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  • Mid-Devonian Ocean Oxygenation Enabled The Expansion Of Animals Into Deeper-water Habitats

    Mid-Devonian Ocean Oxygenation Enabled The Expansion Of Animals Into Deeper-water Habitats

    A map of Earth in the Emsian stage of the Early Devonian (405 million years ago) Wikipedia

    The oxygenation history of Earth’s surface environments has had a profound influence on the ecology and evolution of metazoan life.

    It was traditionally thought that the Neoproterozoic Oxygenation Event enabled the origin of animals in marine environments, followed by their persistence in aerobic marine habitats ever since. However, recent studies of redox proxies (e.g., Fe, Mo, Ce, I) have suggested that low dissolved oxygen levels persisted in the deep ocean until the Late Devonian, when the first heavily wooded ligniophyte forests raised atmospheric O2 to modern levels.

    Here, we present a Paleozoic redox proxy record based on selenium enrichments and isotope ratios in fine-grained siliciclastic sediments. Our data reveal transient oxygenation of bottom waters around the Ediacaran-Cambrian boundary, followed by predominantly anoxic deep-water conditions through the Early Devonian (419 to 393 Ma).

    In the Middle Devonian (393 to 382 Ma), our data document the onset of permanent deep-ocean oxygenation, coincident with the spread of woody biomass across terrestrial landscapes.

    This episode is concurrent with the ecological occupation and evolutionary radiation of large active invertebrate and vertebrate organisms in deeper oceanic infaunal and epifaunal habitats, suggesting that the burial of recalcitrant wood from the first forests sequestered organic carbon, increased deep marine oxygen levels, and was ultimately responsible for the “mid-Paleozoic marine revolution.”

    Mid-Devonian ocean oxygenation enabled the expansion of animals into deeper-water habitats, PNAS via PubMed

    Astrobiology,

    Explorers Club Fellow, ex-NASA Space Station Payload manager/space biologist, Away Teams, Journalist, Lapsed climber, Synaesthete, Na’Vi-Jedi-Freman-Buddhist-mix, ASL, Devon Island and Everest Base Camp veteran, (he/him) 🖖🏻

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  • Influence of tick age and land-use on Borrelia burgdorferi s.l. in Ixodes ricinus ticks from the Swabian Alb, Germany | Parasites & Vectors

    Influence of tick age and land-use on Borrelia burgdorferi s.l. in Ixodes ricinus ticks from the Swabian Alb, Germany | Parasites & Vectors

    Study region

    The study region, Swabian Alb in Baden-Württemberg, is part of the German Biodiversity Exploratories. Spanning 420 km2, it features diverse landscapes and land-use types. We selected 25 of 50 forest plots covering the full range of management intensities [24]. In these forests, land-use is defined by a silvicultural management intensity index (SMI), which combines the three main components of a forest stand: stand age, stand growth, and main tree species [25] (Additional file 1: Supplementary Material Table S1) [26]. For details on the study region and plot selection, see Weilage et al. [17].

    Large mammal camera trapping

    Two camera traps per plot recorded wildlife from spring 2023 to spring 2024 (9,609 camera days) following a standardized protocol [27, 28]. Images were processed with Agouti [29], and artificial intelligence-based species identification was manually verified. Human activity was excluded. A detailed description of the method can be found in Weilage et al. [17].

    Small mammal camera trapping

    Custom-built small mammal camera traps [30] recorded wildlife during tick collection periods in 2023–2024. Two traps per 300-m2 area operated 7 days per season (984 camera days), capturing 15 s (s) videos with a 30 s delay between triggers. Species identification followed field guides [31]. For details, see Weilage et al. [17].

    Tick collection, morphometric species identification, and age measurement

    Ticks were collected in spring (May), summer (August), and autumn (October) of 2023, as well as in spring (May) of 2024 using the flagging method on 300 square meters per plot. They were identified to their developmental stage and species using morphological keys [12, 32] under a stereomicroscope (Motic® SMZ–171, Motic Europe, S.L.U., Barcelona, Spain). Ticks were stored in 50-ml falcons (sterile, cat. no. AN79.1, Carl Roth GmbH + Co. KG, Karlsruhe, Germany) with a blade of grass at +7 °C in the refrigerator until morphometric age measurements, which were conducted within a maximum of 1 week after collection.

    The same specimens were also used in a previous study [17], which provides detailed information on the study design and sampling protocol but focused on landscape and host-related drivers of tick density and B. burgdorferi s.l. prevalence, while the present study investigates the influence of tick age and land-use on B. burgdorferi s.l.

    To determine the morphometric age of ticks, body length (BL) and width (BW), as well as scutum length (SL) and width (SW) of live I. ricinus nymphs were first measured using an already established method [19, 20] with a Keyence VHX-900F digital microscope (Itasca, IL, USA) at 200× magnification and then incorporated into a specific formula by Uspensky et al. [19] resulting in the alloscutal/scutal index. The formula can be found in Springer et al. [20]. Previous studies have classified the values of this index into eight distinct subgroups [19], which were further assigned to three overarching categories: old (IV), middle-aged (III), and young (II) (Additional file 1: Supplementary Material Table S2) [18]. Afterwards, ticks were stored at −20 °C until further examination.

    DNA extraction of ticks and molecular analyses for Borrelia spp.

    DNA extraction and molecular analysis via real-time polymerase chain reaction (PCR) followed established protocols and are described in detail in Weilage et al. [17, 33]. DNA was extracted using the QIAamp DNA Mini Kit (Qiagen, Hilden, Germany), and the PCR targeted the p41 flagellin gene of Borrelia burgdorferi sensu lato. The analytical sensitivity of the assay was ten genome copies per 10 µl, as determined by a validated standard dilution series [33]. Additionally, larvae were homogenized in 200 µl of phosphate-buffered saline (PBS), while adults were homogenized in 300 µl of PBS, as not mentioned in the original text.

    To identify Borrelia genospecies and STs in samples with a cycle threshold (CT) value of ≤ 41, MLST was performed, targeting eight housekeeping genes nifS, pyrG, clpX, pepX, uvrA, rplB, clpA, and recG, using the GoTaq® G2 Hot Start Green Master Mix (Promega GmbH, Walldorf, Germany) with slight modifications [34] to the original protocol [11, 34]. Additionally, the previously modified protocol was further adapted through several procedural adjustments, as detailed in Additional file 1: Supplementary Material Table S3. PCR products were visualized using the ultraviolet products (UVP) GelSolo Simplified ultraviolet (UV) Gel Documentation System (Analytik Jena, Germany). Sequencing was performed using the forward and reverse primers specific to each gene from the previous amplification (Eurofins Genomics, Ebersberg, Germany). Sequences were analyzed with Bionumerics software (version 7.6.1; Applied Maths, Austin, TX, USA) and compared with GenBank sequences through BLASTn (https://blast.ncbi.nlm.nih.gov/Blast.cgi). Aligned sequences were assigned to allelic ST profiles in the MLST database (http://pubmlst.org/Borrelia) with newly identified STs submitted to the curators of the pubMLST platform. For samples that did not amplify PCR products for all housekeeping genes, genospecies identification was based on at least one of the following genes: clpA, pepX, recG, and rplB.

    Statistical analysis

    Confidence intervals (CIs; 95% CI) were calculated using the Clopper and Pearson method in GraphPad software (Graph Pad Software, SanDiego, CA). Statistical analysis was performed using R-software (version 4.1.2. for Windows; RStudio, Boston, MA) with the lme4 package [35]. A generalized linear model (GLM) with a quasibinomial error distribution and a logit link function was developed to evaluate tick age in dependence of (i) SMI (independent continuous variable), (ii) season (independent categorical variable: spring, summer, or autumn), and (iii) Borrelia infection status (independent binary variable; prevalence: positive: 1, negative: 0). This test was conducted for three broader I. ricinus nymph age groups (young, middle-aged, and old) and for eight more defined age groups according to Uspensky [19]. Furthermore, a Mann–Whitney U test was conducted to evaluate whether the mean morphometric age of Borrelia-infected ticks differs significantly from that of uninfected individuals. Borrelia sequence type diversity was log-transformed (log(x + 1)) to meet the assumptions of linear modeling.

    In addition, a proportional odds logistic regression model (polr) was applied, using the MASS package in R, to examine the relationship between morphometric age groups (dependent variable) and variables such as SMI, canopy openness, mean tree diameter at breast height (dbh), tree species richness, shrub cover, and dead wood volume (dwv) [26, 36,37,38,39] (see Table 1). The ordinal regression model with included random effect of the plot (ordinal package using the clmm command) proved the random effect of the plot to be marginal (random effect variance: 2.398 × 10−9); therefore, it was not included in the final model.

    Table 1 Dataset description: variables used for statistical analyses

    For analyzing B. burgdorferi s.l. prevalence in I. ricinus nymphs in relation to tick age, season, and land-use (SMI), a generalized linear mixed model (GLMM) with binominal error distribution and link logit function was implemented using the lme4 package in R [35]. The model was designed to assess whether (i) tick age (independent categorical variable), (ii) season (independent nominal variable: spring, summer and autumn), and (iii) SMI (independent continuous variable) have an impact on Borrelia infection status (dependent binary variable; Borrelia abundance; positive: 1, negative: 0). The test was conducted twice, once for three broader nymph age groups (young, middle-aged, and old) and a second time for eight more defined age groups according to Uspensky [19].

    Post hoc Tukey’s tests were performed to assess pairwise differences between seasons and tick age groups, adjusting for multiple comparisons. The significance threshold was set at P ≤ 0.05.

    The Borrelia concentration (cp/µl) was determined by interpolating CT values against a standard curve based on known concentrations, akin to probit analysis. Unlike probit analysis, the standard dilution series was established once and later used for comparison with all positive samples, rather than being included in each PCR reaction. We used a bacterial culture of Borrelia afzelii, which was serially diluted in tenfold steps from an initial concentration of 2.0 × 105 cells/µl down to 2.0 × 10−1 cells/µl, resulting in the following dilution levels: 105, 104, 103, 102, 101, 10⁰, and 10−1.

    Furthermore, a linear regression model (LM) was used to investigate how the Borrelia genospecies diversity is influenced by various predictors. The model was intended to evaluate whether (i) the Shannon diversity of specific host species [independent continuous variables: H_Pre (diversity of predator hosts), H_small (diversity of small mammal hosts), and H_ large (diversity of larger mammal hosts)], (ii) the relative abundance indeces (RAI) of specific host species (RAI_Pre (relative abundance index of predators), RAI_small (of small mammals), and RAI_large (of large herbivors), independent continuous variables), and (iii) total mammal host species richness (S_all, independent continuous variable) significantly affect the diversity of Borrelia genospecies at distinct locations.

    To further explore factors influencing Borrelia ST diversity in ticks, another LM evaluated the impact of the same set of predictors on ST diversity.

    RAIs for each species were computed as events per 100 camera days using the R script outlined in Rovero and Zimmermann [40]. The Shannon index was then derived from RAIs.

    We selected and averaged the best-fitting models (ΔAICc < 2) using the MuMln package [41]. We report conditional averaged model results. All included candidate models are in the supplement.

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  • Engine trouble forces Northrop Grumman to delay ISS supply delivery

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    CAPE CANAVERAL, Fla. — A newly launched supply ship has run into engine trouble that is preventing it from reaching the International Space Station.

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    Northrop Grumman’s capsule rocketed into orbit Sunday from Florida aboard SpaceX. But less than two days later, the capsule’s main engine shut down prematurely while trying to boost its orbit.

    Article content

    The Cygnus capsule was supposed to dock Wednesday, delivering more than 11,000 pounds (5,000 kilograms) of cargo. But NASA said everything is on hold while flight controllers consider an alternate plan.

    This marked the debut of Northrop Grumman’s newest, extra large model, known as Cygnus XL, capable of ferrying a much bigger load.

    The shipment includes food and science experiments for the seven space station residents, as well as spare parts for the toilet and other systems.

    Northrop Grumman is one of NASA’s two cargo suppliers to the space station. The other is SpaceX. Russia also provides regular shipments to the 260-mile-high (420-kilometre-high) orbiting lab, with the latest delivery arriving over the weekend.

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  • Amazon MGM Studios has Renewed We Were Liars for a Second Season



    Sep 17, 2025


    The hit mystery thriller from Julie Plec and Carina Adly MacKenzie based on E. Lockhart’s best-selling novel will return on Prime Video

    We Were Liars Press Site HERE

    ***NOTE TO EDITORS: Please refer to our streaming service as Prime Video and not Amazon Prime Video***

    CULVER CITY, California—September 17, 2025—Today, Prime Video announced that it has ordered a second season of its hit mystery-thriller series, We Were Liars. Based on the best-selling novel by E. Lockhart, We Were Liars second season will premiere exclusively on Prime Video in more than 240 countries and territories worldwide.

    In Season One, We Were Liars follows Cadence Sinclair Eastman and her tight-knit inner circle, nicknamed the Liars, during their summer escapades on her grandfather’s New England private island. The Sinclairs are American royalty—known for their good looks, old money, and enviable bond—but after a mysterious accident changes Cadence’s life forever, everyone, including her beloved Liars, seems to have something to hide.

    “We loved making this show with so many spectacular humans,” said Julie Plec and Carina Adly Mackenzie. “The fan response was truly special. There are still plenty of secrets buried on Beechwood Island and we can’t wait to keep digging them up.”

    “MacKenzie and Plec have big, big plans for Season Two, including everything readers of my books are dying to see onscreen —  and a lot of surprises as well,” said E. Lockhart.

    “The season two renewal of We Were Liars is yet another testament to Julie and this cast and crew’s extraordinary talent,” said Erin Underhill, President, Universal Television. “This series, which Julie and Carina crafted so beautifully from E. Lockhart’s beloved books, absolutely deserves a deeper dive. And we’re grateful to Amazon MGM for their collaboration and partnership.”

    “Delving deeper into the thrilling world of E. Lockhart’s novels with a second season of We Were Liars was a no-brainer,” said Laura Lancaster, Head of Co-Production and Ongoing Series, Amazon Studios MGM Studios. “Along with our talented cast, showrunners Julie Plec and Carina Adly MacKenzie did a marvelous job bringing the novels to life for our global Prime Video customers, and we can’t wait to see what they have in store for Season Two.”   

    The cast in Season One featured stars Emily Alyn Lind as Cadence Sinclair Eastman, Shubham Maheshwari as Gat Patil, Esther McGregor as Mirren Sinclair Sheffield, Joseph Zada as Johnny Sinclair Dennis; alongside Caitlin FitzGerald as Penny Sinclair, Mamie Gummer as Carrie Sinclair, Candice King as Bess Sinclair, Rahul Kohli as Ed Patil, and David Morse as Harris Sinclair. 

    We Were Liars Season One was written and executive produced by co-showrunners Julie Plec (The Vampire Diaries, Legacies) and Carina Adly MacKenzie (Roswell, New Mexico, The Originals). Also executive producing are Emily Cummins (The Endgame, Vampire Academy) for My So-Called Company, Brett Matthews (Legacies), Pascal Verschooris (The Vampire Diaries), and the novel’s author, E. Lockhart. Universal Television, a division of Universal Studio Group, and Amazon MGM Studios are behind the project. The novel is published by Delacorte Press, an imprint of Random House Children’s Books.

     ###

    About Prime Video
    Prime Video is a first-stop entertainment destination offering customers a vast collection of premium programming in one app available across thousands of devices. On Prime Video, customers can customize their viewing experience and find their favorite movies, series, documentaries, and live sports – including Amazon MGM Studios-produced series and movies Red One, Road House, The Lord of the Rings: The Rings of Power, Fallout, Reacher, The Boys, Cross, and The Idea of You; licensed fan favorites; Prime member exclusive access to coverage of live sports including Thursday Night Football, WNBA, and NWSL, and acclaimed sports documentaries including Bye Bye Barry and Kelce; and programming from Apple TV+, Max, Crunchyroll and MGM+ via Prime Video add-on subscriptions, as well as more than 500 free ad-supported (FAST) Channels. Prime members in the U.S. can share a variety of benefits, including Prime Video, by using Amazon Household. Prime Video is one benefit among many that provides savings, convenience, and entertainment as part of the Prime membership. All customers, regardless of whether they have a Prime membership or not, can rent or buy titlesvia the Prime Video Store, and can enjoy even more content for free with ads. Customers can also go behind the scenes of their favorite movies and series with exclusive X-Ray access. For more info visit www.amazon.com/primevideo.

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  • Taking the biscuit: consumers spend more but get less as chocolate prices rise by 15% | Inflation

    Taking the biscuit: consumers spend more but get less as chocolate prices rise by 15% | Inflation

    Whether it’s a favourite bar, biscuit or indulgent hot drink, feeding a chocolate habit costs more than it used to.

    The price of the chocolate on shop shelves climbed by 15.4% in the year to August, according to the latest cost of living snapshot.

    Although other price moves meant overall UK inflation was unchanged at 3.8% last month, chocolate was a big riser. Alongside hikes for beef, butter and coffee, it helped propel food price inflation back over 5% for the first time in 18 months.

    At £30 a go, the luxury 1kg jars of giant chocolate buttons sold by gifting brand Cocoba were a casualty of a soaring cocoa price, explains the company’s founder Darren Litton.

    With cocoa prices more than doubling over the past two years as a result of poor harvests in west Africa, including Ghana and Ivory Coast, even something aimed at gift buyers was being priced off the shelf.

    “We delisted them for a while because we couldn’t even sell them at £40 with the price of everything involved,” Litton says.

    Cocoa now commands about $7,800 (£5,700) per tonne on international commodities markets from below $3,500 (£2,600) two years ago. The price peaked at more than $12,000 (£8,800) at the end of 2024.

    The easing price means Cocoba is bringing the jars of giant buttons back for Christmas, but even at £40 Litton says it’s a challenge to make the numbers add up.

    “The cocoa price is still at a very, very high level but seems to be settling down a bit,” he adds. “We make everything at our factory in Kent. We’ve had to increase prices and invest in equipment to improve efficiency.”

    Cocoba is a minnow in a market dominated by big names such as Nestlé and Mars but surging ingredient costs have hurt them too. Mondelēz, which owns Cadbury, expects annual profits to fall 10% owing to higher cocoa prices.

    The squeeze has triggered numerous rounds of shrinkflation, with the Guardian recently revealing that tubs of Quality Street and Celebrations and even some Toblerone bars have shrunk ahead of Christmas.

    Not much gets past cash-strapped shoppers, who have also raised eyebrows on discovering a KitKat nine-pack is now an eight-pack, and a multipack of Freddos contains four not five chocolates.

    Alex Lawrence, a retail expert at data company Circana, says higher ingredient costs are being passed on to the consumer. “If you look at the average price per kg for chocolate confectionery it’s up 27% over the last two years, and 12% in the last year.”

    Britons spent £5.9bn on chocolate in stores in the year to 9 August. Although that figure was up 10%, they actually physically took home less in their baskets.

    “The quantity we are buying is down 2% year-on-year,” says Lawrence. “People are definitely pulling back in terms of their consumption.”

    Shop price data compiled for the Guardian reveals the extent of increases over the past two years, with favourites such as Cadbury Dairy Milk or Galaxy costing about 30% more than in 2023.

    A 110g bar of Cadbury Dairy Milk now costs £1.84 on average, which works out at 42p more than in 2023, according to the price analysts Assosia. The equivalent Galaxy bar has gone up by the same amount to £1.79. The data is based on the average pre-promotion price across Tesco, Sainsbury’s, Asda and Morrisons.

    The big companies all say the same thing when asked about pack size reductions and price increases. Earlier this month a spokesperson for Mondelēz told the Guardian it continued to experience “significantly higher input costs across our supply chain”, with ingredients such as cocoa and dairy costing far more than they had done previously.

    “Meanwhile, other costs, such as energy and transport, also remain high. This means that our products continue to be much more expensive to make.”

    On the high street, the upmarket Knoops chain sells posh hot chocolates graded by cocoa percentage, with prices starting at £4 for a drink made with a 28% single-origin Colombian chocolate.

    Knoops’ hot chocolate drinks are graded by cocoa percentage. Photograph: Martin Godwin/The Guardian

    “It’s been a wild ride for cocoa prices,” says company founder Jens Knoop. It is not just cocoa, he adds that the chain’s matcha bill increased 53% this month.

    “While there have been increases in our per kilo chocolate price … we have only passed on a small percentage of that to our customers in their chocolate drinks,” says Knoop.

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    But while you might treat yourself to Knoops’ most expensive brew – a limited edition 68% single-origin Madagascan chocolate costing £7.90 – on a day out, in the supermarket consumers balk at tubs of instant hot chocolate costing north of a fiver.

    The price of a 220g jar of Options is up 20% over two years at £5.40, according to Assosia, prompting shoppers to take to supermarket websites to complain. “This is a good product,” writes one. “It used to be reasonably priced £3-£4 Now it is £5.40!!!!”

    In a similar vein, at £4.50 a 500g tub of Cadbury hot chocolate costs a fifth more than it did in 2023.

    Shoppers also complain that other price changes take the biscuit. At £2.25, a 266g pack of McVitie’s milk chocolate digestives costs 35p more than two years ago. Meanwhile a 130g pack of Fox’s milk chocolatey rounds is now £2.30. The same pack cost £1.87 two years ago.

    The increases are also notable on supermarket own-label chocolate digestives – which provide a cheaper alternative to the big brands – with a 300g pack now £1.12, up from 85p two years ago.

    Food and drink inflation could hit 5.7% by the end of year, up from August’s reading of 5.1%, according to the Food and Drink Federation.

    Karen Betts, the trade body’s chief executive, says rising food prices were previously down to energy and commodity shocks, but now government policies – such as April’s increase in employers’ national insurance contributions – were a driver.

    “The costs are such that companies can no longer absorb them and are having to pass at least some of them on to consumers.”

    Temprd makes ‘properly chunky’ chocolate bars. Photograph: Carla Watkins for Temprd Chocolate/Carla Watkins for temprd.co.uk

    Needless to say it’s a difficult environment for small companies such as Temprd, which makes “properly chunky” chocolate bars, in flavours such as lemon and blueberry cheesecake.

    When Rob Anthony started the Essex company with his brother five years ago he was aware that its premium bars looked expensive compared to “run of the mill” chocolate. “At that time our bars were probably around £3 per 100g. Now they are £4.50.

    “We had to make two jumps, from £3 to £3.75 and then to £4.50, so two price rises in the last four years,” he says, but is hopeful the worst is over.

    “There might be a [cocoa] surplus this year, because demand has fallen, and production has been quite good. We’re fairly confident we can survive through from now to next Easter without having to put our prices up.”

    As the brands sold in supermarkets become more expensive Anthony suggests people are becoming more circumspect.

    “We haven’t changed the recipe,” he says. “We haven’t skimpflated our product or changed the size. We just put the price up to cope with price increases. People are willing to spend more less often to buy a luxury product … they feel they’re getting better value for money.”

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  • Rosie Galligan’s Rugby World Cup diary

    Rosie Galligan’s Rugby World Cup diary

    It feels really good to have beaten a strong Scotland side to book our place in the semi-finals of Rugby World Cup 2025. We’ve got a six-day turnaround this week, which means we had a bit more time on our own to chill out on Monday and that’s quite important.

    In terms of what I get up to in order to switch off, I have been binge watching The Handmaid’s Tale. I started season one at the start of World Cup, and I’ve already finished season six so it’s fair to say that I got a bit obsessed with it! A lot of girls do scrapbooking, a few girls like to go out for a walk and some go for coffee. It’s just about what’s fun and right for you on your day off, it might be really boring and dull for some people, but that’s my way of switching off and keeping my feet up and making sure that I’m best prepared for the next day’s training.

    Obviously the pastime that has caught the most attention is crochet club, led by Abby Dow. I can’t say I am a member of the club, but I used to be next to Abby in the changing room when we were in pre-season, and I remember her talking to me for the first time about wanting to do crochet and to bring it to the Red Roses. She’s now gone on to make this incredible site for herself, and she’s also sharing it with team members from the opposition. For Abby to be able to put her passion alongside rugby has just been really great to see, and it’s really brought out a different side to her that we didn’t really know much about before.

    There are some other players who do a lot for our culture like Jess Breach, Maud Muir, and May Campbell, but everyone in their own way is doing what they can to make sure that this environment is positive. This being a World Cup, there is going to be disappointment when it comes to selection with everyone wanting to play, but everyone’s been so good in supporting each other in whatever role they’ve got, and making sure we lift each other going into each game. We’re actually having a pamper night on Wednesday where we’re all bringing in face masks and wearing pyjamas down to our team room and watching a film together. It’s moments like that, off the field, that really bond us and bring us together so that when we’re on the field, we’re able to go to war together.

    It’s been amazing to share this journey with my fiancée and team-mate, Marlie Packer. She brings really positive energy and obviously she’s a massive asset to the Red Roses. Not only is she my fiancée, but she’s also one of my best mates, and that’s what’s so incredible about this – we get to make so many memories together. What’s also special is that we go hard at each other in training, and some people find that a bit strange, but actually, we want to bring out the best in each other as players. So there’s no point going all nicey-nicey on each other, it’s about making sure we best prepare each other for going into a game.

    With our time to relax and recover at the beginning of the week behind us, it’s been a case of making sure that we’re all really switched on to the new details going into the France game this week, because our tactics will change slightly. We’re all so excited to play on the weekend; Le Crunch is a massive game in the Six Nations, and being able to do it in a Rugby World Cup in front of a sold-out crowd is going to be even better.

    The crowds have been incredible so far this tournament and we’ve been using them as our 16th player. From the moment that we get on the bus, where we see the fans walking down the street waving at us as we head to the stadiums, and then having them lined up waiting for us to get off the bus, it’s just a really special feeling. They lift us more than they realise. 

    Running out onto the pitch on a sold-out match day is truly something special. You’re standing side by side with your opposition in the tunnel, and you can feel this calm but there’s also so many nerves behind it.

    You can’t really describe it, but as soon as you start to walk out with the person in front of you and the person behind you, you know you’re about to go into battle. The hairs are really standing up when the fireworks go off and you can hear the whole crowd screaming – you can feel them all getting on their feet. It’s a feeling you wish you could bottle and keep forever.

    When it comes to singing the national anthem, I always try and find my mum and dad in the crowd. They’ve been with me on this journey since the start, since my very first cap.

    I can still remember standing there for my first cap, holding the little mascot called Rory, and singing the anthem with them. That moment will never leave me. Every time that I get to sing that anthem and they’re in the crowd, I always remember that first time I played for England; why I do what I do, and why I’m still here today.

    Hopefully I get a chance to do it all this weekend, but either way we’re all looking forward to having the support of our 16th player at Ashton Gate this Saturday.

    Rosie

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  • Why tropical forest soils could supercharge global warming

    Why tropical forest soils could supercharge global warming

    Tropical forests usually stand as protectors. Their trees capture carbon, cool the planet, and support countless species. For decades, scientists assumed these forests would resist warming better than others.

    A new study shows the opposite. The soils of the tropics could release vast amounts of carbon dioxide as the Earth heats up.


    The research comes from the U.S. Forest Service, with Chapman University as a senior collaborator. The results suggest that tropical soils are not passive players. They may speed up global warming instead of slowing it.

    Soil warming boosts carbon

    The experiment took place in Puerto Rico’s Luquillo Experimental Forest. Using infrared heaters, scientists raised soil temperatures by 4°C (7.2°F) and monitored respiration every half hour for an entire year.

    The findings stunned the team. Warmed soils released 42 to 204 percent more carbon dioxide than unheated plots.

    “This research shows that as the planet warms, tropical soils may begin to amplify that warming,” said Dr. Christine Sierra O’Connell of Chapman University.

    “If these patterns persist across time and regions, we may be drastically underestimating the extent to which tropical forests will lose carbon and accelerate climate change.”

    Soil microbes drive warming

    The expectation was clear: roots would fuel most of the extra carbon loss. Yet the opposite happened. Root biomass actually declined, dropping by more than 30 percent in warmed plots.

    At the same time, microbial biomass grew by more than 50 percent. The boost in microbial activity drove the surge in carbon emissions, while root respiration faded into the background.

    This shift matters. Microbes decompose organic matter relentlessly, and under higher temperatures they seem to push soil carbon into the atmosphere at record levels. This mechanism explains why the Puerto Rican results outpaced similar warming experiments elsewhere in the tropics.

    Water adds complexity

    Heat was not the only factor in play. Moisture shaped the outcomes too. On lower slopes, warming dried soils, reducing aeration and limiting respiration after heavy rains.

    Mid-slope soils also dried but still produced higher emissions. Strangely, the upper slopes became wetter under warming, and there the soil pumped out extraordinary amounts of carbon.

    These contrasts show that even within a single forest, warming does not act uniformly. Topography and water balance interact with heat, producing both “hotspots” and “hot moments” of soil carbon release. Predicting future emissions without accounting for these details will likely miss the scale of the threat.

    A new climate state

    The experiment also tested sensitivity, measured by Q10, which tracks how respiration changes with temperature.

    Surprisingly, Q10 dropped by more than 70 percent in warmed plots. Respiration no longer followed predictable rises with each degree. Instead, microbes adapted to sustain high emission rates regardless of further warming.

    This means tropical soils may not just increase output with heat. They may lock into a new functional state where carbon release remains high even without additional temperature jumps. Such shifts challenge Earth system models that rely on fixed assumptions.

    Global warning signs

    “We are witnessing a troubling shift,” O’Connell explained. “The very systems we rely on to stabilize the climate may now be pushing us in the opposite direction.”

    The numbers support her warning. On one slope, the extra carbon released each year matched the productivity of entire temperate forests.

    Considering the vast area covered by tropical forests, the potential global impact is enormous. If soils across the tropics respond this way, warming could accelerate far beyond current projections.

    Warming challenges soil role

    Earlier theories held that tropical soils would show limited sensitivity to warming. Those ideas stemmed from lab incubations and elevation studies rather than real-world tests.

    The Puerto Rico experiment proves otherwise. By running the first full warming trial in a tropical rainforest, the researchers showed how soil microbes, roots, and moisture interact under heat.

    The lesson is sobering. Tropical soils may not resist change. Instead, they may shift quickly, releasing carbon in ways both powerful and unpredictable.

    Tropics may flip sink to source

    The TRACE project highlights one site, but the message applies widely. Tropical forests cover more than 30 ecological life zones. Each will likely respond differently, but all carry the risk of tipping from sink to source. Scientists argue that only direct experiments across varied forests can reveal the full picture.

    Climate action often focuses on stopping deforestation and cutting aboveground emissions. This study shows another front that cannot be ignored. The soil beneath the forest is alive, active, and capable of reshaping the climate’s future.

    If the processes seen in Puerto Rico spread across the tropics, global warming could accelerate in ways humanity has yet to prepare for.

    The study is published in the journal Nature Communications.

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  • Stunningly Complete Dome-Headed Dinosaur Emerges From The Sands of Mongolia : ScienceAlert

    Stunningly Complete Dome-Headed Dinosaur Emerges From The Sands of Mongolia : ScienceAlert

    From the sands of Mongolia’s Gobi Desert emerges a new, exquisitely preserved fossil that could revolutionize our understanding of pachycephalosaurs – those iconic dinosaurs sporting a dome of thick bone at the top of their heads.

    The newly discovered Zavacephale rinpoche is the oldest known pachycephalosaur ever found, with an age dating back at least 108 million years ago, pushing back the fossil record by 14 million years. The specimen is also the most complete skeleton of its kind ever found.

    Related: Never-Before-Seen Trilobite Anatomy Preserved by Pompeii-Like Ash in Morocco

    Its extraordinary features include a spectacularly preserved skull, the first-ever example of a pachycephalosaur hand, the stones in its stomach that aided digestion, and a full tail complete with tendons.

    “The first time I saw Zavacephale, it literally took my breath away,” paleontologist Lindsay Zanno of North Carolina State University told ScienceAlert. “Everyone who has seen it is in awe.”

    The tiny skull of Zavacephale rinpoche. (Alfio Alessandro Chiarenza)

    The pachycephalosaurs are a group of dinosaurs that mostly lived in the Late Cretaceous, from about 86 to 66 million years ago. Their elaborate head adornments included large, prominent domes of thickened, fused bone, and bony horns and knobs. Scientists think that they used these elements for social and mating purposes.

    However, there are a lot of open questions about this group of animals. Pachycephalosaur fossils are rare, and most of the examples found to date are dramatically incomplete, usually just consisting of part of the skull.

    Zavacephale was discovered in the Khuren Dukh formation by a team led by paleontologist Tsogtbaatar Chinzorig of the Mongolian Academy of Sciences. The researchers immediately knew they were looking at something extraordinary.

    Rosetta Stone of Dome-Headed Dinosaurs Emerges From The Sands of Mongolia
    Zavacephale in its sandstone fossil bed at the time of discovery. (Tsogtbaatar Chinzorig)

    The skeleton is not fully complete – it’s missing some parts, such as the neck, most of its backbone, and parts of its limbs – but it’s far and away the most complete pachycephalosaur skeleton ever discovered.

    “The quality of fossilization of the preserved skeletal elements of Zavacephale is extraordinarily well-preserved compared to other recovered specimens from the same locality, such as holotypes of the iguanodontian dinosaur Choyrodon and the primitive ornithomimosaur Harpymimus,” Chinzorig told ScienceAlert.

    “In addition, the skull of Zavacephale is exquisitely and three-dimensionally preserved (no signs of pre- or post-mortem distortion).”

    That remarkable preservation, Zanno says, is a product of the sandstone fossilization process, which would have buried the remains quickly in relatively soft material that cushioned the bones against crushing pressures.

    Rosetta Stone of Dome-Headed Dinosaurs Emerges From The Sands of Mongolia
    An artist’s reconstruction of Zavacephale rinpoche. (Masaya Hattori)

    In life, the animal was small, measuring just a meter (3 feet) or so in length, and weighing around 5.85 kilograms (12.9 pounds). And here’s where it gets exciting… or rather, even more exciting.

    Paleontologists can determine the age of a dinosaur when it died by examining bone growth rings in its limbs, a technique that the researchers employed for Zavacephale.

    This specimen was a juvenile, an adolescent of its species. But its head dome was fully mature.

    The stomach stones, or gastroliths, found in the fossil’s belly. (Alfio Alessandro Chiarenza)

    “The domed and ornamented heads of some pachycephalosaurs are so baroque, and we still do not completely understand their purpose. Were they for head-to-head combat, showing off, a little of both?” Zanno said.

    “To answer these questions, we need to determine when, in the life of these animals, the dome completely forms. Because Zavacephale is so complete, we were able to test the relative developmental stage of the dome and the rest of the skeleton in the same animal for the first time.

    “We examined the sutures inside the dome with CT scanning and coupled this with the growth record preserved in the limb bones. What we found is that Zavacephale was fully armed for showing off and competing with its kin during its teenage years.”

    Because it’s the earliest pachycephalosaur on record, Zavacephale is also something of a Rosetta Stone for understanding how these animals evolved. The researchers found that the dome in its skull mainly consisted of the bones in the forehead, an interesting contrast to later species whose domes incorporate more of the skull.

    Zanno with the skull of Zavacephale. (Alfio Alessandro Chiarenza)

    “What’s really interesting to me is that in some of those later species, the dome transitions through the Zavacephale condition as the animal grows from a baby to an adult. Meaning that Zavacephale is a link between evolutionary change and developmental change,” Zanno said.

    Future work on this once-in-a-lifetime discovery is already underway. Paleontologists are already examining the dome in greater detail to try to understand its function. The tiny hands and stomach stones of Zavacephale are also of intense interest, as is the tendon that runs along its tail.

    Zavacephale is the most complete pachycephalosaur yet discovered, and we expect our colleagues to be clambering to get a peek at it,” Zanno said. “There are literally decades of research to come.”

    The discovery has been published in Nature.

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  • ‘The Office’ Meets ‘Invincible’ In a Playable TV Show

    ‘The Office’ Meets ‘Invincible’ In a Playable TV Show

    For as long as video games have had stories, there have been creators working to make their narratives more cinematic. Early on, in works like Hideo Kojima’s Metal Gear (1987) and Snatcher (1988), that meant making action- or text-based experiences that rudimentarily emulated the visuals or plot devices of movies. The advent of point-and-click adventure games like LucasArts’ The Secret of Monkey Island (1990) pushed immersion even further with deeper exploration and plodding mysteries to solve. But for the most part, narratively driven games ultimately fell into a formula defined by a handful of popular studios that dominated the space.

    For mainstream audiences, PlayStation first-party titles like Uncharted and The Last of Us often get saddled with the (derogatory) descriptor of “playable movies.” Clearly separating the direct action of gameplay from the story-driven bits meant to be viewed passively during non-interactive cut scenes, these types of games tend to be linear — the plot’s pushing forward whether the user is in control or not.

    Arguably the most successful studio in this niche was Telltale Games, a small publisher that became known for their emotionally affecting work with established IP like The Walking Dead and The Wolf Among Us (a spin-off of Vertigo’s comic Fables). With rich characters whose fates were often determined by player choice, Telltale’s projects often felt like the pinnacle of what the graphic adventure subgenre could be. But through years of iteration, even their thoughtful approach became strained. As interest waned and episodic releases became more sporadic, the company’s reputation soured — and by their closure in 2018, multiple games including the follow-ups to Game of Thrones and The Wolf Among Us were cancelled.

    Telltale Games ended up being revived under new management in 2019, but not before much of its core leadership departed to form AdHoc Studio — a collective of industry veterans looking to push the boundaries of interactive storytelling. Their first game, Dispatch (out Oct. 22) aims to accomplish what previous ones couldn’t: creating an immersive TV-quality experience that can appeal to gamers and non-gamers alike.

    Recently, Rolling Stone played a demo of Dispatch and spoke with multiple of the game’s developers about their new approach to the graphic adventure genre, what they’re leaving behind from Telltale, and why episodic releases can work better than ever.

    Redefining the interactive story

    Unlike Telltale’s most popular games like The Walking Dead and Tales from the Borderlands, Dispatch is an entirely original concept created by AdHoc — but there’s still familiar elements. The game follows Robert Robertson (voiced by Breaking Bad’s Aaron Paul), an ex-superhero who’s lost everything after his mechanized suit is ruined in a fight. Given the opportunity to work in the emergency call center for the Superhero Dispatch Network (SDN), Robertson is tasked with thankless job of remotely managing a group of former supervillains as they attempt to do good.

    The cast includes Aaron Paul, Jeffrey Wright, and multiple Critical Role alumni like Laura Bailey and Matthew Mercer.

    AdHoc Studio

    “He’s kind of like Tony Stark, except he’s not smart and he’s not rich,” says Nick Herman, co-creative director of Dispatch. The parallels with Iron Man are there, but mostly superficial; the game’s setting feels like a mishmash of tons of different superhero media — from the edgy animated violence of Invincible to the “bad guys go straight” schtick of The Suicide Squad and Thunderbolts*.

    As a dispatcher, Robertson has an essential role answering community calls, encompassing everything from fires and robberies to saving kittens and sending heroes to make public appearances alongside c-suite execs. The gameplay bounces between fully animated dialogue sequences that require timed choices to advance and multiple interactive sections like managing the dispatch and hacking computers.

    While dialogue trees and mini-games are well-worn territory for games of this ilk, the developers are actively eschewing specific mechanics that they’ve grown sick of during their tenures at Telltale. Namely, all the boring walking and item collection that normally constitutes filler content has been cut.

    “There was a conscious effort to avoid things that felt like we were asking you to interact purely for the sake of needing to interact because it had been a while since you held a stick or pushed a button,” says co-creative director Dennis Lenart.

    Dialogue trees have timed choices that will impact the plot in major ways.

    AdHoc Studio

    Previous games from Telltale heavily relied on controlling the player character through long stretches of monotonous walking around fixed spaces looking for the next interaction to trigger. In Dispatch, the goal is to ensure that every action has a satisfying purpose.

    “[At] Telltale, there was a lot of extra gameplay,” Herman says. “Kind of like, ‘Oh, you’ve got to walk from here to here to hit a trigger.’ And it’s like, ‘Did I really?’ That was mainly just anxiety and insecurity of not [being] sure that people are engaged and [needing] to make sure their hands are on the controller. We don’t want to make the same mistakes we did last time.”

    Herman and Lenart note that many of the systems implemented in Dispatch are ideas that date back more than 10 years but couldn’t be accomplished for one reason or another. Playing the game, the difference is instantly apparent. Without drawn out exploration, the story zips along at the pace you’d expect from an animated comedy, allowing audiences to bend the arc of the plot with quick decisions made in action. It’s not a new idea, but by driving the narrative forward with minimal stop-down, Dispatch feels much closer to mentally guiding a TV show than playing a full-blown game.

    Dispatch shifts are interactive sections that replace the traditional plodding and exploration.

    AdHoc Studio

    But there’s also more traditional gameplay involved — primarily through the dispatching and hacking sections. Working the hotline, players get to view the world through an in-game monitor that lays out a grid of the city and the roster of heroes on their shifts. Displayed at the bottom of the screen, the characters are all on an open line, talking shit (mostly about Robertson), and reacting to their various assignments. Each hero has specific attributes and specialties that make them better or worse suited for unique tasks, and choosing the right ones is key to successfully saving lives or making the public happy.

    Conversely, the hacking mini-game requires direct input from a controller or, for greater immersion, a keyboard where it actually feels like breaking into a computerized security system. Simple button inputs can mean critical success or failure, and when under the crunch of the timer, the sequences can be exhilarating. One instance shown by the developers (but not playable directly) saw Robertson hacking into a store’s security feed and HVAC systems to help a hero take down a fire-based bad guy.

    “I think the hacking mechanic, specifically, was [added] mid-development because [the] developers on the game were like, ‘I want to move something with my fingers on screen,’ Herman says. “Since we don’t have this, ‘I’m walking a character around, picking stuff up, looking at it, having direct control over something — it just felt like something we were itching for. Then [Helldivers 2] came out and were like, ‘Oh man, up, down, left, right is actually fun.’”

    TV-show quality without licensed IP

    For many non-gamers, the hesitance toward picking up even a slightly interactive narrative game often boils down to the disconnect they feel with the graphics. It’s why shows like HBO’s The Last of Us might do outsized numbers for the Sunday night streaming crowd even when its story is nearly identical to the virtual source material that’s been available for over a decade.

    The game’s tone is comedic and violent in equal measure without feeling gratuitous.

    AdHoc Studio

    For the team at AdHoc, the visual fidelity of game design has been a sticking point for years. Although their previous games at Telltale have held up better than most due to their more cartoonish aesthetic (which ages better than attempted photorealism), Dispatch’s creators know that what audiences are seeing will be their first hurdle.

    “We don’t like it when people are going, ‘Man, the stories are great. I love the dialogue, the writing, the acting is fantastic. But it’s not for me,’” Herman says. “Why? That doesn’t make any sense. And what we found [was], a lot of times, the barrier was just how it looked. It looked like a video game. So, people who would enjoy interactive stories were put off because they weren’t ‘gamers.’”

    It helps to remove the UI and mandatory walking around, but Dispatch’s greatest strength for reaching non-gamers will be its animation style — which is decadent. While even the most popular adult animation today, from Netflix’s wave of anime to Amazon’s Invincible and Critical Role shows, look good enough to garner cartoon-wary viewers, they still often fall short of spectacular.

    Visually, Dispatch looks better than most animated shows — something its creators will draw in diverse audiences.

    AdHoc Studio

    With high-end theatrical and streaming movies like Sony’s Spiderverse and K-Pop Demon Hunters, the bar has been raised to grab people’s attention. Fortunately, Dispatch meets those demands, while also weaving in some more familiar notes by blending the eye-popping colors of comic book media with the more mundane world of shows like The Office.

    “People call the style ‘pretty.’ I think that’s fair,” says art director Derek Stratton. “For a comedy, a workplace comedy, in terms of live action, it’s like a lot of fill light and everything feels bright. There’s no really stylish workplace comedy. So, it was an interesting opportunity to jump in and do something new.”

    Recreating the tone of a TV show might help bring in skeptics, but existing fans of AdHoc’s older work will be hoping to see the kinds of layered storytelling that made Telltale games famous. Despite mostly working with established IP like The Walking Dead and Borderlands, their narrative adventures generally met (or surpassed) the level of quality seen in the source material. But the writing process was never without friction. “Many times, you’re dealing with that headache of trying to satisfy criteria from the license holder,” Stratton notes.

    Each character has a rich personality and traits that will determine how they handle assignments.

    AdHoc Studio

    Narrative director Pierre Shorette is keenly aware that fans expect a certain caliber of storytelling from AdHoc — one that’s distinctly voicey, even when they’ve previously played in someone else’s sandbox.

    “On the one hand, we definitely did work on a lot of licensed projects, but I think if you look back on the stuff we worked on, all the way back to The Walking Dead, specifically [The Wolf Among Us] and Tales from the Borderlands — which had much more of a creative role on — they feel like departures from what you’re used to from those franchises,” Shorette says. “So, I think [we’ve] been doing this the whole time, doing sort of original stuff within the parameters of some existing IP. In that sense, it’s not too far of a reach for us, but it’s definitely going to be hard to know that, if we fuck it up it’s all our fault, and there’s no one else to blame.”

    Creating water cooler talk

    One sticking point that’s had players debating for years is the concept of an episodic rollout for games. While many of Telltale’s releases stuck to five to six chunks delivered over the course of months, the company’s latter years were embroiled in delays and cancellations that left fans hanging. It’s an issue that plagues the industry all around, with yearslong waits between indies developed by small teams or worse, unsatisfying cliffhangers needlessly padding out experiences that could’ve been a singular whole.

    The episodic release aims to capture weekly players and bingers alike in the communal experience.

    AdHoc Studio

    While some series that previously released episodically have condensed their timelines to just two halves, AdHoc has decided to stick with the television-styled cadence of Dispatch’s drops. The game will consist of eight episodes, estimated to be roughly one hour apiece, launching two at a time weekly on Oct. 22, Oct. 29, Nov. 5, and Nov. 12.

    With locked release dates, it’s clear that the game is actually finished, which should alleviate some stress. But will players be willing to tune in for scheduled programming when they’ve been brought up on binge models? It’s a non-issue for AdHoc, who hopes people will follow the traditional route, but fully embrace all methods of consumption.

    “I’m assuming I’m in the minority where, [even] if a whole show is out, I’ll meter it out for myself,” Herman says. “Because I’m like, ‘Oh, I like this. I want to live in it longer.’ I’ve done it where I just binge something and was like, ‘That was incredible,’ and then two weeks later I’m like, ‘I don’t even remember what that show’s impact on me was.’”

    Mini-games are easy to pick up and dynamic, feeling like an immersive extension of the plot.

    Look, binging is fine — if that’s what you’re into. But the developers are looking to a healthy digital discourse to keep the water cooler talk going. “I like to make it a communal experience when I can,” says lead producer, Natalie Herman. “So, with my friends, [there’s] this new show that we’re all excited about every Sunday night; we’re going to get together as a group, or as many of us who can, and we’re going to make that an event for ourselves. It’s something we are hoping [for] with Dispatch, in the sense of the online community — that people are going to be talking about the game, theorizing what’s going to happen next in between drops.”

    The popularity of Twitch and YouTube streaming can also be a boon for Dispatch. Today, huge contingents of people are just as happy watching others beat games as they are playing themselves.

    “What’s nice about episodic is, if you do want to just watch your favorite streamer play it every week, you can do that,” Nick says. “But it also provides a stopping point where you’re like, ‘Oh, I really like this,’ and maybe I would have just binged through watching the streamer play the whole game if I could, but I can’t. Now I have this moment of thinking, ‘Do I want to join along? Or do I want to be more passive?’ We’re happy for folks to engage with it in whatever way that makes sense for them.”

    Even if someone watches on Twitch, there’s incentive to try different story paths themselves.

    AdHoc Studio

    Beyond a virtual community, the game’s appeal will most certainly extend to people crammed together under one roof IRL. As Shorette is quick to point out, just because you’re not holding the controller doesn’t mean you won’t be locked in while friends and family do. “A lot of the times people play our games, they’re couch co-op experiences, even though it’s not integrated into the game,” Shorette says. “It’s just people sitting there talking and enjoying something together. And I think we’re making a comedy, we’re making entertainment. We just want to make people happy, enjoy something, and have a good time.”

    It’s fair to say that there’s still some stigma among certain audiences when it comes to picking up a game versus watching a show or movie. For those with trepidation, the AdHoc team has a simple conceit: You’re already fiddling with multiple screens. What’s the difference?

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    “Basically, everyone’s watching TV. A lot more people are becoming comfortable watching animated TV, [and] everyone’s used to sitting on a couch with a phone while they’re watching TV,” Nick says. “So, interaction while watching things is a thing that people are doing already, and we’re just trying to get those people who don’t think they’re gamers to give it a shot.”

    Dispatch launches its first two episodes on Oct. 22 for PC and PS5, with subsequent episodes arriving weekly.

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  • New 3D bioprinting technique may improve production of engineered tissue | MIT News

    New 3D bioprinting technique may improve production of engineered tissue | MIT News

    The field of tissue engineering aims to replicate the structure and function of real biological tissues. This engineered tissue has potential applications in disease modeling, drug discovery, and implantable grafts.

    3D bioprinting, which uses living cells, biocompatible materials, and growth factors to build three-dimensional tissue and organ structures, has emerged as a key tool in the field. To date, one of the most-used approaches for bioprinting relies on additive manufacturing techniques and digital models, depositing 2D layers of bio-inks, composed of cells in a soft gel, into a support bath, layer-by-layer, to build a 3D structure. While these techniques do enable fabrication of complex architectures with features that are not easy to build manually, current approaches have limitations.

    “A major drawback of current 3D bioprinting approaches is that they do not integrate process control methods that limit defects in printed tissues. Incorporating process control could improve inter-tissue reproducibility and enhance resource efficiency, for example limiting material waste,” says Ritu Raman, the Eugene Bell Career Development Chair of Tissue Engineering and an assistant professor of mechanical engineering.

    She adds, “given the diverse array of available 3D bioprinting tools, there is a significant need to develop process optimization techniques that are modular, efficient, and accessible.”

    The need motivated Raman to seek the expertise of Professor Bianca Colosimo of the Polytechnic University of Milan, also known as Polimi. Colosimo recently completed a sabbatical at MIT, which was hosted by John Hart, Class of 1922 Professor, co-director of MIT’s Initiative for New Manufacturing, director of the Center for Advanced Production Technologies, and head of the Department of Mechanical Engineering.

    “Artificial Intelligence and data mining are already reshaping our daily lives, and their impact will be even more profound in the emerging field of 3D bioprinting, and in manufacturing at large,” says Colosimo. During her MIT sabbatical, she collaborated with Raman and her team to co-develop a solution that represents a first step toward intelligent bioprinting.

    “This solution is now available in both our labs at Polimi and MIT, serving as a twin platform to exchange data and results across different environments and paving the way for many new joint projects in the years to come,” Colosimo says.

    A new paper by Raman, Colosimo, and lead authors Giovanni Zanderigo, a Rocca Fellow at Polimi, and Ferdows Afghah of MIT published this week in the journal Device presents a novel technique that addresses this challenge. The team built and validated a modular, low-cost, and printer-agnostic monitoring technique that integrates a compact tool for layer-by-layer imaging. In their method, a digital microscope captures high-resolution images of tissues during printing and rapidly compares them to the intended design with an AI-based image analysis pipeline.

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    Modular and AI-driven in situ monitoring platform for real-time process analysis

    “This method enabled us to quickly identify print defects, such as depositing too much or too little bio-ink, thus helping us identify optimal print parameters for a variety of different materials,” says Raman. “The approach is a low-cost — less than $500 — scalable, and adaptable solution that can be readily implemented on any standard 3D bioprinter. Here at MIT, the monitoring platform has already been integrated into the 3D bioprinting facilities in The SHED. Beyond MIT, our research offers a practical path toward greater reproducibility, improved sustainability, and automation in the field of tissue engineering. This research could have a positive impact on human health by improving the quality of the tissues we fabricate to study and treat debilitating injuries and disease.”

    The authors indicate that the new method is more than a monitoring tool. It also ‎serves as a foundation for intelligent process control in embedded bioprinting. By enabling real-‎time inspection, adaptive correction, and automated parameter tuning, the researchers anticipate that the approach can improve ‎reproducibility, reduce material waste, and accelerate process optimization‎ for real-world applications in tissue engineering.

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