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What Goes Right and Wrong When We Predict a High-Tech Future – Walter Bradley Center for Natural and Artificial Intelligence

Posted: September 4, 2020 at 3:08 pm

An article in Ladies Home Journal predicted 2001 a century earlier. Heres a video version:

Futurism is a hit and miss business: Fast food is predicted (3:40) but so is the extinction of the horse (3:20). Apparently, the futurist, John Elfreth Watkins, Jr., did not foresee a future for horses in recreation and sports except for the rich.

He predicted the internet and wireless communications in principle (5:57, 13:29): A husband sitting in the middle of the Atlantic will be able to converse with his wife sitting in her boudoir in Chicago. But, surprisingly, he did not see much of a commercial future for the airplane but rather favored dirigibles and electrified ships (8:20ff).

He predicted high-speed trains but also electric sleighs for kids (17:16) Hmm. Did he not pause to think about concussion? No surprise, that idea never took off.

When predicting the future, we all may tend to either underestimate the advances:

The average American will live fifty years, as opposed to thirty-five

US life expectancy was about 78.6 years in 2017, principally due to clean water, healthier living conditions, and emergency medicine.

Or else we overestimate them:

The trip to suburban home to office will require only a few minutes a penny will pay the fare Dreamin

Commenters at YouTube offer some thoughts about what the 1901 futurist got right and wrong:

giant guns will fire 25 miles or more Paris gun 13 years later could fire 81 miles.

The whole well get rid of all the annoying flying bugs- thing showed that we clearly hadnt quite figured out the whole everything is connected aspect of the biosphere.

and

He predicted spy satellites in space before man had sent anything into space, granted he said theyd be balloons with cameras attached but they describe satellites

2010 looks back on a 1909 prediction, in this case by Nicola Tesla (18561943) in Popular Mechanics:

He wrote in the magazine that, one day it would be possible to transmit wireless messages all over the world.

Tesla, who spent most of his adult life in America before his death in New York in 1943, imagined such a hand-held device would be simple to use and that, one day, everyone in the world would communicate to friends using it.

This, he added, would usher in a new era of technology.

Imagine. A handheld device

2014 looks back on (roughly) 1914s predictions via French vintage postcards popular during the 1900 Worlds Fair and following:

One thing you see in the cards is a tendency to assume some things wont change, even though they undoubtedly will. In one image, a couple flags down an aerotaxi. Thats futuristic enough, but the man is wearing spats and carrying a cane, while she has a parasol and an enormous hat with a feather. Did they really think transportation would undergo a revolution while fashion stayed frozen in time? In every one of these you see a mix of a futuristic concept with stuff that looks to us to be very old fashioned, [collector Ed] Fries said.

At the same time, theres virtually no hint in the postcards of the truly transformative technologies of the last centurynamely personal computers and the internet.

Heres one card (public domain) depicting an aerocab station as seen from 1900:

Some of the jealously guarded cards are shown in this YouTube video.

and

2018 looks back on 1918s predictions:

On January 6, 1918, the headline of an article in The Washington Times announced that the Automobile of Tomorrow Will Be Constructed Like a Moving Drawing Room. The author was writing about a prediction in Scientific American that described the car of the future. It would be water-tight and weather-proof, with sides made entirely of glass, and seats that could be moved anywhere in the vehicle. It would be decked out with power steering, brakes, heating, and a small control board for navigation. A finger lever would replace the steering wheel. Other designs imagined that cars would roll around on just three wheels, or on air-filled spheres to remove the need for shocks.

So much is right; again, the parts that the futurist gets wrong likely stem from not envisioning practical issues like the increased hazard from smashed glass during a minor collision.

The big disadvantage of making predictions for a century hence is that we probably wont get to find out if they come true.

If you enjoyed this piece, you may also want to look at:

Truth is not only stranger than fiction, it sometimes grows out of it. A senior editor at Wired told us a while back that science fiction writer H. G. Wellss 1914 tale, The World Set Free, formed part of the inspiration for the atomic bomb, exploded over Hiroshima in 1945.

and

Brilliant vision from a century ago foretells todays internet. In E. M. Forsters dystopia, people interact only through the Machine.

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What Goes Right and Wrong When We Predict a High-Tech Future - Walter Bradley Center for Natural and Artificial Intelligence

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The Honorable Dr. Dale Layman, Founder of Robowatch, LLC, is Recognized as the 2020 Humanitarian of the Year by Top 100 Registry, Inc. – IT News…

Posted: at 3:07 pm

PR.com2020-09-03

Joliet, IL, September 03, 2020 --(PR.com)-- The Honorable Dr. Dale Pierre Layman, A.S., B.S., M.S., Ed.S., Ph.D. #1, Ph.D. #2, Grand Ph.D. in Medicine, MOIF, FABI, DG, DDG, LPIBA, IOM, AdVMed, AGE, is the Founder and President of Robowatch, L.L.C. (www.robowatch.info.) Robowatch is an international non-profit group aiming to keep a watchful human eye on the fast-moving developments occurring in the fields of robotics, computing, and Artificial Intelligence (A.I.) industries. As the first person in his family to attend college in 1968, he earned an Associate of Science (A.S.) in Life Science from Lake Michigan College. The same year, he won a Michigan Public Junior College Transfer Scholarship to the University of Michigan in Ann Arbor. In 1971, he received an Interdepartmental B.S. with Distinction, in Anthropology - Zoology, from the University of Michigan. From 1971 to 1972, Dr. Layman served as a Histological Technician in the Department of Neuropathology at the University of Michigan Medical School. From 1972 to 1974, he attended the U of M Medical School, Physiology department, and was a Teaching Fellow of Human Physiology. He completed his M.S. in Physiology from the University of Michigan in 1974.

From 1974 to 1975, Dr. Layman served as an Instructor in the Biology Department at Lake Superior State College. In 1975, he became a full-time, permanent Instructor in the Natural Science Department of Joliet Junior College (J.J.C.) and taught Human Anatomy, Physiology, and Medical Terminology to Nursing & Allied Health students. Appointed to the Governing Board of Text & Academic Authors, he authored several textbooks, including but not limited to the Terminology of Anatomy & Physiology and Anatomy Demystified. In 2003, Dr. Layman wrote the Foreword to the Concise Encyclopedia of Robotics, Stan Gibilisco.

As a renowned scholar and book author, Dr. Layman proposed The Faculty Ranking Initiative in the State of Illinois to increase the credibility of faculty members in the States two-year colleges, which will help with research grants or publications. In 1994, the State of Illinois accepted this proposal. J.J.C. adapted the change in 2000, and Dr. Layman taught full-time from 1975 until his retirement in 2007. He returned and taught part-time from 2008 to 2010. Dr. Layman received an Ed.S. (Educational Specialist) in Physiology and Health Science from Ball State University in 1979. Then, in 1986, Dr. Layman received his first Ph.D. from the University of Illinois, in Health and Safety Studies. In 2003, Dr. Layman received a second Ph.D. and a Grand Ph.D. in Medicine, from the Academie Europeenne D Informatisation (A.E.I.) and the World Information Distributed University (WIDU). He is the first American to receive the Grand Doctor of Philosophy in Medicine.

In 1999, Dr. Layman delivered a groundbreaking speech at the National Convention of Text and Academic Authors, Park City, Utah. Here, he first publicly explained his unique concept: Compu-Think, a contraction for computer-like modes or ways of human thinking. This reflects the dire need for humans to develop more computer-like modes or ways of Natural Human thinking. This concept has important practical applications to Human Health and Well-being. In 2000, Dr. Layman gave several major talks and received top-level awards. In May of 2000, he participated in a two-week faculty exchange program with Professor Harrie van Liebergen of the Health Care Division of Koning Willem I College, Netherlands.

In 2001, after attending an open lecture on neural implants at the University of Reading, England, Dr. Layman created Robowatch. The London Diplomatic Academy published several articles about his work, such as Robowatch (2001) and Robowatch 2002: Mankind at the Brink (2002). The article Half-human and half-computer, Andrej Kikelj (2003) discussed the far-flung implications of Dr. Laymans work. Using the base of half-human, half-computer, Dr. Layman coined the name of a new disease, Psychosomatic Technophilic, which translates as an abnormal love or attraction for technology [that replaces] the body and mind. Notably, Dr. Layman was cited several times in the article Transhumanism, (Wikipedia, 2009). Further in 2009, several debates about Transhumanism were published in Wikipedia, and they identified Dr. Layman as an anti-transhumanist who first coined the phrase, Terminator argument.

In 2018, Dr. Layman was featured in the cover of Pro-Files Magazine, 8th Edition, by Marquis Whos Who. He was the Executive Spotlight in Robotics, Computers and Artificial Intelligence, in the 2018 Edition of the Top 101 Industry Experts, by Worldwide Publishing. He also appeared on the cover of the July 2018 issue of T.I.P. (Top Industry Professionals) magazine, the International Association of Top Professionals. Dr. Layman was also the recipient of the prestigious Albert Nelson Marquis Lifetime Achievement Award (2017-2018). Ever a Lifelong Student and taking classes for the past few years at J.J.C., Dr. Layman was recently inducted (2019) to his second formal induction into the worlds largest honor society for community college students, Phi Theta Kappa.

Contact Information:

Top 100 Registry Inc.

David Lerner

855-785-2514

Contact via Email

http://www.top100registry.com

Read the full story here: https://www.pr.com/press-release/820338

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The Honorable Dr. Dale Layman, Founder of Robowatch, LLC, is Recognized as the 2020 Humanitarian of the Year by Top 100 Registry, Inc. - IT News...

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The promise and perils of synthetic biology take center stage in a fast-paced new Netflix series – Science Magazine

Posted: at 3:07 pm

Christian DitterNetflix6 episodes

The first season of the Netflix series Biohackers, consisting of six episodes released on the streaming platform on 20 August, tells a fictional tale centered around the sociotechnological movement known as do-it-yourself (DIY) biology, in which amateurs, professionals, anarchists, and civic-minded citizens push the boundaries of mainstream biology. The shows main characters include a wealthy biopharmaceutical executive, a group of medical students, a number of stereotypical biohackers making animals glow and plants play music, and a community of transhumanists intent on modifying their bodies for seemingly impractical endeavors.

Whereas biological experimentation was once the sole domain of trained professionals in well-stocked and well-funded institutional labs, the field has been democratized by the emergence of the open-source movement, plummeting sequencing costs, greater access to reagents and devices, the proliferation of online resources, and the emergence of tools and methodologies that enable nonexperts to genetically engineer organisms without years of professional training. [Valid concerns regarding some of the activities associated with the DIY bio community have been voiced by the Presidential Commission for the Study of Bioethical Issues (1).]

Medical student Mia Akerlund (right) meets biohackers pushing the boundaries of mainstream biology.

The show follows Mia Akerlund (played by Luna Wedler), a first-year medical student vying for a position at a prestigious biopharmaceutical firm headed by celebrated professor Tanja Lorenz (Jessica Schwarz). Akerlund and Lorenz clearly have some shared history, as well as their own secrets, although viewers are not privy to the details of either at the start of the series. For much of the first episodes, the relationship between these two enigmatic characters is revealed slowly through both flash-forwards and flashbacks. But we know that a big reveal is coming; the programs official description teases a secret so big it could change the fate of humanity.

Throughout the seasons six fast-paced episodes, the viewer is exposed to technologies and techniques that would be familiar to many professional scientists. And while the time frames of the various experiments conducted are often compressed for dramatic effect, Christian Ditterthe shows creator, writer, director, and showrunnergoes out of his way to present complex science as accurately as possible. In one montage, for example, we watch various biohackers, some with better aseptic technique than others, add reagents to microcentrifuge tubes, load polymerase chain reaction machines, and examine gels to assess whether they have accurately created a desired genomic sequence. In another scene, a student suffering from a degenerative disease seeks to develop his own cure in a secret lab, where he can work without burdensome oversight. The student injects himself with an unknown liquid, his purported cure. Here, the shows dialogue surrounding the cure and its antidote (to be administered if things go wrong) offers insight into how RNA interference therapies work.

But the show also serves as a pedagogical vehicle to raise many timely and interesting ethical, legal, and social concerns. From bioluminescent mammals to the collection of genetic material for clinical trials, the series storyline highlights how cavalierly we sometimes approach genomic data and genetic engineering. Later episodes depict even more egregious examples of biohacking, including organisms modified to transmit viruses as efficiently as possible. At one point, a character suggests that the ends of her research justify the experimental means, even when her methods demonstrate a gross disregard for test subjects who may suffer as a result.

The show also offers insight into some of the motivations that drive DIY biology efforts. For example, in one scene, a confidant of Akerlund expresses dismay that Lorenz is willing to sell a cheaply acquired drug to desperate patients for inflated prices. Such frustrations are what drive many citizens operating outside traditional institutions to develop their own pharmaceutical solutions.

It is ironic that Biohackers is set in Germany, one of the few places where genetic engineering experimentation outside of licensed facilities is illegal and can result in a fine or even imprisonment (2). Yet, given all that transpires in the show, one is left with the sense that such measures maybe justified.

References and Notes:1. Presidential Commission for the Study of Bioethical Issues, New directions: The ethics of synthetic biology and emerging technologies (2010).2. Sections 8 and 39 of the German Genetic Engineering Act [Gentechnikgesetz (GenTG)].

The reviewer is at Zvi Meitar Institute for Legal Implications of Emerging Technologies, Herzliya, Israel, and the Department of Molecular Biophysics and Biochemistry, Yale University, New Haven, CT, USA.

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Carrion game/level designer Krzysztof Chomicki on managing amorphousness, gravity and screams – Game World Observer

Posted: at 3:07 pm

Carrion is a reverse horror game in which you play as an amorphous creature of unknown origins.The game received universal acclaim from players and critics for its clever power-fantasy premise, as well as satisfying traversal and combat mechanics, which allow for gameplay that can be both strategic and chaotic.

The team behind the game is Polish developer called Phobia Game Studio, whose members previously shipped 2D platformer Butcher.

We caught up withKrzysztof Chomicki, game and level designer on Carrion, to discuss what it took to create the ultimate monster simulation experience of 2020. What follows below is the text version of the video interview that took place on August 13.

Krzysztof Chomicki, game and level designer onCarrion

Oleg Nesterenko, managing editor at GWO: Krzysztof, a couple of words about yourself and the studio, please.

Im the game and level designer at Phobia Game Studio. Were a very small development team based in Poland. We all work remotely. Im based in Krakow, Sebastian Krokiewicz, who is the brains behind the whole studio and our project, lives in Warsaw. Our sound designer, Maciej Niedzielski, is based in Zielona Gra, which is next to the German border. And on Carrion, video game and film composer Cris Velasco joined our team, hes from LA. He did the music for the game.

Carrion team.From left to right:project leadSebastian Krokiewicz,game/level designerKrzysztof Chomicki, composerCris Velasco,sound designerMaciej Niedzielski

How did you first meet with Sebastian and decide to form a studio?

We both got hired a couple of years ago by Transhuman Design. Its a company set up by Michal Marcinkowski. His studio is behind Soldat and Soldat 2, King Arthurs Gold, and Trench Run. He hired Sebastian for a particular project, which eventually got scrapped, but at the time Sebastian was working on his own game called Butcher, and Michal liked it enough to decide to produce it as Transhuman Design and publish it.

Eventually, they decided to expand the team behind Butcher. They were looking for a level designer, and thats how I got on board. At some point, Maciej joined the team as a composer. We liked working with each other so much that we decided to form our own studio, and thats how Phobia and the core team behind Carrion came to be.

Its been three weeks since you unleashed Carrion onto the world. Whats going on at the studio right now?

Weve just published a major patch, which is live on Steam and Xbox already. It should be live on Switch fairly soon. We are also thinking about some updates, like workshop support for the Steam version.

But mostly, we just want to get the post-release support done and maybe the PlayStation port and then to take some time off.

The last couple of weeks was pretty intense. Especially since it was a multi-platform release, which we didnt have previous experience with because Butcher was ported to consoles not by us, but by Crunching Koalas.

Just like Carrion, Butcher also had players kill people as an antagonistic entity, and it was a relative success. Does it mean that Carrion was a relatively low-risk project and you were confident that theres a demand for this formula?

Its not like we knew that a game about an amorphous meat blob would sell. When Sebastian started prototyping the monsters movement and eating mechanics, he shared some gifs on Twitter. They clicked incredibly well, especially compared to what we had with Butcher. Soon after this, publishers started approaching us and asking about the game. Yes, its still too early, they said. But once you have a vertical slice and some proper prototype demo, come back to us and well see what we can do.

Thats when we knew that theres definitely a potential in this project.

You said before that early in development, you used real-time feedback on Twitter to help shape Carrion. How did it work?

At first, we werent sure what kind of game we wanted to make, other than it being loosely inspired by The Thing (1982). We were just exploring the controls for this amorphous creature. We also had the general idea for the eating mechanic, which is that you grow larger and more powerful as you eat more people. And that was pretty much the only thing set in stone from the very beginning.

Everything else we experimented with, posting some gifs on Twitter, and whatever resonated best with people clued us in on which direction we should follow.

Does the player control just one monster? Should there be more monsters? Should we make it an RTS game, with you commanding multiple creatures?

Interestingly enough, we didnt implement any of the mechanics we were testing on Twitter. So, the core of the game has not changed since the very beginning. Twitter comments just validated our intuition, which led us to this kind of metroidvania-based exploration / puzzle platformer without platforming.

Carrions engine is built on the MonoGame framework. Would you please explain your choice of the tech behind the game?

Actually, Butcher, our previous game, was done in Unity. At the time we shipped Butcher and started looking into Carrion, Unity had its both advantages and disadvantages. The advantage was that you could get something up and running very quickly. However, optimizing it, finding bugs and general quirks of the engine wasnt that easy. I dont know if its still the case with the latest version.

For Butcher, Sebastian even developed his own 2D lighting system instead of using what Unity had built in. And it gave us a massive performance boost.

So Sebastian figured out that for the game to feel good on low-spec hardware, while having at least 60 FPS, with no frame drops, it would be easier for him to write something from scratch. He was doing it anyway. The engine was just giving us some unnecessary overhead.

Sebastian looked into MonoGame, liked it enough to decide to go with it, and we are pretty proud of how the game works on relatively crappy computers.

And there is also no fee for using MonoGame, which is always a bonus. I wouldnt, however, recommend building your own engine for everything. It requires a particular set of skills. Sebastian being a very talented programmer, it worked out pretty well in our case. But Im definitely not surprised that many teams are sticking with Unity, Unreal or GameMaker.

Unity and Unreal make most sense if you want realistic graphics. If you could have afforded it for Carrion, I wonder if you would have gone for the same level of gore and violence that you now have in the game?

To be honest, I dont think it would have worked with extremely realistic graphics. It wouldve lost a lot of its charm and even comedy. Carrion is one of those games that might act as if they are dead serious, but they arent. With all the screams and everything being so over the top, it works very well in the pixel art style.

And Im not sure it would be a good idea to do it either in high-def 2D or 3D. It would probably turn into an actual horror game, and we didnt want our game to be scary to the player. You are the one whos making NPCs scared, but you yourself should feel exhilarated running around as the monster. So I think this level of abstraction that pixel art gives us is very beneficial in this case.

Physics simulation creates all sorts of fun incidents, but it also takes away from the precision of controls. Like you try to gently close the door, but instead you rip it off! Or you occasionally expose one of your blobs. Did you struggle with that when designing the game?

90 or 95% of the monster is physics-based and procedurally generated. Theres a couple of sprites, like the mouths or the eyes. Obviously, it did pose some problems in terms of responsiveness. We did our best to give the players as much control over the creature as possible, given its nature. But its always a tradeoff.

There were also some quirks in level design. Especially with the monster in its largest form, we had to be very careful. For example, if you pull this switch and some door closes, it can cut you in half because some of your blobs just happened to be there, half a screen away. Things like that dont happen in other games with regular-sized characters, which only fit two tiles. It was pretty tough for us.

As for somewhat loose controls, I think it actually works pretty well onthe narrative level, because even if you want to remove a soldier or a scientist from a group and you just end up killing everybody, well, what can you do it? Just one of the disadvantages of being a monster, I suppose.

Yeah. Narratively and thematically, it fits, so its not a major problem. No ludo-narrative dissonance. Controls dont need to be uber-precise since the monster is kind of messy.

You could do a crossover between Butcher and Carrion. Combine two very different types of gameplay with the cyborg from Butcher being very precise and the monster being sloppy and messy.

That would not be impossible to doButImnot confirming any crossovers!A good point, though, about Butchers controls being very precise. In Butcher, we had pixel-perfect precision when it comes to movement. And all the arenas and the platforms were designed with extremely smooth and precise movement in mind. Carrion is the opposite because the monster isnt that precise and it doesnt even require any platforms because it can just go anywhere it wants.

Technology versus nature. Anyway, I also like how many of Carrions systems are interconnected. The roar button, for example, lets you roar, which is fun in itself. At the same time, it allows you to locate a savepoint. But it also alerts NPCs on the level, which you can tactically use. Did you specifically design stuff like that to serve multiple purposes? Or did it just organically come together as the game evolved?

I think its a bit of both, depending on which system we are talking about. Some things were planned and some just came naturally as the game was evolving.

We knew quite early on that wed lock particular skills into particular sizes of the monster. We call it the mass-based class system. This system allowed us to come up with more creative puzzles than in most metroidvanias, in which solving puzzles is just a matter of obtaining the right skill.

The mass-based class system also added more variety to combat because there isnt one single winning strategy for all encounters. Puzzles force you into changing your size so you have to constantly adjust your tactic.

Thats something we knew pretty much from the get-go and something that was entirely planned. Other things kind of evolved along the way, like the echolocation. Initially, it was just a roar button and it didnt have the echolocation functionality. Thats something that was added later on.

In general, we are big fans of things that serve multiple purposes and add some depth without adding unnecessary complexity. The fewer buttons to remember, the better.

What does it mean to create levels for a monster to navigate as opposed to those designed for humanoid characters?

Its just a nightmare in many ways. One thing you dont really think about is how important gravity is in most games, especially in action adventure platformers. Its pretty much the most common obstacle other than having to fight enemies or open doors. You have to get somewhere high or avoid falling down. Gravity is something you take for granted, and once you take it away from the game, suddenly you have to figure out a completely new way of setting up challenges, obstacles and puzzles for the monster.

Asthe monster, when you see some place, you can just go there by pointing your mouse or analogue stick. It really flipped everything on its head. We couldnt have actual outdoor segments because the monster could just go everywhere. So theres always a ceiling, even in the most outdoor-ish chambers. Obviously, its a lot of work.

And also the sheer speed at which the monster moves is a major problem for level design. In most games, half of the time you just walk from point A to point B. In Carrion, though, its a matter of seconds to go from the beginning of the map to the end, if there are no obstacles, no enemies. So we had to get very creative.

You may have noticed that in flashback sequences, when youre controlling the scientists, their movement is totally different, despite utilizing the same environments. A chamber that would take a second or two to traverse as the monster takes you half a minute to get through. So it amplifies the sense of what the monster is capable of and how frightening it is to the humans who move so slowly and are very limited in their traversal abilities.

So the metroidvania-like design was born out of your ambition to step up the challenge for the monster?

It wasnt so much about upping the difficulty. We just wanted to give the game more depth, boost its exploration aspect. As soon as we figured that throughout the game the monster would be learning new skills that it could use to unlock new areas, to solve puzzles, it was just our natural instinct to go for a more or less metroidvania-like approach. Although its not really your ordinary metroidvania with everything respawning everywhereand every puzzle being extremely simple. We didnt want to respawn every single object in the environment. We wanted to maintain this feeling of the horror that the monster is bringing on humans, so you need to see your havoc. Everything that you broke, everyone you killed and everybody you spared stays there for the whole game.

So despite Carrion having those core principles of metroidvania (not being able to go there yet, first needing to acquire the new skill), we kind of streamlined it. You dont have to do an awful lot of backtracking in our game. Which is why, once you enter a new area, its locked off, and you are restricted to this contained area you have to work through. It lessens the confusion because it helps avoid situations in which someone would approach a puzzle and start wondering whether they can solve that puzzle or not yet. Because sometimes you backtrack to the very beginning even though you were actually able to solve this or that puzzle. It was just a matter of coming up with the right solution.

I did get lost a couple of times exploring the dungeons. And apparently, other people did. I saw folks posting their maps of the facility on Reddit to help their fellow players. In retrospect, do you feel like an in-game map might have been a good idea?

Im fairly confident that some reviewers would have given us higher scores, if there was an in-game map. I still think it would really detract from the experience. It would make the game genuinely worse. Its like with Demons Souls and Dark Souls, those games being vastly misunderstood at first by the majority of reviewers. Especially Demons Souls didnt review all that well because the game didnt explicitly tell you what to do. Those games didnt have any maps. But eventually a few people figured out what those games were about. They were just hearkening back to times when games respected the player a bit more and didnt do any kind of handholding.

In fact, you still have this conversation going on 10 years later, like should Sekiro have an easy mode? No, it shouldnt.

And I think its kind of similar with Carrion. Games nowadays make people expect a map to guide you everywhere, even if its not really necessary. Players are so used to having a map that they stop paying attention to environmental clues or directions that the game gives them.

The original Metroid didnt have a map and it was totally fine and nobody complained. Back in the day, even games that did have maps still required you to pay attention to the environment. In Morrowind, for example, the quest log only gave you the general directions, like go North, find this rock, and then turn right and hope for the best. Its something that Oblivion totally ruined for me. It just points you in the right direction or you can simply fast-travel, theres barely any sense of exploration and discovery in post-Oblivion RPGs. If more developers decided to focus on just environmental clues, people would stop expecting to have the map available at all times.

Im very happy, though, that people are making their own maps to help each other, it strengthens the community.

Both Butcher and Carrion allow users to integrate their own custom levels. Is it a feature that you consciously put in your games?

In the case of Butcher, we used our own in-game level editor while making the game. It was relatively easy to adapt it to the general public. We just figured, why not? Anyway, it wasnt very popular with fans, even though some people did make maps. And in the case of Carrion, its actually the total opposite. This time, we used a third party tool called Tiled, which is a map editor used in various games. Once we posted the alpha sneak peek demo back in October last year, someone asked what we were using for editing levels. When I told them it was Tiled, people started coming up with their own maps, using the demo assets. We didnt lock any functionalities away from people. People are still making maps. The most dedicated modder in our community has already made a custom campaign, which should take around two hours to beat or so, and its very cool. So its something we want to capitalize on, which is why were looking into the workshop support, as I mentioned.

We definitely want to make creating and downloading custom maps easier. Its not so hard right now, you need to download a level file and the script file and put them in the corresponding folders. But nowadays its expectedthateverything should be just a single click away, so were looking into our options in making the whole experience smoother.

A couple of words about music and sound design. How did it feel for you guys to work with Cris Velasco?

It was great. Cris did music for Overwatch, Mass Effect, Borderlands, God of War, Resident Evil 7, and Bloodborne. What he brought to the table is the sheer knowledge of working on those AAA titles. In fact, we wanted to orchestrate the whole soundtrack. We pretty much had everything set up for an actual orchestra recording. But the pandemic messed up our plans and we ended up recording soloists only a violinist and a cellist.

Funnily enough, it was Cris who approached us after seeing some of our gifs on Twitter. He found Sebastian on FB and said he would like to write the soundtrack for Carrion. After seeing his portfolio, we obviously decided to let him!

When the credit rolled, I counted 16 voice actors in the game without a line of dialogue. How come?

Its all screams. We told our sound designer Maciej that theres a limit on every sound. Theres only this many sounds for door breaking, wood cracking or the monster roaring. But there was one sound that didnt have a limit on the quantity and variety of it. It was screaming. We wanted to have as many screams as possible. When we revealed the game at an E3, we didnt have all those recorded yet, and people actually complained about having to listen to the same samples over and over again. Its something we went all in on.

Finally, any words of wisdom to your fellow devs?

Never make games in which the character is amorphous and you never know how large and how long it gets. Stick to your fixed-sized character. Its for your own sanity.

***

You mignt wantto check out the extended video version of the interview with Krzysztof:

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Carrion game/level designer Krzysztof Chomicki on managing amorphousness, gravity and screams - Game World Observer

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Rethinking Our Concepts of Disability to Meet Our Changing Social Worlds – James Moore

Posted: at 3:07 pm

A paper published recently in the Journal of Medical Ethics explores the relationship between disability and enhancement, and the importance of social context and environment in how they get defined. According to the group of authors, led by Nicholas Greig Evans, a Professor of Philosophy at the University of Massachusetts Lowell, the most popular ways of thinking about disability and impairment often either discount certain types of disability or patronize the person with the impairment.

Going further, the authors explain how popular accounts tend to ignore how social stereotypes about disability can impact even those who do not identify as disabled or impaired themselves:

the tendency to focus on specific and often paradigmatic cases of disability and elide discussion of enhancement has a serious downside: it has the potential, among other things, to keep us from understanding cases of disability and impairment that are less apparent and well recognized. Aside from limiting our knowledge and understanding, it also keeps us from making interventions or undertaking further research that might concretely assist those populations . . .

There have been many different models of disability proposed over time, ranging from models based on social factors and human rights to those that link disability to technology. Recent events, like the Covid-19 pandemic and the associated economic and climate disasters, moreover, serve as ongoing reminders of how our abilities to act freely as individuals are always shaped by the broader socioeconomic dimensions of our lives. This insight echoes what critical psychologists have been saying for decades.

According to Evans and the other authors, most people thinking seriously about these issues agree that disability is a widely heterogeneous set of phenomena, so much so, they note that some have argued it to be a meaningless category in the abstract. For them, most existing models dont account for the way assumptions about disability are intertwined with assumptions about enhancement, insofar as both are shaped by which skills happen to be considered most valuable in a given social setting.

How we define either disability or enhancement, they propose, depends on how we compare the behaviors of a specific individual with a statistically relevant cohort group. Cohort group studies track changes in behavior and expressed capacities over time across individuals who live under similar conditions.

With this in mind, the authors suggest it could be useful to think about human abilities in general in terms of the concept of capacity space, which they define as the dynamic relationship between an individual person and their social and environmental milieu. From this perspective, phenomena we tend to call disability are inherently dynamic because they change over time, and they are relational because they are constituted through interactions between persons and the social tools (e.g., digital technology) they have available.

The concept of capacity space, the authors propose, provides a useful starting point for understanding the full variability and breadth of disability as a ubiquitous characteristic of the human species. To help illustrate this, they present a series of case studies that depict experiences of disability and enhancement that are often overlooked in the literature.

For example, they point to certain dysgenic effects in soldiers after WWI, where a high number of casualties left young men who were previously considered physically unfit among the only individuals available for military service.

In this instance, individuals who had been considered disabled relative to other soldiers before the war could have become normal, or even enhanced, simply because the cohort group against which they were judged had changed. This, the authors explain, is an example of how ones capacity space can be transformed even when ones individual abilities remain relatively consistent.

Another example they discuss is the many different variations of chronic pain. This is true both within the same individual as well as across different individuals. Some days are, of course, better than others, with factors ranging from diet, climate, and social contact, possibly having some effect on how chronic pain is experienced and managed at any given time.

Symptoms related to a diagnosis of Ehlers-Danlos syndrome (EDS), a hypermobility condition, for instance, might be relatively mild when compared to other individuals who are diagnosed with the same condition:

At times, the person is simply more flexible and mobile than their cohort, making them a better spokesperson. At other times, their joints dislocate unexpectedly, and they are incapacitated in significant ways. Is this person enhanced, disabled, or both, relative to their cohort?

Thinking about disability as something that any human can experience under the right set of conditions, and in entirely personal ways, represents a clear departure from approaches like welfarism, which posits a clearly defined line between disability and ability.

The authors define welfarist approaches to disability as those that posit a stable physiological or psychological property of a subject S that leads to a significant reduction of Ss level of well-being in some circumstance. From this perspective, disability is defined not according to how an individual can perform socially, but according to how the individuals sense of well-being is impacted by one of their personal traits.

Enhancement, by contrast, would be defined under welfarism by any stable property of a person that leads to a significant increase in that persons well-being. By focusing on psychological well-being, rather than social structures or medical status, the authors suggest, welfarist approaches to disability and enhancement account for something important that other models tend to ignore.

And yet, by framing disability as something intrinsic to each individual person, and defining welfare solely in terms of well-being, welfarist accounts risk marginalizing the consequences of prejudice and institutional discrimination for those who do not conform to conventional social expectations. They also fail to adequately account for the ways disabilities have different social implications across time and space, beyond individual well-being.

Such dimensions, the authors claim, are essential to experiences of disability. With their concept of capacity space, they underscore how time and space are not abstract categories; like disability itself, they are complex social realities that shape what individuals consider possible for themselves and others.

The authors are also cautious not to discount sociohistorical accounts of disability. Instead, they describe their project as complementary to such accounts. And yet, the importance of economics and social factors related to race and gender are given relatively little attention in their article.

It is hard to imagine how a cohort, or any other social group, for that matter, could be considered relevant to a persons lived-experience without accounting for the way self-image and self-performance are assigned value today largely in terms of capital.

Under current conditions of global capitalism, social networks are unavoidably shaped by the technologies, information, and capital that its members have access to. Indeed, enhancement and technology are so obviously linked in todays hyperconnected world that it would make little sense to propose a concept of one that cannot account for the other.

While statisticians have the luxury of selecting cohort groups based on analytic convenience, this is not true for those whose embodied natures fail to align with the skills deemed most valuable in todays information-based markets. These are issues that movements like transhumanism and posthumanism have been engaging with for decades, but they are, unfortunately, not given much attention by the authors of this paper.

****

Evans, N. G., Reynolds, J. M., & Johnson, K. R. (2020). Moving through capacity space: Mapping disability and enhancement. Journal of Medical Ethics. (Link)

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Sanford Health is first in nation to dose patient with promising novel therapeutic candidate for COVID-19, SAB-185 – PRNewswire

Posted: September 2, 2020 at 4:16 pm

SIOUX FALLS, S.D., Sept. 2, 2020 /PRNewswire/ -- Sanford Health, the largest provider of rural healthcare in the country, today announced it has initiated a Phase 1b trial of SAB-185, a first-of-its-kindhuman polyclonal antibodytherapeutic candidate developed by SAB Biotherapeutics (SAB), that would be used to treat patients with mild to moderate COVID-19 at an early stage of the disease. The trial will enroll a total of 21 adult patients across several clinical sites. Sanford Health is the first site in the country to open the study to patients.

"Today's milestone underscores our relentless commitment to advancing the science of medicine to ensure our patients benefit from new discoveries as quickly as possible," said David A. Pearce, PhD, president of innovation and research at Sanford Health. "Working with SAB Biotherapeutics on this clinical trial gives us an opportunity to deliver on our promise to patients."

"We are eager to participate in this clinical trial to investigate the safety of SAB-185, a human polyclonal antibody therapeutic candidate for COVID-19," said Dr. Susan Hoover, principal investigator and an infectious disease physician at Sanford Health. "Our goal is to advance the science around COVID-19 so physicians can be better prepared to treat this novel coronavirus in the future, especially for our populations most at-risk."

SAB's novel platform, which leverages genetically engineered cattle to produce fully human antibodies, enables scalable and reliable production of specifically targeted, high potency neutralizing antibody products. This approach has expedited the rapid development of this novel immunotherapy for COVID-19, deploying the same natural immune response to fight the disease as recovered patients, but with a much higher concentration of antibodies.

"SAB is pleased to advance SAB-185, one of the leading novel therapeutics for COVID-19, into human trials and leverage the rapid response capabilities of our first-of-its-kind technology during this pandemic, when its needed most," said Eddie Sullivan, founder, president and CEO of SAB Biotherapeutics.

SAB is a Sioux Falls-based biopharmaceutical company advancing a new class of immunotherapies leveraging fully human polyclonal antibodies.Sanford Health is committed to taking research from the bench and bringing promising new treatments to our patients' bedside.New medical discoveries come out of hard work, innovation and research. SAB and Sanford Health are committed to developing and delivering novel solutions to overcome this global pandemic and improve people's lives.

About Sanford HealthSanford Health, one of the largest health systems inthe United States, is dedicated to the integrated delivery of health care, genomic medicine, senior care and services, global clinics, research and affordable insurance. Headquartered inSioux Falls, South Dakota, the organization includes 46 hospitals, 1,400 physicians and more than 200 Good Samaritan Society senior care locations in 26 states and 10 countries. Learn more about Sanford Health's transformative work to improve the human condition atsanfordhealth.orgorSanford Health News.

About SAB BiotherapeuticsSAB Biotherapeutics, Inc. (SAB) is a clinical-stage, biopharmaceutical company advancing a new class of immunotherapies leveraging fully human polyclonal antibodies. Utilizing some of the most complex genetic engineering and antibody science in the world, SAB has developed the only platform that can rapidly produce natural, highly-targeted, high-potency, human polyclonal immunotherapies at commercial scale. The company is advancing programs in autoimmunity, infectious diseases, inflammation and oncology. SAB is rapidly progressing on a new therapeutic for COVID-19, SAB-185, fully human polyclonal antibodies targeted to SARS-CoV-2 without using human donors. For more information visitsabbiotherapeutics.comor follow @SABBantibody on Twitter.

Media Contacts:

Angela Dejene[emailprotected](218) 280-0148

Melissa Ullerich[emailprotected](605) 695-8350

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The Brain Implants That Could Change Humanity – The New York Times

Posted: at 4:16 pm

When I asked Facebook about concerns around the ethics of big tech entering the brain-computer interface space, Mr. Chevillet, of Facebook Reality Labs, highlighted the transparency of its brain-reading project. This is why weve talked openly about our B.C.I. research so it can be discussed throughout the neuroethics community as we collectively explore what responsible innovation looks like in this field, he said in an email.

Ed Cutrell, a senior principal researcher at Microsoft, which also has a B.C.I. program, emphasized the importance of treating user data carefully. There needs to be clear sense of where that information goes, he told me. As we are sensing more and more about people, to what extent is that information Im collecting about you yours?

Some find all this talk of ethics and rights, if not irrelevant, then at least premature.

Medical scientists working to help paralyzed patients, for example, are already governed by HIPAA laws, which protect patient privacy. Any new medical technology has to go through the Food and Drug Administration approval process, which includes ethical considerations.

(Ethical quandaries still arise, though, notes Dr. Kirsch. Lets say you want to implant a sensor array in a patient suffering from locked-in syndrome. How do you get consent to conduct surgery that might change the persons life for the better from someone who cant communicate?)

Leigh Hochberg, a professor of engineering at Brown University and part of the BrainGate initiative, sees the companies now piling into the brain-machine space as a boon. The field needs these companies dynamism and their deep pockets, he told me. Discussions about ethics are important, but those discussions should not at any point derail the imperative to provide restorative neurotechnologies to people who could benefit from them, he added.

Ethicists, Dr. Jepsen told me, must also see this: The alternative would be deciding we arent interested in a deeper understanding of how our minds work, curing mental disease, really understanding depression, peering inside people in comas or with Alzheimers, and enhancing our abilities in finding new ways to communicate.

Theres even arguably a national security imperative to plow forward. China has its own version of BrainGate. If American companies dont pioneer this technology, some think, Chinese companies will. People have described this as a brain arms race, Dr. Yuste said.

Not even Dr. Gallant, who first succeeded in translating neural activity into a moving image of what another person was seeing and who was both elated and horrified by the exercise thinks the Luddite approach is an option. The only way out of the technology-driven hole were in is more technology and science, he told me. Thats just a cool fact of life.

Moises Velasquez-Manoff, the author of An Epidemic of Absence: A New Way of Understanding Allergies and Autoimmune Diseases, is a contributing opinion writer.

The Times is committed to publishing a diversity of letters to the editor. Wed like to hear what you think about this or any of our articles. Here are some tips. And heres our email: letters@nytimes.com.

Follow The New York Times Opinion section on Facebook, Twitter (@NYTopinion) and Instagram.

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Cell Suicide Gene Further Linked to Immunotherapy Response – Technology Networks

Posted: at 4:16 pm

Johns Hopkins Medicine researchers have added to evidence that a gene responsible for turning off a cells natural suicide signals may also be the culprit in making breast cancer and melanoma cells resistant to therapies that use the immune system to fight cancer. A summary of the research, conducted with mice and human cells, appeared in Cell Reports.When the gene, called BIRC2, is sent into overdrive, it makes too much, or an overexpression, of protein levels. This occurs in about 40% of breast cancers, particularly the more lethal type called triple negative, and it is not known how often the gene is overexpressed in melanomas.

If further studies affirm and refine the new findings, the researchers say, BIRC2 overexpression could be a key marker for immunotherapy resistance, further advancing precision medicine efforts in this area of cancer treatment. A marker of this kind could alert clinicians to the potential need for using drugs that block the genes activity in combination with immunotherapy drugs to form a potent cocktail to kill cancer in some treatment-resistant patients. Cancer cells use many pathways to evade the immune system, so our goal is to find additional drugs in our toolbox to complement the immunotherapy drugs currently in use, says Gregg Semenza, M.D., Ph.D., the C. Michael Armstrong Professor of Genetic Medicine, Pediatrics, Oncology, Medicine, Radiation Oncology and Biological Chemistry at the Johns Hopkins University School of Medicine, and director of the Vascular Program at the Johns Hopkins Institute for Cell Engineering.

Semenza shared the 2019 Nobel Prize in Physiology or Medicine for the discovery of the gene that guides how cells adapt to low oxygen levels, a condition called hypoxia.

In 2018, Semenzas team showed that hypoxia essentially molds cancer cells into survival machines. Hypoxia prompts cancer cells to turn on three genes to help them evade the immune system by inactivating either the identification system or the eat me signal on immune cells. A cell surface protein called CD47 is the only dont eat me signal that blocks killing of cancer cells by immune cells called macrophages. Other cell surface proteins, PDL1 and CD73, block killing of cancer cells by immune cells called T lymphocytes.

These super-survivor cancer cells could explain, in part, Semenza says, why only 20% to 30% of cancer patients respond to drugs that boost the immune systems ability to target cancer cells.

For the current study, building on his basic science discoveries, Semenza and his team sorted through 325 human genes identified by researchers at the Dana Farber Cancer Institute in Boston whose protein products were overexpressed in melanoma cells and linked to processes that help cancer cells evade the immune system.

Semenzas team found that 38 of the genes are influenced by the transcription factor HIF-1, which regulates how cells adapt to hypoxia; among the 38 was BIRC2 (baculoviral IAP repeat-containing 2), already known to prevent cell suicide, or apoptosis, in essence a form of programmed cell death that is a brake on the kind of unchecked cell growth characteristic of cancer.

BIRC2 also blocks cells from secreting proteins that attract immune cells, such as T-cells and natural killer cells.

First, by studying the BIRC2 genome in human breast cancer cells, Semenzas team found that hypoxia proteins HIF1 and HIF2 bind directly to a portion of the BIRC2 gene under low oxygen conditions, identifying a direct mechanism for boosting the BIRC2 genes protein production.

Then, the research team examined how tumors developed in mice when they were injected with human breast cancer or melanoma cells genetically engineered to contain little or no BIRC2 gene expression. In mice injected with cancer cells lacking BIRC2 expression, tumors took longer to form, about three to four weeks, compared with the typical two weeks it takes to form tumors in mice.

The tumors formed by BIRC2-free cancer cells also had up to five times the level of a protein called CXCL9, the substance that attracts immune system T-cells and natural killer cells to the tumor location. The longer the tumor took to form, the more T-cells and natural killer cells were found inside the tumor.

Semenza notes that finding a plentiful number of immune cells within a tumor is a key indicator of immunotherapy success.

Next, to determine whether the immune system was critical to the stalled tumor growth they saw, Semenzas team injected the BIRC2-free melanoma and breast cancer cells into mice bred to have no functioning immune system. They found that tumors grew at the same rate, in about two weeks, as typical tumors. This suggests that the decreased tumor growth rate associated with loss of BIRC2 is dependent on recruiting T-cells and natural killer cells into the tumor, says Semenza.

Finally, Semenza and his team analyzed mice implanted with human breast cancer or melanoma tumors that either produced BIRC2 or were engineered to lack BIRC2. They gave the mice with melanoma tumors two types of immunotherapy FDA-approved for human use, and treated mice with breast tumors with one of the immunotherapy drugs. In both tumor types, the immunotherapy drugs were effective only against the tumors that lacked BIRC2.

Experimental drugs called SMAC mimetics that inactivate BIRC2 and other anti-cell suicide proteins are currently in clinical trials for certain types of cancers, but Semenza says that the drugs have not been very effective when used on their own.

These drugs might be very useful to improve the response to immunotherapy drugs in people with tumors that have high BIRC2 levels, says Semenza.Reference: Samanta D, Huang TYT, Shah R, Yang Y, Pan F, Semenza GL. BIRC2 Expression Impairs Anti-Cancer Immunity and Immunotherapy Efficacy. Cell Rep. 2020;32(8). doi:10.1016/j.celrep.2020.108073

This article has been republished from the following materials. Note: material may have been edited for length and content. For further information, please contact the cited source.

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Effective cancer immunotherapy further linked to regulating a cell ‘suicide’ gene – Science Codex

Posted: at 4:16 pm

Johns Hopkins Medicine researchers have added to evidence that a gene responsible for turning off a cell's natural "suicide" signals may also be the culprit in making breast cancer and melanoma cells resistant to therapies that use the immune system to fight cancer. A summary of the research, conducted with mice and human cells, appeared Aug. 25 in Cell Reports.

When the gene, called BIRC2, is sent into overdrive, it makes too much, or an "overexpression," of protein levels. This occurs in about 40% of breast cancers, particularly the more lethal type called triple negative, and it is not known how often the gene is overexpressed in melanomas.

If further studies affirm and refine the new findings, the researchers say, BIRC2 overexpression could be a key marker for immunotherapy resistance, further advancing precision medicine efforts in this area of cancer treatment. A marker of this kind could alert clinicians to the potential need for using drugs that block the gene's activity in combination with immunotherapy drugs to form a potent cocktail to kill cancer in some treatment-resistant patients."Cancer cells use many pathways to evade the immune system, so our goal is to find additional drugs in our toolbox to complement the immunotherapy drugs currently in use," says Gregg Semenza, M.D., Ph.D., the C. Michael Armstrong Professor of Genetic Medicine, Pediatrics, Oncology, Medicine, Radiation Oncology and Biological Chemistry at the Johns Hopkins University School of Medicine, and director of the Vascular Program at the Johns Hopkins Institute for Cell Engineering.

Semenza shared the 2019 Nobel Prize in Physiology or Medicine for the discovery of the gene that guides how cells adapt to low oxygen levels, a condition called hypoxia.

In 2018, Semenza's team showed that hypoxia essentially molds cancer cells into survival machines. Hypoxia prompts cancer cells to turn on three genes to help them evade the immune system by inactivating either the identification system or the "eat me" signal on immune cells. A cell surface protein called CD47 is the only "don't eat me" signal that blocks killing of cancer cells by immune cells called macrophages. Other cell surface proteins, PDL1 and CD73, block killing of cancer cells by immune cells called T lymphocytes.

These super-survivor cancer cells could explain, in part, Semenza says, why only 20% to 30% of cancer patients respond to drugs that boost the immune system's ability to target cancer cells.

For the current study, building on his basic science discoveries, Semenza and his team sorted through 325 human genes identified by researchers at the Dana Farber Cancer Institute in Boston whose protein products were overexpressed in melanoma cells and linked to processes that help cancer cells evade the immune system.

Semenza's team found that 38 of the genes are influenced by the transcription factor HIF-1, which regulates how cells adapt to hypoxia; among the 38 was BIRC2 (baculoviral IAP repeat-containing 2), already known to prevent cell "suicide," or apoptosis, in essence a form of programmed cell death that is a brake on the kind of unchecked cell growth characteristic of cancer.

BIRC2 also blocks cells from secreting proteins that attract immune cells, such as T-cells and natural killer cells.

First, by studying the BIRC2 genome in human breast cancer cells, Semenza's team found that hypoxia proteins HIF1 and HIF2 bind directly to a portion of the BIRC2 gene under low oxygen conditions, identifying a direct mechanism for boosting the BIRC2 gene's protein production.

Then, the research team examined how tumors developed in mice when they were injected with human breast cancer or melanoma cells genetically engineered to contain little or no BIRC2 gene expression. In mice injected with cancer cells lacking BIRC2 expression, tumors took longer to form, about three to four weeks, compared with the typical two weeks it takes to form tumors in mice.

The tumors formed by BIRC2-free cancer cells also had up to five times the level of a protein called CXCL9, the substance that attracts immune system T-cells and natural killer cells to the tumor location. The longer the tumor took to form, the more T-cells and natural killer cells were found inside the tumor.

Semenza notes that finding a plentiful number of immune cells within a tumor is a key indicator of immunotherapy success.

Next, to determine whether the immune system was critical to the stalled tumor growth they saw, Semenza's team injected the BIRC2-free melanoma and breast cancer cells into mice bred to have no functioning immune system. They found that tumors grew at the same rate, in about two weeks, as typical tumors. "This suggests that the decreased tumor growth rate associated with loss of BIRC2 is dependent on recruiting T-cells and natural killer cells into the tumor," says Semenza.

Finally, Semenza and his team analyzed mice implanted with human breast cancer or melanoma tumors that either produced BIRC2 or were engineered to lack BIRC2. They gave the mice with melanoma tumors two types of immunotherapy FDA-approved for human use, and treated mice with breast tumors with one of the immunotherapy drugs. In both tumor types, the immunotherapy drugs were effective only against the tumors that lacked BIRC2.

Experimental drugs called SMAC mimetics that inactivate BIRC2 and other anti-cell suicide proteins are currently in clinical trials for certain types of cancers, but Semenza says that the drugs have not been very effective when used on their own.

"These drugs might be very useful to improve the response to immunotherapy drugs in people with tumors that have high BIRC2 levels," says Semenza.

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Is Lab-Grown Meat Healthy and Safe to Consume? – One Green Planet

Posted: at 4:16 pm

It goes by many names: cultured, in vitro, cell-based, cultivated, lab-grown meat, etc. As the names imply, it is a meat alternative made in a lab via animal cells and a cultured medium, like fetal bovine serum or a proprietary mix of sugars and salts. Several companies around the world are promoting this new technique as a way to cultivate a meat alternative that is supposedly cleaner and safer than traditional meat.

(We are only looking at those products that culture cells taken from animals into a new meat-like formulation. There are many other products that culture plant, fungi, or algal cells into a meat substitute, but we are not reviewing them here.)

29 companies are planning to bring lab-cultured meat to market in the form of chicken, beef, pork, seafood, pet food, and beyond. These companies include Memphis Meats, Aleph Farms, Mosa Meat, Meatable, SuperMeat, and Finless Foods. These companies are backed by huge investments from meat industry corporations (Cargill and Tyson), venture capitalist firms (Blue Yard Capital, Union Square Ventures, S2G Ventures, and Emerald Technology Ventures), and billionaires (such as Bill Gates and Richard Branson).

While the hype is certainly there, is lab-cultured meat actually better? Its proponents tout it as an environmentally responsible, cruelty-free, and antibiotic-free alternative to current meat production. While the goal of producing sustainable meat without killing animals is admirable, lab-cultured meat is in its infancy and the science behind the production methods requires more scrutiny.

Of particular concern is the genetic engineering of cells and their potential cancer-promoting properties. To be able to better assess whether the products are being produced by methods that involve genetic engineering and use genetic constructs (called onco-genes, typically used to make stem cells keep growing; this is not a problem for lab experiments, but could be for food products) that might encourage cancer cells, we need more information on how the cells are engineered and kept growing. Many of the companies are claiming this information is confidential and a business secret. These companies are not yet patenting their production processes wherein this information would be more fully disclosed. Some suggest that the production will follow the FDA cell culture guidelines, but theFDAs cell culture guidelines do not apply to this because theyre not designed for food.

To produce lab-cultured meat, many producers extract animal cells from living animals. This is typically done via biopsy, a painful and uncomfortable procedure that uses large needles. If a company could scale up with this method, it would require a consistent supply of animals from which to acquire cells and innumerable painful extractions. To make the cell-based product more consistent, the producer may biopsy the same animal many times for the cells that growing meat requires.

Growing animal cells (typically muscle cells) also requires a growth medium. When lab-cultured meat production first began, companies depended on fetal bovine serum (FBS) as a growth medium. Producing FBS involves extracting blood from the fetus of a pregnant cow when the cow is slaughtered.

Given its high cost, it appears that FBS is usually only used during small-scale lab trials. Additionally, increasing production capacity using FBS comes with its own set of concerns. Even disregarding the high cost of FBS, non-genetically engineered animal muscle cells only proliferate or increase to a certain degree. In order to overcome this limitation, large companies such as Mosa Meats and Memphis Meats claim theyve found an FBS alternative that does not involve animals along with an effective way to expand production. For Memphis Meats, this process involves the utilization of abioreactor and the creation of immortal cell lines.

Curious about how we make our Memphis Meat? See below! #sogood pic.twitter.com/co5d7OY0bI

Memphis Meats (@MemphisMeats) May 8, 2018

These companies are using a bioreactor essentially a very large vessel for containing biological reactions and processes to implement a scaffold-based system to grow meat, which uses a specific structure for cells to grow on and around. The scaffolding helps the cells differentiate into a specific meat-like formation. Researchers cite using cornstarch fibers, plant skeletons, fungi, and gelatin as common scaffold materials. Instead of animal muscle cell precursors (otherwise known as myosatellites), researchers have been using cultured stem cells. This distinction is important because extracted muscle cells will only proliferate to a certain extent. Companies are trying cultured stem cells as an alternative type of cell(s) that could proliferate exponentially so that they could scale up production, and later differentiate the cells into the various cell types that make up animal meat (muscle, fat, and blood cells) in a bioreactor.

In this process, the stem cells still come from animals or animal embryos, but what differentiates the two methods is that in the scaffold-based system, the cells can be genetically engineered to proliferate indefinitely. These cells are otherwise known as pluripotent (which make many kinds of cells, like stem cells) or totipotent (which make every kind of cell, as do embryos). This would greatly expand a companys capacity to make lab-cultured meat, but the methods by which companies make these cells proliferate come with human health and food safety ramifications.

While the FDA has previously reviewed enzymes, oils, algal, fungal, and bacterial products grown in microorganisms, these new animal cell-cultured products are much more complicated in structure and require a more thorough review. The scale required for making lab-cultured meat feasible for mass consumption will be the largest form of tissue engineering to exist and could introduce new kinds of genetically engineered cells into our diets. Further research will also be needed to conrm or dispel uncertainties over various potential safety issues. Candidate topics for research include the safety of ingesting rapidly growing genetically-modied cell lines, as these lines exhibit the characteristics of a cancerous cell which include overgrowth of cells not attributed to the original characteristics of a population of cultured primary cells. If lab-cultured meat enters the market, there are several human health concerns associated with this new production method, specifically that these genetically-modified cell lines could exhibit the characteristics of a cancerous cell.

While these companies dont disclose much to the public about their processing methods, their public patents reveal the creation of oncogenic, or cancer-causing, cells.A Memphis Meats patent on the creation of modified pluripotent cell lines involves the activation or inactivation of various proteins responsible for tumor suppression. Another patent from JUST Inc. describes the utilization of growth factors as part of its growth medium. This process could promote the development of cancer-like cells in lab-cultured meat products. Additionally, it is possible certain growth factors can be absorbed in the bloodstream after digestion.

If they are using stem cells, cell-based meat companies need to pay attention to the risk of cancer cells emerging in their cultures. A research team from the Harvard Stem Cell Institute (HSCI), Harvard Medical School (HMS), and the Stanley Center for Psychiatric Research at the Broad Institute of MIT and Harvard has found that as stem cell lines grow in a lab environment, they often acquire mutations in the TP53 (p53) gene, an important tumor suppressor responsible for controlling cell growth and division. Their research suggests that inexpensive genetic sequencing technologies should be used by cell-based meat companies to screen for mutated cells in stem cell cultures so that these cultures can be excluded.

Cancer-causing additives are prohibited in our food supply under the Delaney Clauses in the 1958 Food Additive Amendments and the 1960 Color Additive Amendments to the Federal Food, Drug, and Cosmetic Act (FFDCA). These new rapidly growing cell lines might be considered color additives if they are being used to produce the color in the meat. The federal statutes regulating meat also prohibit the selling of animals with symptoms of illness, such as cancerous cells in meat. Regardless, all of these new ways of making cells that continue to grow or differentiate should require a safety assessment to determine if they contain cancerous cells before they can be sold.

In describing the scaffolding and growth media being used, lab-cultured meat companies need to be fully transparent about what ingredients theyre using. During the above-mentioned industry nonprofits presentation, the presenter suggested the growth media could be composed of a variety of different ingredients like proteins, amino acids, vitamins, and inorganic salts classified under the GRAS (Generally Recognized As Safe) process that allows companies to do their own testing and not submit to a new FDA food additive review. Since companies are not required to fully disclose the composition of their scaffolding or growth media, potentially exposing consumers to novel proteins and allergens, the new mixture of ingredients should be reviewed under a full FDA supervised food additive review, not GRAS.

Another major issue associated with processing methods using cell lines and/or culture medium is contamination. Unlike animals, cells do not have a fully functioning immune system, so there is a high likelihood of bacterial or fungal growth, mycoplasma, and other human pathogens growing in vats of cells. While lab-cultured meat companies emphasize that this type of meat production would be more sterile than traditional animal agriculture, its unknown how that is true without the use of antibiotics or some other pharmaceutical means of pathogenic control.

Based on commentary from various companies, antibiotic usage across the industry is still very unclear. While the industrys promoters have outlined many uses for antibiotics in lab-grown meat production in preventing contamination, they have not disclosed the amount of antibiotics being used in the various processes. Instead, they suggest that because mass production of lab-grown meat will be done in an industrial rather than lab setting, with bioreactors and tanks, there will be higher safety oversight than in medical labs. It is suggested that the many preventative measures in the industry will maintain a sterile boundary and deter antibiotic use in production. It remains a question of how a food production plant would be more sterile than a medical lab.

Some companies, such as Memphis Meats claim they are genetically engineering cell lines to be antibiotic-resistant, which would suggest they plan on using antibiotics, but dont want their meat cells to be affected. Problems with bacterial and viral contamination plague medical cell culture, so they generally use antimicrobials. Still, any large-scale production that requires antibiotic use even if just for a short-term duration should require such lab-cultured meat undergo even stricter USDA drug residue testing, pathogen testing, and FDA tolerance requirements than conventionally-produced meat. Many other companies claim they dont plan to use antibiotics in expanded production which begs the question, in addition to supposed sterile bioreactors, are they using other undisclosed processes to prevent contamination? For example, Future Meat Technologies describes the use of a special resin to remove toxins.

The companies have also not disclosed plans for how they will dispose of the toxins from bioreactors, scaffolding, and culture media like growth factors/hormones, differentiation factors, often including fetal calf serum or horse serum, and antimicrobials (commonly added to cultured cells to prevent bacterial and fungal contamination, particularly in long-term cultures). In conventionally-produced meat, animals dispose of these toxins in their urine and feces. If companies cant find a way for this meat to dispose of these toxins, they could potentially build up within the meat itself. Given the lack of clarity of these companies and their processes, there must be continuous monitoring of the cell lines and growth media/bioreactor for contaminants and some sort of standardization established across the industry to ensure safety.

The industry is new and the exact production process and inputs needed for large-scale, lab-cultured meat production are unknown (or not being disclosed by the companies). It is the responsibility of both FDA and USDA to ensure that all inputs used in production and the final product are safe for human and animal consumption. These agencies must ensure that lab-cultured meat is labeled appropriately, including if any of the product ingredients are genetically modified or if the ingredients are produced using unmodified cells from animals. These agencies must also ensure that this product doesnt introduce new allergens into the food supply, that any hormones or antibiotics used are not found at unsafe levels in the final product, and that the product doesnt contain any compounds or oncogenic (cancer-causing) cells that have not been approved for use in food.

Lab-cultured meat should not be allowed to use the Generally Recognized As Safe (GRAS) regulatory loophole wherein companies can hire their own experts to evaluate their products, often in secret without any notice to the public or FDA. GRAS is an inappropriate designation because the consensus among knowledgeable experts regarding the safety of lab-cultured meat does not yet exist. Instead, FDA should require that lab-cultured meat products be regulated more thoroughly as food additives. Meat companies should submit complete food additive petitions for each of the novel ingredients used to produce these meats as well as a final food approval petition for the entire product. The production facilities, like all meat processing plants, should then have USDA inspectors on-site monitoring the process and inspecting the meat. The USDA announced in August that it will start the process of developing regulations for these new kinds of meat. Adequate regulation will be necessary to address the concerns raised in this blog.

Overall, due to the novel nature of lab-cultured meat, the lack of transparency from the companies involved, and the myriad potential health risks to consumers, rigorous regulation of this product is vitally important. Join Center for Food Safetys mailing list to protect your right to safe food HERE >>

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Is Lab-Grown Meat Healthy and Safe to Consume? - One Green Planet

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