consulted worried child psychologists, while the BBC featured author Will Self live on “The Late Show” to discuss the concerns.




Charmingly awkward…Mortal Kombat: Legacy Collection. Photo: Atari

In hindsight, viewing those hearings juxtaposed with the games they critiqued is fascinating. Just released this week, Mortal Kombat: Legacy Collection compiles the first four titles in the franchise across arcade formats and multiple home consoles, along with several spin-offs for the Game Boy Advance and PlayStation. The original game now feels like a nostalgic relic from 1990s youth culture. Its digitized visuals, crafted by filming actors executing martial arts moves and converting the footage into 2D animations, have a charmingly clunky and low-resolution quality that renders the controversial fatalities more amusing than horrifying. A highlight of the collection is the Fatality Trainer, which lets you practice each title’s gruesome finishing moves. Had this mode existed back then, it would have likely been my sole focus.

Revisiting the game now, it’s evident that it stemmed from a small team of enthusiasts who had grown up on ’80s horror flicks. Initially, Midway created a four-person team, including programmers Ed Boone and John Tobias, aiming to develop a combat game featuring Jean-Claude Van Damme. However, when that partnership dissolved, Boone and Tobias envisioned a contender to Capcom’s popular Street Fighter II, drawing inspiration from a wave of violent martial arts films such as Bloodsport and The Best of the Best. Boone described it as “an MTV version of Street Fighter,” and the team borrowed concepts from iconic films like “RoboCop,” “The Terminator,” and “Enter the Dragon,” often facing challenges during development. The company recognized that embracing violence could lead to notoriety, and no one hesitated. As Boone recounted,
in a 2022 interview with Polygon, he noted, “If something happened, I would ask, ‘Is this going too far?'” The CEO’s response was, “No, go further.” Under the leadership of [Midway game designer] Eugene Jarvis, who had just played a notably violent game called Narc, the team was encouraged to push boundaries even more.

Essentially, the moral panic ignited by Mortal Kombat in the early 1990s mirrored earlier concerns about video games in the 1980s. This was fueled by the fear of new entertainment technologies infiltrating homes unchecked and affecting children’s minds, and paradoxically, it propelled the series’ success. Following the Christmas season, Mortal Kombat became the best-selling game, moving 6 million copies across various platforms. The collection illustrates how gaming adapted in the age of 32-bit consoles, transitioning from arcade concepts to handheld devices and evolving into action-adventure spin-offs like Mortal Kombat: Sub-Zero and Mortal Kombat: Special Forces.

For the gaming industry, the Mortal Kombat controversy escalated into yet another battleground in the console wars. Sega capitalized on the heated debate, allowing Mega Drive users to unlock the full gore of the arcade version through a “secret” code, while Nintendo aimed to preserve its family-friendly brand by removing fatalities and transforming blood into gray “sweat.” Unsurprisingly, the Sega version became the top seller.




It’s so real it hurts…Original press ad for Mortal Kombat. Photo: Midway

Since then, media hysteria surrounding video games has persisted. Doom remained a frequent tabloid topic throughout the 1990s;
Eric Harris and Dylan Klebold’s interest in the game was blamed for the Columbine school shooting. The 2010s saw Grand Theft Auto and Call of Duty regularly targeted, while more recently, Fortnite has faced accusations of leading a generation of schoolchildren into
addiction. Yet, Lieberman’s fervent examination of Mortal Kombat, Night Trap, and Lethal Enforcers in a boarded-up Senate chamber retains its unique appeal.

This was a pivotal moment for the gaming industry, marking a shift from child-focused games to those aimed at teens and adults, transitioning from abstract puzzles and platformers to graphically rich shooters, gory beat-’em-ups, and action-adventures. Midway set out to discover just how far they could push the envelope, and their findings would influence the entire industry.

Mortal Kombat: Legacy Kollection is available now on PC, PS5, Switch, and Xbox.

Source: www.theguardian.com

Thirty years of PlayStation: How the iconic console revolutionized the world of gaming

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.

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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.

Source: www.theguardian.com

The Internet: A Cosmic Creation by David Bowie that Revolutionized the Music Industry

IAlthough it’s far from his best album, or even the best album of the 1990s, Hours… is David Bowie’s most important album of the decade. However, it wasn’t the music’s fault, but the way it was released. The first album by an artist on the Major His label appeared as a download before it was physically released.

Rolling Stone, writing about the album in August 1999 ahead of its September release, called The Hours a “cyber coup.” This is a continuation of Bowie’s enthusiasm for releasing music online, which began with his 1996 single ‘Telling Lies’. He was also very active. He embraced webcasting and in 1998 he founded his own internet service provider with BowieNet. “I couldn’t be happier with the opportunity to bring the music industry closer to making digital downloads the norm rather than the exception,” he says. How did Bowie explain the release of “Hours…” at the time? “We all know that broadband opportunities are still not available to the overwhelming majority of people, so we hope that the success of this experiment will be measured in hundreds of downloads, not thousands. But just as color television broadcasts and film content on home videotape were necessary first steps to expand the industry’s consumer use, I believe this small step will help my own and others’ We hope this will lead to a huge leap forward for people and ultimately give consumers more choice and easier choice, allowing them to access the music they enjoy.”




The strangeness of cyberspace… David Bowie’s artwork for The Hours…

In early 1998, Virgin Records/EMI made Massive Attack’s Mezzanine available for streaming in its entirety online, with track-by-track previews available over several weeks, in conjunction with its physical release. At the time, the British Phonographic Industry (BPI) warned against this, suggesting that streaming experiments could increase the likelihood of albums being pirated and burned onto CDs by tech-savvy individuals. This did not stop other major labels and their label acts from experimenting from time to time. Def Leppard and Red Hot Chili Peppers made their latest albums, Euphoria and Californication, respectively, available for streaming in full on June 4, 1999, four days before the records hit stores. Bob Merlis of the Chili Peppers’ label, Warner Bros., said, “Getting airplay is getting airplay. You just have to define the atmosphere.” “Since I can’t download it, I thought this was a good idea.”

But Bowie’s album release was designed to be a huge step forward. In 1999 he Interview by Jeremy Paxman He appeared on BBC Newsnight to talk about his career, art and what gives him the most energy – the internet. This 16-minute interview is still published on the BBC website, especially since Bowie’s death in January 2016, as evidence of his remarkable foresight regarding the impact of the internet on art, politics and society. Shared frequently. “I don’t think we’ve even seen the tip of the iceberg,” he told the weary and cynical Paxman. “I think the possibilities that the Internet brings to society are unimaginable, for better or worse. I think we are actually on the cusp of something both exhilarating and frightening.” Paxman says in his own words. suggested that it was just a “tool” that inspired Bowie to take action. “No, it’s not,” he said. “No, it’s an extraterrestrial!”

He went on to say that the Internet…

Source: www.theguardian.com

Transforming Cardboard Waste into Sustainable Foam: The Packaging Revolutionized

This cardboard-based foam reinforced with gelatin has the potential to make packaging materials more sustainable.Credit: Gou Jingsheng

Eco-friendly cushion foam made from recycled cardboard provides a stronger, more insulating alternative to traditional packaging materials, providing a sustainable solution for the shipping industry.

The holiday season is in full swing and gifts of all shapes and sizes are being shipped all over the world. However, all packaging generates large amounts of waste, including cardboard boxes and plastic-based foam cushioning such as his Styrofoam™. Rather than throw those boxes away, researchers ACS Sustainable Chemistry and Engineering We developed cushion foam from cardboard waste. Their upcycled material was stronger and more insulating than traditional plastic foam-based cushions.

Turn common household waste into eco-friendly materials

Out of all the types of trash that accumulate in your home, paper waste is one of the most common. Especially as internet shopping has exploded in popularity, everything from newspapers and junk mail to cardboard envelopes and boxes can end up piling up. Researchers are interested in turning these containers and paper scraps into something else useful: durable, lightweight mail.

Today, molded cushioning materials such as Styrofoam are typically used to securely fit electronics and toys inside boxes. Lightweight cellulose aerogels are a possible sustainable alternative, but current methods of producing aerogels from waste paper require several chemical pretreatment steps. So Jinsheng Gou and colleagues wanted to find an easier way to create a waste paper-based foam material that could withstand even the toughest deliveries.

Innovative cardboard-based foam for added protection

To create the foam, the team crushed cardboard scraps in a blender to create a pulp, which they mixed with either gelatin or polyvinyl acetate (PVA) adhesive. The mixture was poured into molds, refrigerated, and then freeze-dried to form cushioning foam. Both paper-based foams acted as excellent insulators and strong energy absorbers, even better than some plastic foams.

The team then created a durable version of the wastepaper foam by combining pulp, gelatin, PVA adhesive, and a silica-based liquid that hardens when force is applied. This version’s cardboard-based foam withstood hammer impact without shattering. The results suggest that the foam could be used for deliveries that require force, such as airdrops without a parachute.

The researchers say their work provides a simple and efficient way to upcycle cardboard to create more environmentally friendly packaging materials.

Reference: “Biodegradable waste paper-based foam with ultra-high energy absorption, good insulation and good cushioning properties” Bin Zhang, Wenxuan Tao, Ziming Ren, Shiqi Yue, Jinsheng Gou, November 28, 2023 Day, ACS Sustainable Chemistry and Engineering.
DOI: 10.1021/acssuschemeng.3c06230

The authors acknowledge funding from the Beijing Key Research Institute of Wood Science and Engineering.

Source: scitechdaily.com