Reaching Down The Rabbit Hole is a collection of medical stories from patients at the renowned Brigham and Women’s Hospital. Jointly written by neurologist Allan Ropper and neuroscience researcher Brian Burrell, the book melds Ropper’s perspective and experiences with Burrell’s extensive notes and related information.
“If (an aneurysm) reaches a critical size and form, it can burst open with the entire force of the body’s blood pressure. Blood then fills the spaces around the brain in a split second and causes a thunderbolt of a headache that no one forgets and many don’t survive.”
Today, I found a nice surprise in my email inbox – a notice that my journal article based on my MSc dissertation has finally been published. It’s now available here for anyone with an internet connection to read (no paywalls here!)
I also had some interesting notifications on my usually-dormant Twitter account as a result. Seeing a couple of “likes” from people who had attended my OER17 presentation was nice, especially as that was close to two years ago.
Completing my article is also helpful for me for another reason. I’ve wanted to talk about the process of research, and about academic publishing, on this site, but I didn’t want to do so until after I’d had at least some first-hand experience.
10 years ago, I took a GCSE history course on Medicine through Time, which was so engaging for me that I now credit it as part of why I ended up studying science communication. Since then, medical history has stayed as one of my cyclic background interests.
Quackery aims for a tone somewhere between a medical history textbook and a standard popular-science narrative, then strikes that note precisely throughout. It focuses on information about historical treatments, figures and ideas, rather than any autobiographical elements or personal narratives. Because Quackery is so consistent, it skirted the edge of monotony when I read much of the book in one sitting. However, the authors’ quick pace, and their frequent dry-humoured side notes and reactions, liven up the text.
“Edinburgh phyisician James Young Simpson was another nineteeth-century pioneer in anasthesia. That is, if pioneering meant inhaling random substances with your colleagues, just to see what would happen.”
After submitting my article in September, I recently received my reviewer’s verdict. I had some revisions to do and two weeks to do them in, but now V2 of the article has been completed and re-submitted.
Luckily, most of the sections were satisfactory. My abstract needed some extra information, to which I initially thought “that’s impossible, I’ve only got 150 words!” However, I was wrong — my new abstract fits way more information into the limited space.
Although we use language in everything we do, we rarely need to wonder about how our languages could be improved. Even if we do, the thought of making a whole new language to fix those flaws seems ridiculous.
Language creators, from scientists to philanthropists to eccentric sociologists, take centre stage in “In The Land of Invented Languages”. The book makes sense of invented languages — languages developed by just one person — by explaining why some of those languages were developed and what the inventors were trying to achieve by creating new languages.
After enjoying my visit to Insomnia63 last month, I was looking forwards to visiting similar events in future. However, I wasn’t expecting the chance to attend another one quite so quickly. On Sunday I went to the final day of EGX 2018, alongside two of my friends. Danny, aka Adoboros, has also written up his thoughts on EGX here if you want to read them.
As Insomnia took place so recently, and in the same building as EGX, I instantly noticed the visual contrast between the two events. While EGX had a similar number amount of stands, it appeared less visually cluttered and more organised. Its fairly dimmed lighting made navigation easier by allowing colourful stands and lights to stand out. From an audio perspective, EGX also had fairly good sound balancing, where loud displays didn’t spill over into quieter displays too often.
Finally, the ratio of game displays to merchandise displays was weighted far more in favour of gaming at EGX. Merchandise was given a fair space, but games were front and centre.