During the talk, Dr Valone touches on a physics matter that has intrigued me for many years. He explains that the perceived ability of some unidentified flying craft to execute high-speed, right-angle turns indicates that their designers have developed technology that reduces or negates inertial mass. Dr Valone points out in his talk that it may be possible to reduce inertial mass by creating a very-high-voltage electromagnetic environment. Traditionally, inertial mass and gravitational mass for an object are assumed to always stay the same - this is known as the Equivalence Principle - but this assumption may be flawed. In certain exotic systems, involving high voltages, the inertial mass, possibly created by the object's interaction with the vacuum energy field, could be reduced.
Interestingly, I explored this possibility in an article a few years ago but not with regard to UFOs. Instead, I postulated that stars, being high-voltage, high-pressure, high-temperature plasma balls, may have a much lower inertial mass than their gravitational mass. This would explain why stars orbit the centres of their galaxies much faster than they should, a phenomenon that has caused mainstream physics to conclude that the universe is full of dark matter. I'll try and mention this interesting idea to Dr Valone; he may find it fascinating! :-)
Isn't it fascinating? What is that device? I have no idea but it does seem to possess an ability to hover and move through the air without any need for wings or rockets or a jet engine or propellers even a gas bag. In a sense, it's the best UFO I've ever seen footage evidence for because it is completely alien. No one would come up with such a flying device. This sort of encounter I think shows why it's so hard to be a responsible science-fiction writer, because there seems to be advanced stuff out there that makes no sense at all, so how can one write believably about it? I think I'll stick to writing stories about people in metal boxes; it's so much easier.
I found the documentary both engrossing and bizarre. Throughout the program, the people involved in the project were convinced that it was a viable and brilliant way to send humans into space and the other planets in our solar system. They pointed out, sensibly, that rocket motors did not produce enough power to effectively fling humans to the edges of our solar system, or our nearby astral neighbours. Chemical rockets were good enough to go to the moon, but that's about it.
This all made sense, but at no point in the documentary did anyone say 'wait a second, how on Earth are you going to accurately steer this craft as you explode nuclear weapons under its 'spring plate'? Also, how are you going to safely detonate a whole series of nuclear bombs under this 'spring plate' without them frying the crew with radiation or running the risk of one of them blowing up while it's still inside the bomb bay? The practical problems seem endless, and yet they carried on with idealistic zeal. Fascinating stuff.
Hal Hodson reports that Google's software for ranking pages on their trustworthiness will make its judgement by drawing on a store of facts gathered from the internet. Isn't this circular logic? How would the Google system handle a statement such as "glass is a liquid"? On the internet, the notion that glass is a slow-moving liquid, resulting in medieval windows that are thicker at the bottom, seems far more prevalent than the truth – that glass is a solid and medieval glaziers placed the thicker end of blown glass sheets at the bottom. Since nothing on the internet is unanimously agreed, Google's software would have to take the majority consensus. If this happened, there is a good chance that any site dispelling a popular misconception would appear far down the list of search results, making it harder, not easier, for people to learn the truth. Popular fiction would dominate because the software would add it to the Knowledge Vault and use that reference point to downgrade the truth. Intelligent people can make clever software, but no one makes intelligent software.
A new scientific truth does not triumph by convincing its opponents and making them see the light, but rather because its opponents eventually die, and a new generation grows up that is familiar with it.
In your letters page (21st Feb 2015) John Bailey concludes that since we haven’t been bombarded with self-replicating alien robots or seen huge heat signatures in space, there probably aren’t any advanced civilisations in our galaxy. He seems to think that advanced races will have a ‘more is better’ philosophy, but climate change is showing us that a ‘less is better’ philosophy is the only intelligent long-term strategy. If this is correct, then the more advanced a race is in the galaxy, the less visible they’ll be. It’s the quiet ones that are clever, not the shouters.
"The plan to sell home data centres to customers as heat sources sounds innovative, but seems to be missing some key financial points (7th February, pg20). Each customer will need to seek the extra computing power online. The cost of a high-bandwidth connection to the internet and an intermediary to handle the processing tasks is not mentioned. More importantly, the article doesn't mention Moore's law, which states that computing power doubles every two years [Although this law isn't as straightforward nowadays with processor speed limits, it is still roughly true]. This means that the expensive kit a Project Exergy customer buys will roughly halve in value every two years. Also, companies buying the processing power will invariably switch to newer users with newer and faster kit. Early Exergy adopters will be abandoned, leaving them with nothing more than [wildly] expensive electric heaters."
In your article on a new strategy for those involved in the search for extra-terrestrial intelligence (SETI), David Messerschmitt says that alien civilisations would logically choose to send short, wide-band radio signals rather than prolonged narrow-band ones, to improve both energy efficiency and bandwidth (31st January, p17). Yet probably the most important signal so far detected by SETI is the narrow-band 'Wow!' signal, picked up in 1977. It came from the direction of Sagittarius and was almost exactly on the hydrogen line, a frequency many thought would be ideal for interstellar transmission. Should we tell the alien civilisation in Sagittarius that they're being a bit primitive?
In 2012, on the 35th anniversary of the Wow! signal, Arecibo Observatory beamed a response from humanity, containing 10,000 Twitter messages, in the direction from which the signal originated.
Candy Crush has become an instant, unstoppable juggernaut and a pop culture phenomenon. Since its introduction two years ago, the game has become the focus of obsessive analysis and sordid confessions. Journalists have openly declared themselves addicts, with more than a few admitting they have paid extravagant sums to play. They played on the train, at work, at weddings, while driving and during bathroom breaks (according to one anonymous web confessor, when she finally got off the toilet after 4 hours of play, her legs collapsed beneath her).
The ability of certain games to eat people has reached disturbing levels around the world. A recent BBC Storyville programme entitled 'Web Junkies - China's addicted teens' documented teenage Chinese men who have been placed into a detoxing camp by their parents to try to end their compulsive gaming addictions. These young men were playing immersive on-line action games in cyber-cafes for hours every day, in some cases all through the night. Watching the programme is both a fascinating and saddening experience.
1) 80 Days is an iPad game in which the player travels around the world as fast as they can in order to try and get back to London in 80 days or less, just as Phileas Fogg tried to do in 'Around the world in 80 days'. '80 days' has a wonderful visual style, mixing late victorian empire and steampunk and is cleverly balanced. It gives the player many different possible routes to take around the world. Players need to plan ahead, buying and selling items on the way that can either help them on their journeys or increase their wealth so that they can take more expensive but quicker forms of transport. Eventually, you learn enough about the routes to travel around the world within the time limit and often with a lot more money than you started, but that's okay because reaching that goal was lots of fun. As you can see from the image below, the artwork is excellent too.
2) Rymdkapsel means 'space capsule'. In this game, your job in this game is to develop a space station by moving resources around using your little rectangle people. Periodically, arrow things visit the space station and fire at your rectangle people. You need to protect your rectangle people against these attacks, but balance that protection with developing the station. I really enjoyed the sparse beauty of the station and the challenge of putting the place together while fending off the arrow threats. Again, like '80 days', the game comes to a natural end in that there is a main goal and once you achieve it, you're done.
3) Monument Valley is a puzzle game where you move a princess around perspective-defying buildings inspired by the works of M.C.Escher. The game has been flawlessly executed with an enjoyable score, elegantly simply controls and the visual fun of manoeuvering around impossible architecture. The game only has ten levels and you'll probably complete the whole game in a few hours, but I enjoyed every minute of it.
All three of these games, for me, are like a wonderful meal. You sit down with them and you look at them and you know that they've been lovingly made by people who are highly skilled and dedicated to producing something with mouthwatering contents, visual appeal and happy satisfaction. You tuck into them and enjoy the sensations, the feelings but you know that the experience won't last. After a few hours, it'll be finished and you'll have to get up, step away from the table and get on with your life but that's okay because you spent those few hours in happy enjoyment.
In that way, I think these games, the games that we eat, enrich our lives. They're short games that end, which means there are gaps between them, but this leaves room for anticipation, which can be more exciting than actually playing the game or eating the meal. Speaking of which, Wired magazine says that new levels of Monument Valley will be out soon. Yum yum! :-)