100 Days Remain: Study reveals feasibility of surviving zombie apocalypse

A new study suggests that, in the case of a zombie infection spreading, less than 300 people would be left alive in the world after just 100 days.

The study, from physics students at the University of Leicester, suggested human survivors would be outnumbered a million to one by the undead in just over three months.

The students, from the University of Leicester Department of Physics and Astronomy, worked from the assumption that a zombie could find one person each day and would have a 90% chance of infecting its victim with the virus. Based off this assumption, they found that just 273 humans would remain after the 100 day period.

In order to reach these numbers, the team made use of the SIR mode; an epidemiological model that describes the spread of a disease throughout a population.

The model splits the population into three categories – those susceptible to the infection, those that are infected and those that have either died or recovered. The SIR model then considers the rates at which infections spread and die off as individuals in the population come into contact with each other.

Included in the student’s formula was a consideration of the lifecycle of a zombie, looking at the susceptible population, the zombie population and the dead population. Furthermore, the time frame in which individuals within the population come into contact was examined.

Ignored, however, were natural birth and death rates as they were considered negligible compared to the virus’ impact over such a relatively short time frame.

If populations were equally distributed, and humanity was unable to effectively fight back, calculations showed that humans would be entirely wiped out in less than a year. However, a follow-up study introduced new parameters, such as the rate in which zombies might be killed and people may have children during the epidemic.

According to this more optimistic set of calculations, human survivability became much more feasible. With the notion that survivors may become less likely to be infected over time due to experience fighting zombies also factored in, it was found that humans would not only survive the epidemic but eventually be able to wipe out the zombies and slowly begin the recovery of the population.

The students’ findings were presented as a series of short articles for the Journal of Physics Special Topics, a peer-reviewed student journal run by the University’s Department of Physics and Astronomy. The student-run journal is designed to give students practical experience of writing, editing, publishing and reviewing scientific papers.

Course tutor Dr Mervyn Roy, a lecturer in the University of Leicester’s Department of Physics and Astronomy, said: “Every year we ask students to write short papers for the Journal of Physics Special Topics. It lets the students show off their creative side and apply some of physics they know to the weird, the wonderful, or the everyday.”

The sky could soon be filled with electric sky taxis

An electric jet has been successfully tested in Germany, but Lilium, the company behind it, says it has plans to launch a five-seater driverless sky taxi service. "The sky has a lot more capacity than the ground, and we don't have to build additional infrastructure,," said Lilium's co-founder, Daniel Wiegand

Source: BBC

IBM's Watson lends its brain to hospitals and offices

IBM's Watson Internet of Things (IoT) unit has teamed with audio giant Harman's Professional Solutions group to create an AI – dubbed Called Voice-Enabled Cognitive Rooms – that is able to respond to voice commands and questions based specifically on the context of the room its sensor is located in.

Source: Ars Technica

Scientists think pacemakers for the brain can help memory

Scientists have reported that well-timed pulses from electrodes implanted in the brain can enhance memory in some people. The claims amount to the most rigorous demonstration to date of how a pacemaker-like approach might help reduce symptoms of dementia, head injuries and other conditions.

Source: BBC

Mastercard unveils credit card with a fingerprint sensor

A payment card featuring a fingerprint sensor has been unveiled by Mastercard, the credit card provider. Mastercard's chief of safety and security, Ajay Bhalla, said that the fingerprint technology would help "to deliver additional convenience and security. It is not something that can be taken or replicated."

Source: BBC

Alphabet enlists 10,000 volunteers to find out why people get sick

Verily, which used to be Google Life Sciences, and is part of Alphabet, is launching a four-year study called Project Baseline to find out why people get sick. 10,000 participants from diverse backgrounds will take part in the study at half a dozen study sites in California and North Carolina.

Source: Wired

India's space agency plans to mine energy from Moon by 2030

The Indian Space Research Organisation , plans to mine Helium-3 rich lunar dust, generate energy and transport it back to Earth. This lunar dust mining plan comes after India revealed plans to cut the nation's dependence on imported hydrocarbons by 10 percentage points by 2022.

Source: Live Mint

Want to learn how to be an office don? Start playing World of Warcraft

A new study has found that gamers who work well in a team during “raids” while playing World of Warcraft (WoW) develop qualities that allow them to excel in the workplace.

Basically, all that time your parents said was wasted playing video games, you were actually training to become a better worker than the guy who spent his internship fetching coffee.

The study, conducted by researchers at the Missouri University of Science and Technology, surveyed WoW players from across a multitude of servers.

Those surveyed were diverse in age, race, sex, class, occupation and location, and on average played WoW eight hours a week  and worked 38 hours a week, a factor which was of particular interest as the researchers wanted players with full-time jobs requiring teamwork.

“What we wanted to look at was virtual teamwork and what kind of characteristics a person had in-game that would translate to real life and the workplace,” said Elizabeth Short, a graduate student in industrial-organizational psychology who compiled data for the study.

The skills provided by managing to properly work together to bring down the Lich King are obvious in some aspects – computer-mediated communication skills and technology readiness were highlighted by researchers for example – but a more notable discovery was how WoW raiding develops, what the study refers to as, the Big Five personality traits: extraversion, agreeableness, openness,  conscientiousness and neuroticism.

The survey’s respondents were each asked 140 questions about motivation, communication skills, preferences for teamwork and personality, with most questions relating to the Big Five personality traits.

By comparing the players’ survey answers to their characters’ statistics, players gained group achievement points based on how much group gameplay they participated in and how successfully the researchers were able to find small but “statistically significant” correlations.

Fairly predictably, the correlation that stood out as one of the strongest was that of “technological readiness”.

It’s fairly obvious using tech to play WoW would stand you in good stead in a modern workplace, and it’s probably no surprise that desperately trying to keep your DPS alive while people determinedly attempt to lone wolf an entire raid is going to give you a certain resilience when it comes to dealing with technology.

“The more technologically ready you are, the more resilient around technology you are, the more adaptable you are, the more achievement points you have (in WoW),” said Short.

“The more achievements you have in game, the more technology savvy you are in real life. And that’s a good thing, especially in virtual communication teams and workplaces.”

The research stemmed in part from Short’s own past experience as a member of the WoW community and she has stated that she hopes to take the positive growth she took from the game and use those transferable skills to help others in the workplace.