When it’s playtime, many kids prefer reality over fantasy

Young children travel to fantasy worlds every day, packing just imaginations and a toy or two.

Some preschoolers scurry across ocean floors carrying toy versions of cartoon character SpongeBob SquarePants. Other kids trek to distant universes with miniature replicas of Star Wars robots R2-D2 and C-3PO. Throngs of youngsters fly on broomsticks and cast magic spells with Harry Potter and his Hogwarts buddies. The list of improbable adventures goes on and on.

Parents today take for granted that kids need toys to fuel what comes naturally — outlandish bursts of make-believe. Kids’ flights of fantasy are presumed to soar before school and life’s other demands yank the youngsters down to Earth.
Yet some researchers call childhood fantasy play — which revolves around invented characters and settings with no or little relationship to kids’ daily lives — highly overrated. From at least the age when they start talking, little ones crave opportunities to assist parents at practical tasks and otherwise learn how to be productive members of their cultures, these investigators argue.

New findings support the view that children are geared more toward helping than fantasizing. Preschoolers would rather perform real activities, such as cutting vegetables or feeding a baby, than pretend to do those same things, scientists say. Even in the fantastical realm of children’s fiction books, reality may have an important place. Young U.S. readers show signs of learning better from human characters than from those ever-present talking pigs and bears.
Studies of children in traditional societies illustrate the dominance of reality-based play outside modern Western cultures. Kids raised in hunter-gatherer communities, farming villages and herding groups rarely play fantasy games. Children typically play with real tools, or small replicas of tools, in what amounts to practice for adult work. Playgroups supervised by older children enact make-believe versions of what adults do, such as sharing hunting spoils.
These activities come much closer to the nature of play in ancient human groups than do childhood fantasies fueled by mass-produced toys, videos and movies, researchers think.
Handing over household implements to toddlers and preschoolers and letting them play at working, or allowing them to lend a hand on daily tasks, generates little traction among Western parents, says psychologist Angeline Lillard of the University of Virginia in Charlottesville. Many adults, leaning heavily on adult-supervised playdates, assume preschoolers and younger kids need to be protected from themselves. Lillard suspects that preschoolers, whose early helping impulses get rebuffed by anxious parents, often rebel when told to start doing household chores a few years later.

“Kids like to do real things because they want a role in the real world,” Lillard says. “Our society has gone overboard in stressing the importance of pretense and fantasy for young children.”

Keep it real
Lillard suspects most preschoolers agree with her.

More than 40 years of research fails to support the widespread view that playing pretend games generates special social or mental benefits for young children, Lillard and colleagues wrote in a 2013 review in Psychological Bulletin. Studies that track children into their teens and beyond are sorely needed to establish any beneficial effects of pretending to be other people or acting out imaginary situations, the researchers concluded.

Even the assumption that kids naturally gravitate toward make-believe worlds may be unrealistic. When given a choice, 3- to 6-year-olds growing up in the United States — one of many countries saturated with superhero movies, video games and otherworldly action figures — preferred performing real activities over pretending to do them, Lillard and colleagues reported online June 20 in Developmental Science.
One hundred youngsters, most of them white and middle class, were tested either in a children’s museum, a preschool or a university laboratory. An experimenter showed each child nine pairs of photographs. Each photo in a pair featured a boy or a girl, to match the sex of the youngster being tested. One photo showed a child in action. Depicted behaviors included cutting vegetables with a knife, talking on a telephone and bottle-feeding a baby. In the second photo, a different child pretended to do what the first child did for real.

When asked by the experimenter whether they would rather, say, cut real vegetables with a knife like the first child or pretend to do so like the second child, preschoolers chose the real activity almost two-thirds of the time. Among the preschoolers, hard-core realists outnumbered fans of make-believe, the researchers found. Whereas 16 kids always chose real activities, only three wanted to pretend on every trial. Just as strikingly, 48 children (including seven of 26 of the 3-year-olds) chose at least seven real activities of the nine depicted. Only 14 kids (mostly the younger ones) selected at least seven pretend activities.

Kids often said they liked real activities for practical reasons, such as wanting to learn how to feed babies to help mom. Hands-on activities also got endorsed for being especially fun or novel. “I’ve never talked on the real phone,” one child explained. Reasons for choosing pretend activities centered on being afraid of the real activity or liking to pretend.

In a preliminary follow-up study directed by Lillard, 16 girls and boys, ages 3 to 6, chose between playing with 10 real objects, such as a microscope, or toy versions of the same objects. During 10-minute play periods, kids spent an average of about twice as much time with real items. That preference for real things increased with age. Three-year-olds spent nearly equal time playing with genuine and pretend items, but the older children strongly preferred the real deal.

Lillard’s findings illustrate that kids want and need real experiences, says psychologist Thalia Goldstein of George Mason University in Fairfax, Va. “Modern definitions of childhood have swung too far toward thinking that young children should live in a world of fantasy and magic,” she maintains.

But pretend play, including fantasy games, still has value in fostering youngsters’ social and emotional growth, Goldstein and Matthew Lerner of Stony Brook University in New York reported online September 15 in Developmental Science. After participating in 24 play sessions, 4- and 5-year-olds from poor families were tested on empathy and other social skills. Those who played dramatic pretend games (being a superhero, animal or chef, for instance) were less likely than kids who played with blocks or read stories to become visibly upset upon seeing an experimenter who the kids believed had hurt a knee or finger, the researchers found. Playing pretend games enabled kids to rein in distress at seeing the experimenter in pain, the researchers proposed.

It’s not known whether fantasy- and reality-based games shape kids’ social skills in different ways over the long haul, Goldstein says.

True fiction
Even on the printed page, where youngsters gawk at Maurice Sendak’s goggle-eyed Wild Things and Dr. Seuss’ mustachioed Lorax, the real world exerts a special pull.

Consider 4- to 6-year-olds who were read either a storybook about a little raccoon that learns to share with other animals or the same storybook with illustrations of human characters learning to share. Both versions told of how characters felt better after giving some of what they had to others. A third set of kids heard an illustrated storybook about seeds that had nothing to do with sharing. Each group consisted of 32 children.

Only kids who heard the realistic story displayed a general willingness to act on its message, reported a team led by psychologist Patricia Ganea of the University of Toronto in a paper published online August 2 in Developmental Science. On a test of children’s willingness to share any of 10 stickers with a child described as unable to participate in the experiment, listeners to the tale with human characters forked over an average of nearly three stickers, about one more than the kids had donated before the experiment.

Children who heard stories with animal characters became less giving, sharing an average of 1.7 stickers after having originally donated an average of 2.3 stickers. Sticker sharing declined similarly among kids who heard the seed story. These results fit with several previous studies showing that preschoolers more easily apply knowledge learned from realistic stories to the real world, as opposed to information encountered in fantasy stories.

Even for fiction stories that are highly unrealistic, youngsters generally favor realistic endings, say Boston University psychologist Melissa Kibbe and colleagues. In a study from the team published online June 15 in Psychology of Aesthetics, Creativity and the Arts, an experimenter read 90 children, ages 4 to 6, one of three illustrated versions of a story. In the tale, a child gets lost on the way to a school bus. A realistic version was set in a present-day city. A futuristic science fiction version was set on the moon. A fantasy version occurred in medieval times and included magical characters. Stories ended with descriptions and illustrations of a child finally locating either a typical school bus, a futuristic school bus with rockets on its sides or a magical coach with dragon wings.
When given the chance, 40 percent of kids inserted a typical school bus into the ending for the science fiction story and nearly 70 percent did so for the fantasy tale. “Children have a bias toward reality when completing stories,” Kibbe says.
Hands on
Outside Western cultures, children’s bias toward reality takes an extreme turn, especially during play.

Nothing keeps it real like a child merrily swinging around a sharp knife as adults go about their business. That’s cause for alarm in Western households. But in many foraging communities, children play with knives and even machetes with their parents’ blessing, says anthropologist David Lancy of Utah State University in Logan.

Lancy describes reported instances of youngsters from hunter-gatherer groups playing with knives in his 2017 book Raising Children. Among Maniq foragers inhabiting southern Thailand’s forests, for instance, one researcher observed a father looking on approvingly as his baby crawled along holding a knife about as long as a dollar bill. The same investigator observed a 4-year-old Maniq girl sitting by herself cutting pieces of vegetation with a machete.

In East Africa, a Hadza infant can grab a knife and suck on it undisturbed, at least until an adult needs to use the tool. On Vanatinai Island in the South Pacific, children freely experiment with knives and pieces of burning wood from campfires.

Yes, accidents happen. That doesn’t mean hunter-gatherer parents are uncaring or indifferent toward their children, Lancy says. In these egalitarian societies, where sharing food and other resources is the norm, parents believe it’s wrong to impose one’s will on anyone, including children. Hunter-gatherer adults assume that a child learns best through hands-on, sometimes risky, exploration on his or her own and in groups with other kids. In that way, the adults’ thinking goes, youngsters develop resourcefulness, creativity and determination. Self-inflicted cuts and burns represent learning opportunities.

In many societies, adults make miniature tools for children to play with or give kids cast-off tools to use as toys. For instance, Inuit boys have been observed mimicking seal hunts with items supplied by parents, such as pieces of sealskin and miniature harpoons. Girls in Ecuador’s Conambo tribe mold clay balls provided by their mothers into various shapes as a first step toward becoming potters.
Childhood games and toys in foraging groups and farming villages, as in Western nations, reflect cultural values. Hunter-gatherer kids rarely engage in rough-and-tumble or competitive games. In fact, competition is discouraged. These kids concoct games with no winners, such as throwing a weighted feather in the air and flicking the feather back up as it descends. Children in many farming villages and herding societies play basic forms of marbles, in which each player shoots a hard object at similar objects to knock the targets out of a defined area. The rules change constantly as players decide among themselves what counts and what doesn’t.

Children in traditional societies don’t invent fantasy characters to play with, Lancy says. Consider imaginative play among children of Aka foragers in the Central African Republic. These kids may pretend to be forest animals, but the animals are creatures from the children’s surroundings, such as antelope. The children aim to take the animals’ perspective to determine what route to follow while exploring, says anthropologist Adam Boyette of Duke University. Aka youngsters sometimes pretend to be spirits that adults have told the kids about. In this way, kids become familiar with community beliefs and rituals.
Aka childhood activities are geared toward adult work, Boyette says. Girls start foraging for food within the first few years of life. Boys take many years to master dangerous tasks, such as climbing trees to raid honey from bees’ nests (SN: 8/20/16, p. 10). By around age 7, boys start to play hunting games and graduate to real hunts as teenagers.

In 33 hunter-gatherer societies around the world, parents typically take 1- to 2-year-olds on foraging expeditions and give the youngsters toy versions of tools to manipulate, reported psychologist Sheina Lew-Levy of the University of Cambridge and her colleagues in the December Human Nature. Groups of children at a range of ages play make-believe versions of what adults do and get in some actual practice at tasks such as toolmaking. Youngsters generally become proficient food collectors and novice toolmakers between ages 8 and 12, the researchers conclude. Adults, but not necessarily parents, begin teaching hunting and complex toolmaking skills to teens. For the report, Lew-Levy’s group reviewed 58 papers on childhood learning among hunter-gatherers, most published since 2000.

“There’s a blurred line between work and play in foraging societies because children are constantly rehearsing for adult roles by playing,” Boyette says.

Children in Western societies can profitably mix fantasy with playful rehearsals for adult tasks, observes George Mason’s Goldstein, who was a professional stage actor before opting for steadier academic work. “My 5-year-old son is never happier than when he’s helping to check us out at the grocery store,” she says. “But he also likes to pretend to be a robot, and sometimes a robot who checks us out at the grocery store.”

Not too far in the future, preschoolers pretending to be robots may encounter real robots running grocery-store checkouts. Playtime will never be the same.

Add beer to the list of foods threatened by climate change

Beer lovers could be left with a sour taste, thanks to the latest in a series of studies mapping the effects of climate change on crops.

Malted barley — a key ingredient in beer including IPAs, stouts and pilsners — is particularly sensitive to warmer temperatures and drought, both of which are likely to increase due to climate change. As a result, average global barley crop yields could drop as much as 17 percent by 2099, compared with the average yield from 1981 to 2010, under the more extreme climate change projections, researchers report October 15 in Nature Plants.
That decline “could lead to, on average, a doubling of price in some countries,” says coauthor Steven Davis, an Earth systems scientist at University of California, Irvine. Consumption would also drop globally by an average of 16 percent, or roughly what people in the United States consumed in 2011.

The results are based on computer simulations projecting climate conditions, plant responses and global market reactions up to the year 2099. Under the mildest climate change predictions, world average barley yields would still go down by at least 3 percent, and average prices would increase about 15 percent, the study says.

Other crops such as maize, wheat and soy and wine grapes are also threatened by the global rising of average atmospheric temperatures as well as by pests emboldened by erratic weather (SN: 2/8/14, p. 3). But there’s still hope for ale aficionados. The study did not account for technological innovations or genetic tweaks that could spare the crop, Davis says.

The mystery of Christiaan Huygens’ flawed telescopes may have been solved

17th century scientist Christiaan Huygens set his sights on faraway Saturn, but he may have been nearsighted.

Huygens is known, in part, for discovering Saturn’s largest moon, Titan, and deducing the shape of the planet’s rings. But by some accounts, the Dutch scientist’s telescopes produced fuzzier views than others of the time despite having well-crafted lenses.

That may be because Huygens needed glasses, astronomer Alexander Pietrow proposes March 1 in Notes and Records: the Royal Society Journal of the History of Science.
To make his telescopes, Huygens combined two lenses, an objective and an eyepiece, positioned at either end of the telescope. Huygens experimented with different lenses to find combinations that, to his eye, created a sharp image, eventually creating a table to keep track of which combinations to use to obtain a given magnification. But when compared with modern-day knowledge of optics, Huygens’ calculations were a bit off, says Pietrow, of the Leibniz Institute for Astrophysics Potsdam in Germany.

One possible explanation: Huygens selected lenses based on his flawed vision. Historical records indicate that Huygens’ father was nearsighted, so it wouldn’t be surprising if Christiaan Huygens also suffered from the often-hereditary affliction.

Assuming that’s the reason for the mismatch, Pietrow calculates that Huygens had 20/70 vision: What someone with normal vision could read from 70 feet away, Huygens could read only from 20 feet. If so, that could be why Huygens’ telescopes never quite reached their potential.

50 years ago, atomic testing created otter refugees

Sea otters restocked in old home

When the [Atomic Energy Commission] first cast its eye on the island of Amchitka as a possible site for the testing of underground nuclear explosions, howls of anguish went up; the island is part of the Aleutians National Wildlife Refuge, created to preserve the colonies of nesting birds and some 2,500 sea otters that live there…— Science News, November 9, 1968

Update
The commission said underground nuclear testing would not harm the otters, but the fears of conservationists were well-founded: A test in 1971 killed more than 900 otters on the Aleutian island.
Some otters remained around Amchitka, but 602 otters were relocated in 1965–1972 to Oregon, southeast Alaska, Washington and British Columbia — areas where hunting had wiped them out. All but the Oregon population thrived, and today more than 25,000 otters live near the coastal shores where once they were extinct.

“They were sitting on the precipice,” says James Bodkin, who is a coastal ecologist at the U.S. Geological Survey. “It’s been a great conservation story.”

Skull damage suggests Neandertals led no more violent lives than humans

Neandertals are shaking off their reputation as head bangers.

Our close evolutionary cousins experienced plenty of head injuries, but no more so than late Stone Age humans did, a study suggests. Rates of fractures and other bone damage in a large sample of Neandertal and ancient Homo sapiens skulls roughly match rates previously reported for human foragers and farmers who have lived within the past 10,000 years, concludes a team led by paleoanthropologist Katerina Harvati of the University of Tübingen in Germany.
Males suffered the bulk of harmful head knocks, whether they were Neandertals or ancient humans, the scientists report online November 14 in Nature.

“Our results suggest that Neandertal lifestyles were not more dangerous than those of early modern Europeans,” Harvati says.

Until recently, researchers depicted Neandertals, who inhabited Europe and Asia between around 400,000 and 40,000 years ago, as especially prone to head injuries. Serious damage to small numbers of Neandertal skulls fueled a view that these hominids led dangerous lives. Proposed causes of Neandertal noggin wounds have included fighting, attacks by cave bears and other carnivores and close-range hunting of large prey animals.

Paleoanthropologist Erik Trinkaus of Washington University in St. Louis coauthored an influential 1995 paper arguing that Neandertals incurred an unusually large number of head and upper-body injuries. Trinkaus recanted that conclusion in 2012, though. All sorts of causes, including accidents and fossilization, could have resulted in Neandertal skull damage observed in relatively small fossil samples, he contended (SN: 5/27/17, p. 13).
Harvati’s study further undercuts the argument that Neandertals engaged in a lot of violent behavior, Trinkaus says.

Still, the idea that Neandertals frequently got their heads bonked during crude, close-up attacks on prey has persisted, says paleoanthropologist David Frayer of the University of Kansas in Lawrence. The new report highlights the harsh reality that, for Neandertals and ancient humans alike, “head trauma, no matter the level of technological or social complexity, or population density, was common.”

Harvati’s group analyzed data for 114 Neandertal skulls and 90 H. sapiens skulls. All of these fossils were found in Eurasia and date to between around 80,000 and 20,000 years ago. One or more head injuries appeared in nine Neandertals and 12 ancient humans. After statistically accounting for individuals’ sex, age at death, geographic locations and state of bone preservation, the investigators estimated comparable levels of skull damage in the two species. Statistical models run by the team indicate that skull injuries affected an average of 4 percent to 33 percent of Neandertals, and 2 percent to 34 percent of ancient humans.

Estimated prevalence ranges that large likely reflect factors that varied from one locality to another, such as resource availability and hunting conditions, the researchers say.

Neandertals with head wounds included more individuals under age 30 than observed among their human counterparts. Neandertals may have suffered more head injuries early in life, the researchers say. It’s also possible that Neandertals died more often from head injuries than Stone Age humans did.

Researchers have yet to establish whether Neandertals experienced especially high levels of damage to body parts other than the head, writes paleoanthropologist Marta Mirazón Lahr of the University of Cambridge in a commentary in Nature accompanying the new study.

Martian soil may have all the nutrients rice needs

THE WOODLANDS, TEXAS — Martian dirt may have all the necessary nutrients for growing rice, one of humankind’s most important foods, planetary scientist Abhilash Ramachandran reported March 13 at the Lunar and Planetary Science Conference. However, the plant may need a bit of help to survive amid perchlorate, a chemical that can be toxic to plants and has been detected on Mars’ surface (SN: 11/18/20).

“We want to send humans to Mars … but we cannot take everything there. It’s going to be expensive,” says Ramachandran, of the University of Arkansas in Fayetteville. Growing rice there would be ideal, because it’s easy to prepare, he says. “You just peel off the husk and start boiling.”
Ramachandran and his colleagues grew rice plants in a Martian soil simulant made of Mojave Desert basalt. They also grew rice in pure potting mix as well as several mixtures of the potting mix and soil simulant. All pots were watered once or twice a day.

Rice plants did grow in the synthetic Mars dirt, the team found. However, the plants developed slighter shoots and wispier roots than the plants that sprouted from the potting mix and hybrid soils. Even replacing just 25 percent of the simulant with potting mix helped heaps, they found.

The researchers also tried growing rice in soil with added perchlorate. They sourced one wild rice variety and two cultivars with a genetic mutation — modified for resilience against environmental stressors like drought — and grew them in Mars-like dirt with and without perchlorate (SN: 9/24/21).

No rice plants grew amid a concentration of 3 grams of perchlorate per kilogram of soil. But when the concentration was just 1 gram per kilogram, one of the mutant lines grew both a shoot and a root, while the wild variety managed to grow a root.

The findings suggest that by tinkering with the successful mutant’s modified gene, SnRK1a, humans might eventually be able to develop a rice cultivar suitable for Mars.

A new way to turn saltwater fresh can kill germs and avoid gunk buildup

A new design for sun-powered desalination technology may lead to longer-lasting devices that produce cleaner water.

The trick boils down to preventing a device’s components from touching the saltwater. Instead, a lid of light-absorbing material rests above a partially filled basin of water, absorbing sunlight and radiating that energy to the liquid below. That evaporates the water to create pure vapor, which can be condensed into freshwater to help meet the demands of a world where billions of people lack safe drinking water (SN: 8/18/18, p. 14).
This setup marks an improvement over other sun-powered desalination devices, where sunshine-absorbing materials float atop the saltwater (SN: 8/20/16, p. 22). In those devices, salt and other contaminants left behind during evaporation can degrade the material’s ability to soak up sunlight. Having water in contact with the material also prevents the material from getting hotter than about 100° Celsius or producing steam above that temperature. That limits the technology’s ability to purify the final product; killing pathogenic microbes often requires temperatures of at least 121° C.

In the new device, described online December 11 in Nature Communications, the separation between the light-absorbing lid and the water’s surface helps keep the lid clean and allows it to generate vapor tens of degrees hotter than the water’s boiling point.

The lid comprises three main components: a top layer made of a metal-ceramic composite that absorbs sunshine, a sheet of carbon foam and a bottom layer of aluminum. Heat spreads from the sunlight-absorbing layer to the aluminum, from which thermal energy radiates to the water below. When the water temperature hits about 100° C, vapor is produced. The steam rises up through holes in the aluminum and flows through the lid’s middle carbon layer, heating further along the way, until it is released in a single stream out the side of the lid. There, it can be captured and condensed.

Producing superheated steam in this way, without any gunk buildup, is “a very innovative idea,” says Jia Zhu, a materials scientist at Nanjing University in China not involved in the work.
Under a lamp that mimics natural sunlight in the lab, the device evaporated 100 grams of saltwater without any salt collecting on the underside of the lid. Salt crystals formed at the bottom of the basin washed away easily. In experiments in October on a rooftop in Cambridge, Mass., researchers used a curved mirror to focus incoming sunlight onto the light-absorbing layer of the device to produce steam hotter than 146° C.

“When you can access these temperatures, you can use the steam for things like sterilization, for cooking, for cleaning, for industrial processes,” says coauthor Thomas Cooper, a mechanical engineer at York University in Toronto. A device measuring 1 square meter could generate 2.5 liters of freshwater per day in sunny regions such as the southeastern United States, and at least half that in shadier regions such as New England, Cooper estimates.

This sun-powered technology could also provide an ecofriendly alternative to reverse osmosis, a water purification process that involves pushing seawater through salt-filtering membranes (SN: 9/15/18, p. 10). Reverse osmosis, which runs on electricity, “is an energy-hungry technology,” says Qiaoqiang Gan, an engineer at the University at Buffalo in New York not involved in the work. “For resource-limited areas, remote areas or people who live on small islands, this [new device] might be a very good option for them to address their freshwater needs.” But researchers still need to investigate how affordable a commercial version of this device would be, Gan says.

Biologists are one step closer to creating snake venom in the lab

SAN DIEGO — Labs growing replicas of snakes’ venom glands may one day replace snake farms.

Researchers in the Netherlands have succeeded in growing mimics of venom-producing glands from multiple species of snakes. Stem cell biologist Hans Clevers of the Hubrecht Institute in Utrecht, the Netherlands, reported the creation of these organoids on December 10 at a joint meeting of the American Society for Cell Biology and the European Molecular Biology Organization.

If scientists can extract venom from the lab-grown glands, that venom might be used to create new drugs and antidotes for bites including from snakes that aren’t currently raised on farms.

Up to 2.7 million people worldwide are estimated to be bitten by venomous snakes each year. Between about 81,000 to 138,000 people die as a result of the bite, and as many as roughly 400,000 may lose limbs or have other disabilities, according to the World Health Organization.
Antivenoms are made using venom collected from snakes usually raised on farms. Venom is injected into other animals that make antibodies to the toxins. Purified versions of those antibodies can help a bitten person recover, but must be specific to the species of snake that made the bite. “If it’s a fairly rare or local snake, chances are there would be no antidote,” Clevers says.

Three postdoctoral researchers in Clevers’ lab wanted to know if they could make organoids — tissues grown from stem cells to have properties of the organs they mimic — from snakes and other nonmammalian species. The researchers started with Cape coral snakes (Aspidelaps lubricus) that were dissected from eggs just before hatching. Stem cells taken from the unhatched snakes grew into several different types of organoids, including some that make venom closely resembling the snake’s normal venom, Clevers reported at the meeting.

His team has produced venom-gland organoids from at least seven species of snakes. The organoids have survived in the lab for up to two years so far.

Clevers and colleagues hope to harvest venom from the organoids, which produce more highly concentrated venom than snakes usually make. “It’s probably going to be easier than milking a snake,” he says.

Satellites make mapping hot spots of ammonia pollution easier

Satellites may be a more accurate way to track smog-producing ammonia.

It’s notoriously tricky to pinpoint accurate numbers for ammonia gas emissions from sources such as animal feedlots and fertilizer plants. But new maps, generated from infrared radiation measurements gathered by satellites, reveal global ammonia hot spots in greater detail than before. The new data suggest that previous estimates underestimate the magnitude of these emissions, researchers report December 5 in Nature.

In the atmosphere, ammonia, which contains nitrogen, can help form tiny particles that worsen air quality and harm human health. The research could help keep tabs on who’s emitting how much, to make sure that factories and farms are meeting environmental standards.
Emissions are usually estimated by adding up output from individual known sources of activity, but those calculations are only as good as the data that go into them. Ammonia sticks around only hours to a few days in the atmosphere, so on-the-ground measurements vary a lot even in the same place, says coauthor Martin Van Damme, an atmospheric scientist at the Université Libre de Bruxelles in Belgium.

“There’s so much uncertainty in ammonia emissions,” says Daven Henze, a mechanical engineer at the University of Colorado Boulder who wasn’t part of the research. Other scientists, including his research group, have estimated ammonia releases using satellite data before. But these new maps rely on a more detailed dataset and have substantially better resolution, Henze says — fine enough that the study authors were able to link areas of high emissions to specific factories or farms.
The new maps show 248 nitrogen emission hot spots across the globe at a resolution of about a kilometer. Eighty-three of those hot spots arose from agricultural activity that involved high numbers of cows, pigs and chickens, such as a site in Colorado that overlapped on satellite imagery maps with two big cattle feedlots. Ammonia emissions from feedlots come largely from livestock waste. Another 158 sites were affected by industrial emissions — mostly from sites that produced ammonia-based fertilizer, such as in Marvdasht, Iran. Six hot spots couldn’t be pinned to specific activity.
Ammonia is also emitted naturally, from volcanoes or seabird colonies. But most of those sources were too weak or not concentrated enough to show up as hot spots in the data. Lake Natron in Tanzania is the one exception — its mud flats show up as an ammonia-releasing hot spot, perhaps due to decaying algae. But it’s not clear why other lakes with similar mud flats didn’t. Some natural sources may have gone undetected because of where they were located — in places with heavy cloud cover that obscured the data, or where turbulent air dissipated ammonia especially quickly, Van Damme suggests.

Some areas with particularly high overall ammonia emissions from biomass burning or fertilizer, such as West Africa and the Indus Valley in Pakistan and northern India, didn’t reveal specific hot spots, either, the researchers report.

High-speed video reveals physics tricks for shooting a rubber band

Scientists are taking aim at the physics of rubber band bombardments.

Using high-speed video, researchers have analyzed what happens to a rubber band when it’s launched from a thumb. The results offer some tips for how to make a clean shot, Boston University mechanical engineers Alexandros Oratis and James Bird report in a paper in press in Physical Review Letters.

The researchers focused on one particular shooting technique: Elastic is slung around the raised thumb of one hand and pulled back with the fingers of the other hand. Standardizing the operation by using a cylinder rather than a thumb, the scientists filmed the details of the shooting process.

When the rubber band is let loose, a release of tension in the band quickly travels toward the cylinder. Meanwhile, the band itself zings toward the cylinder at a slower speed than that tension release, the scientists found.

When shot off a thumb, the band’s forward motion could lead to a rubbery rear-ender, with the thumb getting in the way of the elastic and sending the band askew. But if the feat is performed properly, the release of tension causes the thumb to duck out of the way before the rubber band reaches it. The band then sails past, buckling into a wrinkly shape as it shoots by.

By testing different shooting strategies, the researchers zeroed in on some guidelines. Don’t pull the band too tight: The extra tension increases the flight speed, so the thumb doesn’t deflect fast enough to avoid it. And a wider elastic band is preferred. That’s because the thumb must exert more force against the wider band, so that when the band is released, the digit falls away more quickly, making the elastic’s getaway easier.