A transatlantic tunnel is a theoretical tunnel that would span the Atlantic Ocean between North America and Europe possibly for such purposes as mass transit. Many variations of the concept exist, including a tube above the seabed, a tunnel beneath the ocean floor, or some combination of the two.
Some proposals envision technologically advanced trains reaching speeds of 500 to 8,000 km/h (310 to 5,000 mph). The main barriers to constructing such a tunnel are cost with estimates of between $175 billion to $12 trillion as well as the limits of current materials science. Additionally, existing major tunnels, such as the Channel Tunnel and Seikan Tunnel in Japan, despite using less expensive technology than any yet proposed for the transatlantic tunnel, struggle financially.
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Transatlantic Tunnel
Tunnel Through the Deeps
‘Tunnel Through the Deeps‘ (also published as ‘A Transatlantic Tunnel, Hurrah!’) is a 1972 alternate history/science fiction novel by Harry Harrison. It was serialized in ‘Analog’ magazine beginning in the April 1972 issue.
The title refers to the construction of a submerged floating-tube pontoon bridge/tunnel across the Atlantic Ocean.
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Nathan Sawaya
Nathan Sawaya (b. 1973), is a New York-based artist who builds custom three-dimensional sculptures and large-scale mosaics from popular everyday items and is best known for his work with standard LEGO toy bricks.
His unique art creations are commissioned by companies, charities, individuals, museums and galleries all over the world.
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Catching Fire
‘Catching Fire: How Cooking Made Us Human‘ (2009) is a book by British primatologist Richard Wrangham forwarding the hypothesis that cooking food was an essential element in the physiological evolution of human beings.
Humans are the only species that cook their food and Wrangham argues Homo erectus emerged about two million years years ago as a result of this unique trait. Cooking had profound evolutionary effect because it increased food efficiency by permitting human ancestors to spend less time foraging, chewing, and digesting. H. erectus developed via a smaller, more efficient digestive tract which freed up energy to enable larger brain growth.
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How to Solve It
How to Solve It (1945) is a small volume by mathematician George Pólya describing methods of problem solving.
He suggests four steps when solving a mathematical problem: 1) First, understand the problem; 2) After understanding, then make a plan; 3) Carry out the plan; and; 4) Look back on your work — how could it be better? If this technique fails, Pólya advises: ‘If you can’t solve a problem, then there is an easier problem you can solve: find it.’ Or: ‘If you cannot solve the proposed problem, try to solve first some related problem. Could you imagine a more accessible related problem?’
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Thinking, Fast and Slow
Thinking, Fast and Slow is a 2011 book by Nobel Memorial Prize winner in Economics Daniel Kahneman which summarizes research that he conducted over decades, often in collaboration with cognitive scientist Amos Tversky. It covers all three phases of his career: his early days working on cognitive biases (unknowingly using poor judgement), prospect theory (the tendency to base decisions on the potential value of losses and gains rather than the final outcome), and his later work on happiness (e.g. positive psychology).
The book’s central thesis is a dichotomy between two modes of thought: System 1 is fast, instinctive and emotional; System 2 is slower, more deliberative, and more logical. The book delineates cognitive biases associated with each type of thinking, starting with Kahneman’s own research on loss aversion (the tendency to favor avoiding losses over acquiring gains). From framing choices (the tendency to avoid risk when a positive context is presented and seek risks when a negative one is) to attribute substitution (using an educated guess to fill in missing information), the book highlights several decades of academic research to suggest that people place too much confidence in human judgment.
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Attribute Substitution
Attribute substitution is a psychological process thought to underlie a number of cognitive biases and perceptual illusions. It occurs when an individual has to make a judgment (of a target attribute) that is computationally complex, and instead substitutes a more easily calculated heuristic (‘rule of thumb’) attribute. This substitution is thought of as taking place in the automatic intuitive judgment system, rather than the more self-aware reflective system.
Hence, when someone tries to answer a difficult question, they may actually answer a related but different question, without realizing that a substitution has taken place. This explains why individuals can be unaware of their own biases, and why biases persist even when the subject is made aware of them. It also explains why human judgments often fail to show regression toward the mean.
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Heuristic
A heuristic [hyoo-ris-tik] (Greek: ‘find’ or ‘discover’) is a practical way to solve a problem. It is better than chance, but does not always work. A person develops a heuristic by using intelligence, experience, and common sense. Trial and error is the simplest heuristic, but one of the weakest. ‘Rule of thumb’ and ‘educated guesses’ are other names for simple heuristics. Since a heuristic is not certain to get a result, there are always exceptions.
Sometimes heuristics are rather vague: ‘look before you leap’ is a guide to behavior, but ‘think about the consequences’ is a bit clearer. Sometimes a heuristic is a whole set of stages. When doctors examines a patient, they go through a series of tests and observations. They may not find out what is wrong, but they give themselves the best chance of succeeding. This is called a diagnosis. In computer science, a ‘heuristic’ is a kind of algorithm (a step-by-step list of directions that need to be followed to solve a problem).
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