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The Oxford Research Group has published “Beyond Terror: The Truth About the Real Threats to Our World”. The report focus on the disproportionate attention given to terrorism compared to the imminent threat from environmental degradation. The report looks at climate change, competition over resources, “marginalisation of the majority world” and global militarisation.

Read the entire report here.

Carnegie Mellon researchers Keith Florig and Baruch Fischhoff offer simple, practical advice: on whether it is worth citizens’ time to stock supplies needed for a home shelter, how urgently should one seek shelter following a nearby nuclear detonation, and how long should survivors remain in a shelter after the radioactive dust settles.


“A number of emergency-management organizations recommend that people stock their homes with a couple dozen categories of emergency supplies,” said Florig of Carnegie Mellon’s engineering and public policy department. “We calculated that it would cost about $240 per year for a typical family to maintain such a stock, including the value of storage space and the time needed to tend to it.”

Their research also suggests that many families who could afford to follow the stocking guidelines might think twice about whether the investment was really worth it, given the low probability that stocked supplies would actually be used in a nuclear emergency.

They advocate simple rules for minimizing risk based on how far people are from the blast. If you are within several miles of the blast, there will be no time to flee and you will have only minutes to seek shelter. If you are 10 miles [downwind] from the blast, you will have 15 to 60 minutes to find shelter, but not enough time to reliably flee the area before the fallout arrives,” said Florig.

However, the prior advice would suggest that if you are 10 miles from the blast that you could move perpendicular to the direction of the fallout plume and get out of the way in under 15 minutes. Needing to move one mile for smaller bombs. So I would think 10–20 miles downwind is a judgement call, but 25 miles you should be able to get out of the way of the fallout plume.

Cities that quickly closed schools and discouraged public gatherings had fewer deaths from the great flu pandemic in 1918 than cities that did not, researchers reported on Monday. Experts agree that a pandemic of some virus, most likely influenza, is almost 100 percent certain. What is not certain is when it will strike and which virus it will be.

In Kansas City, no more than 20 people could attend weddings or funerals. New York mandated staggered shifts at factories. In Seattle, the mayor told people to wear face masks.

No single action worked on its own, the researchers found, it was the combination of measures that saved lives. Peak death rates can be 50% to eight times lower. St. Louis authorities introduced “a broad series of measures designed to promote social distancing” as soon as flu showed up. Philadelphia downplayed the 1918 flu.

Philadelphia ended up with a peak death rate of 257 people per 100,000 population per week. St. Louis had just 31 per 100,000 at the peak.

No good vaccine would be available for months, and drugs that treat influenza are in very short supply.

So experts are looking at what they call non-pharmacologic interventions — ways to prevent infection without drugs. They hope this can buy time while companies make and distribute vaccines and drugs.

Because the virus is spread by small droplets passed within about three feet (1 meter) from person to person, keeping people apart is considered a possible strategy.

The U.S. government flu plan calls for similar measures, including allowing employees to stay home for weeks or even months, telecommuting and closing schools and perhaps large office buildings.

The Lifeboat Foundation has a bioshield project

Here at the Lifeboat Foundation, we are pondering a website redesign. Are there any professional web designers in the audience who might be able to devote some evening/weekend time to brainstorming possible improvements and implementing them? If so, please get in contact with me via email.

Here is a small banner to put on your site if you want to link to us:

And one more:

Also, we are looking for any graphic artists to help with ads and the like.

Thanks for your help!

Never underestimate the power of a “do-over.”

Video gamers know exactly what I’m talking about: the ability to face a challenge over and over again, in most cases with a “reset” of the environment to the initial conditions of the fight (or trap, or puzzle, etc.). With a consistent situation and setting, the player is able to experiment with different strategies. Typically, the player will find the approach that works, succeed, then move on to the next challenge; occasionally, the player will try different winning strategies in order to find the one with the best results, putting the player in a better position to meet the next obstacle.

Real life, of course, doesn’t have do-overs. But one of the fascinating results of the increasing sophistication of virtual world and game environments is their ability to serve as proxies for the real world, allowing users to practice tasks and ideas in a sufficiently realistic setting that the results provide useful real life lessons. This capability is based upon virtual worlds being interactive systems, where one’s actions have consequences; these consequences, in turn, require new choices. The utility of the virtual world as a rehearsal system is dependent upon the plausibility of the underlying model of reality, but even simplified systems can elicit new insights.

The classic example of this is Sim City (which I’ve written about at length before), but with the so-called “serious games” movement, we’re seeing the overlap of gaming and rehearsal become increasingly common.

The latest example is particularly interesting to me. The United Nations International Strategy for Disaster Reduction group has teamed up with the UK game design studio Playerthree to create the Flash-based “Stop Disasters” game. The goal of the game is to reduce the harmful results of catastrophic natural events — the disaster that gets stopped isn’t the event itself, but its impact on human life.

The game mechanisms are fairly straightforward. The player chooses what kind of disaster is to be faced (earthquake, hurricane, tsunami, wildfire or flood), then has a limited amount of time to prepare for the inevitable. The player can build new buildings, retrofit or demolish old ones, install appropriate defensive infrastructure (such as mangroves along tsunami-prone shorelines or firebreaks around water towers), institute preparedness training, install sirens and evacuation signs, and so forth — all with a limited budget, and with ancillary goals that must be met for success, such as building schools and hospitals for community development, or bringing in hotels for local economic support.

Once the money is spent (or the time runs out), the preordained disaster strikes, and the player gets to see whether his or her choices were the right ones. At the easy level, there’s generally enough money to protect the small map and limited population; at the harder levels, the player must make difficult choices about who and what to save. The overall complexity reminds me of the very first version of Sim City, but don’t take that as a criticism: the first Sim City arguably offered the clearest demonstration of urban complexity of the four versions, in large measure because of its spartan interface and simplicity.

Stop Disasters is billed as a children’s game, and it’s true that the folks at Architecture for Humanity aren’t going to use it for planning purposes. That’s not the goal, of course. This isn’t a rehearsal tool for the people who have to plan for disasters, but for the people who have to live with that planning — and those people who will choose to help their communities during large-scale emergencies.

I suspect that there would be an audience for a more complex version of Stop Disasters, one which puts more demands on the player to accommodate citizen needs. It’s a bit too easy to simply demolish old buildings rather than retrofit them in the UN/ISDR game, for example, and I would love to see more economic tools. I’d also like to see a wider array of disasters, beyond the short, sharp, shock events of quakes and storms. What would a Stop Disaster global warming scenario look like, for example — not trying to prevent climate change, but to deal with its consequences?

If we really want to get our hands dirty, we’d need to build up Stop Disasters scenarios for the advent of molecular manufacturing, self-aware artificial intelligence, global pandemic, peak oil and asteroid strikes.

Not because such games would tell us what we should do, but because they’d help us see how our choices could play out — and, more importantly, they’d remind us that our choices matter.

Mathematician and science fiction author Vernor Vinge, who coined the term “Singularity”, is an advocate of the Lifeboat Foundation’s mission: get some people off the Earth and get them self-sustaining as soon as possible, as an insurance policy against existential risk. In his “What if the Singularity does not happen?” talk for the Long Now Foundation in San Francisco, Vinge calls the continuing pursuit of space under current-day launch costs as a “sham”:

Well, launch to LEO still runs $5000 to $10000/kg. As far as I can tell, the new Vision for Space Exploration will maintain these costs. This approach made some sense in 1970, when we were just beginning and when initial surveys of the problems and applications were worth almost any expense. Now, in the early 21st century, these launch costs make talk of humans-in-space a doubly gold-plated sham:

    • First, because of the pitiful limitations on delivered payloads, except at prices that are politically impossible (or are deniable promises about future plans).
    • Second, because with these launch costs, the payloads must be enormously more reliable and compact than commercial off-the-shelf hardware — and therefore enormously expensive in their own right.

I believe most people have great sympathy and enthusiasm for humans-in-space. They really “get” the big picture. Unfortunately, their sympathy and enthusiasm has been abused.

Humankind’s presence in space is essential to long-term human survival.

That is why I urge that we reject any major humans-in-space initiative that does not have the prerequisite goal of much cheaper (at least by a factor of ten) access to space.

We at Lifeboat Foundation wholeheartedly agree. A self-sustaining space station, which could weigh thousands or even millions of tons (the International Space Station weighs 235 tons), must be built out of components either harvested in space or launched for costs less than an order of magnitude than the current costs. We’re coming to a point in history where these expensive launches are just a waste. Why invest billions in going to Mars when we can’t even get out of our own atmosphere for anything less than millions of dollars? We have to put investment towards better approaches to launch. Superconducting maglev or mass driver approaches likely hold the key.

Via the Global Security Newswire:

WASHINGTON — The United Kingdom announced today that it had finished destroying thousands of decades-old chemical weapons (see GSN, June 6, 2002).

The elimination of the last known “legacy” munitions containing agents such as sulfur mustard and phosgene is in keeping with the nation’s obligations under the Chemical Weapon Convention, a Defense Ministry spokesman said.

The British military began using chemical weapons in World War I, and maintained an offensive program until 1956. The Porton Down research facility was already regularly destroying weapons when the treaty entered into force in the United Kingdom in 1997. A total of 7,000 munitions have been destroyed since 1989, with work ending on March 7.

The 3,812 weapons eliminated at Porton Down over the last decade were recovered individually or in small numbers from existing or former military sites. Most dated from 1939 to 1945, The Herald newspaper reported. The artillery and mortar shells were “rusty, old, they couldn’t be used,” the Defense Ministry spokesman said.

Some weapons were drained of agent and then incinerated, while others were detonated if they were found not to contain any dangerous substances. The entire project cost nearly $20 million.

Though chemical weapons are not really an existential threat today, when combined with nanotechnological delivery vectors they could become effective across incredible ranges. Relinquishment of chemical weapons is also proof that nations are willing to give up a class of weapons when it is this inhumane.

Using maps of population density, the researchers charted the places likely to suffer the most casualties from asteroids. As might be expected, countries with large coastal populations turned out to be most vulnerable, with China, Indonesia, India, Japan and the US in the top five spots.

The team focused on smaller asteroids because they hit the Earth more frequently. An asteroid a few hundred metres across hits the planet about once every 10,000 years, on average, while those larger than 1 kilometre hit only every 100,000 years or so. Small asteroids are also harder to spot. They considered a range of impact energies corresponding to asteroids between 100 and 500 metres across, striking with typical solar system speeds of about 20,000 kilometres per second.


Simulations show the asteroid impact locations that would produce the most casualties in red. The Pacific coast of Asia is a particularly deadly place for an asteroid to strike because of tsunamis, while a direct strike on some densely populated inland areas could also cause a heavy toll (Illustration: Nick Bailey et al/University of Southampton)

The US faced the worst potential economic losses, since it has a lot of infrastructure on coastlines facing two different oceans. China was second, followed by Sweden, Canada, and Japan.

The Lifeboat asteroid shield project helps to address these risks and Tsunami warning and response systems would also help mitigate loss of life from ocean impacts.

From Physorg.com:

New Mexico’s governor Bill Richardson worked with the southwest desert state’s legislature to secure 33 million dollars for the final design of “Spaceport America,” the world’s first commercial spaceport.

Now the voters in the Dona Ana County municipality where the project is to be located will weigh in, in a referendum scheduled for April 3 on a new sales tax to fund the project.

If Spaceport America meets with voter approval, a maiden space voyage is expected in two to three years. If passed, the new tax would add 25 cents to a 100-dollar purchase, bringing in about 6.5 million dollars per year.

The project cleared a first hurdle earlier this month, garnering broad support from local lawmakers.

“The legislature gave its unanimous support to move forward aggressively with the spaceport,” said Rick Homans, chairman of the New Mexico Spaceport Authority, in a statement.

“They have given us the green light to put all systems ‘Go,’” he said.

New Mexico officials acknowledge being swept up in something of a space race in their bid to be the world’s first functioning spaceport.

Race away! It’s about time that the action in the private spaceflight sector is really picking up. The more players, the more competition, the more progress! Although launch costs are about $5,000/lb. at present, efforts like this will push costs down to $1,000/lb., and then to $500/lb. and below, far sooner than many people think!

Despite bringing us “pollution free” power, one of the unfortunate side effects from the nuclear age is radioactive waste. This deadly byproduct has the power of not only destroying the land around it in our present age, but for thousands of years into the future.

Although there have been various discussions on how to “deal” with this deadly waste product, it seems that some Israeli scientists have found an ingenious way of not only removing it but providing an incentive along the way.

(Israel 21st Century) “It also makes a good recyclable material for building and paving roads,” he assures them. Earlier, Shrem told ISRAEL21c that EER can take low-radioactive, medical and municipal solid waste and produce from it clean energy that “can be used for just about anything.”

Using a system called plasma gasification melting technology (PGM) developed by scientists from Russia’s Kurchatov Institute research center, the Radon Institute in Russia, and Israel’s Technion Institute — EER combines high temperatures and low-radioactive energy to transform waste.

“We go up to 7,000 degrees centigrade and end at 1,400 centigrade,” says Moshe Stern, founder and president of the Ramat Gan-based company.

Shrem adds that EER’s waste disposal rector does not harm the environment and leaves no surface water, groundwater, or soil pollution in its wake.

What makes this technology really impressive is the cost factor compared to the current methods of dealing with nuclear waste. In order to keep citizens out of harms way, governments were forced to bury this material at a price tag of $30,000 a ton.

Moshe Stern’s technology on the other hand can permanently remove this deadly byproduct for about $3,000 a ton! Already countries like Ukraine seem very interested in using this technology to dispose of their wastes, and hopefully Stern’s invention will be used by other nations as well (as the less of a mess we can leave the future generation, the better off we will be).

Originally published on IsraGood and republished here for your enjoyment.