Why We Sleep: Science of Sleep & Dreams | Matthew Walker | Talks at Google
DMM英会話の予習 睡眠
One example of how sleep can help regulate emotion occurs in the amygdala. This part of the brain, located in the temporal lobe, is in charge of the fear response. It’s what controls your reaction when you face a perceived threat, like a stressful situation.
When you get enough sleep, the amygdala can respond in a more adaptive way. But if you’re sleep-deprived, the amygdala is more likely to overreact.
Research shows that sleep and mental health are intertwined. On the one hand, sleep disturbances can contribute to the onset and progression of mental health issues, but on the other hand, mental health issues can also contribute to sleep disturbances.
Déjà vu is a sense of having already seen something you're currently seeing or experiencing—coupled with knowing you haven’t actually seen it, which is why it catches many people so off guard. It is thought to be the equivalent of a small brain “glitch,” with two streams of thought colliding. The phrase literally translated from French to mean “already seen.”
It is an incredibly common experience; something upwards of 97% of people are thought to have experienced déjà vu at least once, with more than two-thirds of people experiencing it with some regularity.
St. Augustine, an ancient philosopher, first referred to the concept of déjà vu in 400 AD as “false memoriae,” but French philosopher Emile Boirac was the first to use the term déjà vu in 1890. The first use of the phrase in the scientific world was from F.L. Arnaud, a neurologist who proposed to use it at a meeting of the Societe Medico-Psychologique.
Early research showed promise for déjà vu to be a sign that helped doctors diagnose epilepsy, but more recent research has shown it may be a matter of perception or memory.
通常「Go」と「Travel」は一緒に使われることがありません。 ... 「旅行に行く」のニュアンスで、どうしてもGoと合わせて言いたい場合は、travelではなくtripが使われます。 Go on a trip あるいは Take/Make a trip が英語での「旅行に行く」の一般的表現になります。
引用元:saewataru.hatenablog.com › entry
そういう中で、怒涛のように流れてくる「GoToキャンペーン」という文字列を見ているうちに、頭がおかしくなっ ... そもそも日本政府のその奇妙な英語もどきの go to travel という表現自体がおかしいので
Humanity has reached its peak and is now probably in its downfall, according to major new research.
People have long thought of human development as one long process of improvement, going on forever. But we are now running up against the limits of how good we can be, say scientists – and most likely we'll now just begin to fall again.
人類はピークに達して、現在文明のレベルは後退を始めている。
The major research review looked at 120 years of data and found that there appears to be limits on our characteristics, like when we die, how tall we can be and how strong we are. We are pushing up against those limits now, the research suggests.
What's more, the ways that we are changing our environment – including through global warming – is probably going to pull those limits down and force humanity into a decline, the researchers said.
For a long time, humanity has looked to be improving. Sprinting speeds that once seemed impossible are now commonplace, for instance, and the record for oldest person in the world is often being broken.
But with time, we'll probably see fewer world records being broken, the new research suggests, and little development in how old the oldest people are. More people might reach those peaks of performance, but the peaks will get no higher, the research published in the journal Frontiers in Psychology found.
"These traits no longer increase, despite further continuous nutritional, medical, and scientific progress. This suggests that modern societies have allowed our species to reach its limits. We are the first generation to become aware of this" said Jean-François Toussaint from Paris Descartes University, France.
Some of those limits now appear to be falling. And it is in large part because of changes we are making to our environment, said Professor Toussaint.
"This will be one of the biggest challenges of this century as the added pressure from anthropogenic activities will be responsible for damaging effects on human health and the environment." he said in a statement. "The current declines in human capacities we can see today are a sign that environmental changes, including climate, are already contributing to the increasing constraints we now have to consider.
"Observing decreasing tendencies may provide an early signal that something has changed but not for the better. Human height has decreased in the last decade in some African countries; this suggests some societies are no longer able to provide sufficient nutrition for each of their children and maintain the health of their younger inhabitants."
var m11RPGwj_data = new m11RPGwj_GameData(); var m11RPGwj_playerStatus = new m11RPGwj_GameStatus(); var m11RPGwj_systemStatus = new m11RPGwj_SystemStatus(); var m11RPGwj_config = new Object(); var m11RPGwj_loadDataList; var m11RPGwj_resManager = new m11RPGwj_ResourceManager();
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テトリスのソースコード
var BLOCK_SIZE = 24; // 1ブロックのサイズ var BLOCK_RAWS = 22; // ステージの高さ(20ライン分をステージとして使用し、上下1ラインはあたり判定とブロックコピー用に使用) var BLOCK_COLS = 12; // ステージの幅 var SCREEN_WIDTH = BLOCK_SIZE * BLOCK_COLS; // キャンバスの幅 var SCREEN_HEIGHT = BLOCK_SIZE * BLOCK_RAWS; // キャンバスの高さ // ゲームの状態 var GAME = 1; // ゲーム中 var GAMEOVER = 0; // ゲームオーバー時 var EFFECT = 2; // ブロックを消すときのエフェクトモード // ブロックの状態 var NON_BLOCK = 0; // ブロックが存在しない var NORMAL_BLOCK = 1; // 通常のブロック(動かせる) var LOCK_BLOCK = 2; // ロックした(動かせない)ブロック var CLEAR_BLOCK = 3; // 消去するブロック(1ライン揃ったとき) var WALL = 9; // 壁 // エフェクト var EFFECT_ANIMATION = 2; // エフェクト時のちかちかする回数 // 色 var BACK_COLOR = "#ddd"; // 背景色 var GAMEOVER_COLOR = "#fff"; // ゲームオーバー時のブロックの色 var BLOCK_COLOR = "#000"; // 操作ブロックの色 var LOCK_COLOR = "#333"; // ロックしたブロックの色 var WALL_COLOR = "#666"; // 壁の色 var ERROR_COLOR = "#f00"; // エラーブロックの色 var EFFECT_COLOR1 = "#fff"; // エフェクト時の色1 var EFFECT_COLOR2 = "#000"; // エフェクト時の色2 // ゲーム要素 var NEXTLEVEL = 10; // 次のレベルまでの消去ライン数
/* * グローバル変数 */ var canvas = null; // キャンバス取得 var g = null; // コンテキスト取得 var stage = new Array(BLOCK_COLS); // ゲームのステージ枠(壁の情報のみ、変化しない) var field = new Array(BLOCK_COLS); // ゲーム中のステージ枠とブロック表示用(変化する) var bs; // ブロックサイズ var speed; // 落下速度 var frame; // ゲームフレーム番号 var block = new Array(); // 落ちてくるブロックの種類(7種類) var oBlock = new Array(); // 操作中のブロック var blockType; // ブロックの種類番号 var x, y; // ブロックの現在位置 var sx, sy; // ブロックの元位置 var mode; // ゲームの状態 GAME/GAMEOVER/EFFECT var timer1; // ゲームループ用のタイマー var FPS; // 描画書き換え速度 var clearLine; // 消去したライン数 // エフェクト時(色の反転/エフェクトスピード/エフェクト回数) var effectState = {flipFlop: 0, speed: 0, count: 0};