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paleoanthropology, genetics and evolution

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  • Word of the day: pareidolia

    Tue, 2008-10-07 11:23 -- John Hawks

    Your brain works to see faces in cars, and automakers want to exploit your taste for the mean machine:

    If a Toyota Prius just looks too friendly for your tastes, you’re not alone. People readily see faces and traits in cars, and a new study suggests that they prefer cars to appear dominant, masculine and angry.

    The finding rests on the propensity we have to actually see faces or human characteristics in everything from cars to clouds, a phenomenon called pareidolia. But now researchers hope to better understand what goes on in the brain when people see faces in objects versus humans faces, as well as help automakers design more appealing cars.

    Apparently people prefer the BMW's hawk-like facial expression. Of course, the meanest car is one without eyes:

    General Lee from Dukes of Hazzard
  • Digital fractal camouflage to fool deer

    Tue, 2008-09-23 15:31 -- John Hawks

    Personally, I think the chances are not good that the NY Times will provide accurate and timely information about camouflage gear.

    Still, this is an interesting article about deer perception research and camouflage development:

    At Dr. Neitz’s laboratory, he tests some animals’ vision by training them to press touch screens, but the deer weren’t quite ready for the computer age. He and researchers at the University of Georgia showed them three cards at a time and rewarded them with food pellets when they picked out the right pattern by pushing a button with their noses.

    “We can measure in animals anything you can measure in a human being and every bit as accurate,” Dr. Neitz says. “The difference is that a vision test that might take 10 minutes in a human can take six months.” The research revealed that deer vision is a little blurrier than human vision — about 20/40 — and that deer see the world roughly like a human with red-green colorblindness. Their eyes have only two color receptors (unlike the three in the human eye). Fortunately for hunters, they have a hard time seeing blaze orange.

    Well, there is such a thing as too much of a good thing. One of the people in the story helped to develop the army's new pixelated camouflage pattern. So here's where the article ends up:

    Getting soldiers, at least the male ones, to switch to digital camouflage wasn’t easy, Dr. O’Neill says, because for many men camouflage is less about invisibility than fashion. Some soldiers hung on to the old-fashioned designs because of what Dr. O’Neill called the C.D.I. factor: Chicks Dig It.

    If male hunters feel that way about their old overalls, there may still be lots of shrubs and trees toting guns and bows during hunting season.

    Now, see, that falls in the category of "how the NY Times would be clueless about camouflage clothing."

  • Grasshopper, eater of time

    Mon, 2008-09-22 09:30 -- John Hawks

    Cool clock:

    Most clocks just tell time, simply and reliably. Not the $1.8 million "time eater" formally unveiled Friday at Corpus Christi College in Cambridge.

    The masterpiece, introduced by famed cosmologist Stephen Hawking, challenges all preconceptions about telling time. It has no hands or digital numbers and it is specially designed to run in erratic fashion, slowing down and speeding up from time to time.

    It has a giant monstrous grasshopper on top that devours time as it ratchets the clock forward.

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  • Gaming evolution

    Mon, 2008-09-01 21:58 -- John Hawks

    Carl Zimmer has a NY Times article today on "Spore", a video game that let's you "evolve" life forms from single-celled organisms up to modern-day complexity. It's "Spore" because the seeds arrive on a meteorite in an ancient Earth.

    “If you kill them, you unlock their parts,” Dr. [Thomas] Near explains. But then the purple worm sticks its syringelike mouth into Dr. Near’s beast and begins to drain its innards. “Uh-oh, I’m about to die,” he says. The screen fades to black.

    The next time, Dr. Near’s luck changes. He gains enough points to move to the next level of the game. His creature grows a brain. “Oh man, it’s like I graduated college,” he says.

    No, I would say it's like you're still in college and never going to graduate at this rate. Sorry, been there, done that.

    The occasion for the article is a National Geographic Channel documentary on the game, letting evolutionary biologists encounter its inner workings. Sounds interesting, although the results are sort of predictable: A fun game probably is not going to look much like real evolution:

    Evolutionary biologists like Dr. Near and Dr. Prum, who have had a chance to try the game, like it a great deal. But they also have some serious reservations. The step-by-step process by which Spore’s creatures change does not have much to do with real evolution. “The mechanism is severely messed up,” Dr. Prum said.

    I've often thought it would be a good undergraduate project to study Sid Meier's "Civilization" and its relationship to real archaeological patterns of change. The point is not that they should correspond; but that the assumptions underlying the game's model might predict things that are disconfirmed in the real world. But I can't quite bring myself to contribute to the delinquency of a student.

    Zimmer uses "Spore" as a point of departure to write about modeling and game theory -- although game theory shares nothing but its name with the computer game, which is a simulation of morphological change. The game seems to be most interesting as a simulacrum of evo-devo ideas about recycling programs and building from common elements.

    UPDATE (2008/09/02): Carl writes:

    Thanks for the blog on Spore. As for the timing of the article, the TV show is less salient than the release of the game itself, which will come out on Friday.

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  • An infatuation with names that rhyme with 'maiden'

    Tue, 2008-05-27 15:04 -- John Hawks

    An excerpt from a Social Security Agency press release about popular baby names of 2007:

    For reasons likely to puzzle baby name experts around the world, American parents have become infatuated by names, particularly for their sons, that rhyme with the word "maiden." These names for boys include: Jayden (No. 18); Aiden (No. 27); Aidan (No. 54); Jaden (No. 76); Caden (No. 92); Kaden (No. 98); Ayden (No.102); Braden (No.156); Cayden (No.175); Jaiden (No.191); Kaiden (No. 220); Aden (No. 264); Caiden (No. 286); Braeden (No. 325); Braydon (No. 361); Jaydon (No. 415); Jadon (No. 423); Braiden (No. 529); Zayden (No. 588); Jaeden (No. 593); Aydan (No. 598); Bradyn (No. 629); Kadin (No. 657); Jadyn (No. 696); Kaeden (No. 701); Jaydin (No. 757); Braedon (No. 805); Aidyn (No. 818); Haiden (No. 820); Jaidyn (No. 841); Kadyn (No. 878); Jaydan (No. 887); Raiden (No. 931); and Adin (No. 983). This startling trend was present, but less pronounced, with girls names: Jayden (No. 172); Jadyn (No. 319); Jaden (No. 335); Jaiden (No. 429); Kayden (No. 507); and Jaidyn (No. 561). Social Security spokesman Mark Lassiter indicated that the agency would resist any legislative efforts to standardize the spelling of these names.

    I remember when we were taking Sophie home from the hospital in 2000, that a duo of new mothers were discussing their babies' names. One was "Jayden," the other "Craydon." Why Craydon? Because "Kayden" was already taken by a cousin!

  • "[Tom] Arnold will play Rog, a gay caveman"

    Mon, 2005-11-28 04:24 -- John Hawks

    That's the last line of this news item about the cast of the upcoming movie, "Homo Erectus: A Caveman Comedy":

    The film centers on Ishbo ([Adam] Rifkin), a philosophical caveman who loves Fardart ([Ali] Larter), but she only has eyes for Ishbo's studly, dimwitted brother, Thudnik ([Hayes] MacArthur). [Kill Bill's David] Carradine and [Rocky's Talia] Shire will play Ishbo's parents, while [Tom] Arnold will play Rog, a gay caveman.

    Hmmm...a philosophical caveman? Would that be like Johnny Hart?

    The whole thing reminds me of Caveman, a movie from 1981 where Ringo Starr and Dennis Quaid compete for Shelley Long (!). Man, I thought that movie was great when I was 9! Maybe it made me an anthropologist....

    OK, I've snapped out of it.

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Neandertals

For years, I've worked on their bones. Now I'm working on their genes. Read more about the science studying these ancient people.

Denisova

From a finger bone of an ancient human came the record of a completely unexpected population. My lab is working on the science of the Denisova genome.

Acceleration

The advent of agriculture caused natural selection to speed up greatly in humans. We're uncovering some of the ways that populations have rapidly changed during the last 10,000 years.

Malapa

Just outside Johannesburg, the Malapa site is producing some of the most exciting finds in human evolution. This site is the headquarters of the Malapa Soft Tissue Project.