It has long been known that the first one thousand days of life are the most critical in ensuring a person’s healthy future; precisely what happens during this period to any individual has been less well documented. To allocate resources appropriately, public health and education policies need to be based upon quantifiable data, so the New Zealand Ministry of Social Development began a longitudinal study of these early days, with the view to extending it for two decades. Born between March 2009 and May 2010, the 6,846 babies recruited came from a densely populated area of New Zealand, and it is hoped they will be followed until they reach the age of 21.
By 2014, four reports, collectively known as Growing Up in New Zealand (GUiNZ), had been published, showing New Zealand to be a complex, changing country, with the participants and their families’ being markedly different from those of previous generations. Of the 6,846 babies, the majority were identified as European New Zealanders, but one quarter were Maori (indigenous New Zealanders), 20% were Pacific (originating in islands in the Pacific), and one in six were Asian. Almost 50% of the children had more than one ethnicity.
The first three reports of GUiNZ are descriptive, portraying the cohort before birth, at nine months, and at two years of age. Already, the first report, Before we are born, has made history as it contains interviews with the children’s mothers and fathers. The fourth report, which is more analytical, explores the definition of vulnerability for children in their first one thousand days. Before we are born, published in 2010, describes the hopes, dreams, and realities that prospective parents have. It shows that the average age of both parents having a child was 30, and around two-thirds of parents were in legally binding relationships. However, one-third of the children were born to either a mother or a father who did not grow up in New Zealand – a significant difference from previous longitudinal studies in which a vast majority of parents were New Zealanders born and bred. Around 60% of the births in the cohort were planned, and most families hoped to have two or three children. During pregnancy, some women changed their behaviour, with regard to smoking, alcohol, and exercise, but many did not. Such information will be useful for public health campaigns.
Now we are born is the second report. Fifty-two percent of its babies were male and 48% female, with nearly a quarter delivered by caesarean section. The World Health Organisation and New Zealand guidelines recommend babies be breastfed exclusively for six months, but the median age for this in the GUiNZ cohort was four months since almost one-third of mothers had returned to full-time work. By nine months, the babies were all eating solid food. While 54% of them were living in accommodation their families owned, their parents had almost all experienced a drop in income, sometimes a steep one, mostly due to mothers’ not working. Over 90% of the babies were immunised, and almost all were in very good health. Of the mothers, however, 11% had experienced post-natal depression – an alarming statistic, perhaps, but, once again, useful for mental health campaigns. Many of the babies were put in childcare while their mothers worked or studied, and the providers varied by ethnicity: children who were Maori or Pacific were more likely to be looked after by grandparents; European New Zealanders tended to be sent to daycare.
Now we are two, the third report provides more insights into the children’s development – physically, emotionally, behaviourally, and cognitively. Major changes in home environments are documented, like the socio-economic situation, and childcare arrangements. Information was collected both from direct observations of the children and from parental interviews. Once again, a high proportion of New Zealand two-year-olds were in very good health. Two-thirds of the children knew their gender, and used their own name or expressed independence in some way. The most common first word was a variation on ‘Mum’, and the most common favourite first food was a banana. Bilingual or multilingual children were in a large minority of 40%. Digital exposure was high: one in seven two-year-olds had used a laptop or a children’s computer, and 80% watched TV or DVDs daily; by contrast, 66% had books read to them each day.
The fourth report evaluates twelve environmental risk factors that increase the likelihood of poor developmental outcomes for children and draws on experiences in Western Europe, where the specific factors were collated. This, however, was the first time for their use in a New Zealand context. The factors include: being born to an adolescent mother; having one or both parents on income-tested benefits; and, living in cramped conditions. In addition to descriptive ones, future reports will focus on children who move in and out of vulnerability to see how these transitions affect their later life. To date, GUiNZ has been highly successful with only a very small dropout rate for participants – even those living abroad, predominantly in Australia, have continued to provide information. The portrait GUiNZ paints of a country and its people is indeed revealing.
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Thanks to modern remote-sensing techniques, a ruined city in Turkey is slowly revealing itself as one of the greatest and most mysterious cities of the ancient world. Sally Palmer uncovers more.
A
The low granite mountain, known as Kerkenes Dag, juts from the northern edge of the Cappadocian plain in Turkey. Sprawled over the mountainside are the ruins of an enormous city, contained by crumbling defensive walls seven kilometers long. Many respected archaeologists believe these are the remains of the fabled city of Pteria, the sixth-century BC stronghold of the Medes that the Greek historian Herodotus described in his famous work The Histories. The short-lived city came under Median control and only fifty years later was sacked, burned and its strong stone walls destroyed.
B
British archeologist Dr Geoffrey Summers has spent ten years studying the site. Excavating the ruins is a challenge because of the vast area they cover. The 7 km perimeter walls run around a site covering 271 hectares. Dr Summers quickly realised it would take far too long to excavate the site using traditional techniques alone. So he decided to use modern technology as well to map the entire site, both above and beneath the surface, to locate the most interesting areas and priorities to start digging.
C
In 1993, Dr Summers hired a special hand-held balloon with a remote-controlled camera attached. He walked over the entire site holding the balloon and taking photos. Then one afternoon, he rented a hot-air balloon and floated over the site, taking yet more pictures. By the end of the 1994 season, Dr Summers and his team had a jigsaw of aerial photographs of the whole site. The next stage was to use remote sensing, which would let them work out what lay below the intriguing outlines and ruined walls. “Archaeology is a discipline that lends itself very well to remote sensing because it revolves around space,” says Scott Branting, an associate director of the project. He started working with Dr Summers in 1995.
D
The project used two main remote-sensing techniques. The first is magnetometry, which works on the principle that magnetic fields at the surface of the Earth are influenced by what is buried beneath it. It measures localised variations in the direction and intensity of this magnetic field. “The Earth’s magnetic field can vary from place to place, depending on what happened there in the past,” says Branting. “If something containing iron oxide was heavily burnt, by natural or human actions, the iron particles in it can be permanently reoriented, like a compass needle, to align with the Earth’s magnetic field present at that point in time and space.” The magnetometer detects differences in the orientations and intensities of these iron particles from the present-day magnetic field and uses them to produce an image of what lies below ground.
E
Kerkenes Dag lends itself particularly well to magnetometry because it was all burnt at once in a savage fire. In places the heat was sufficient to turn sandstone to glass and to melt granite. The fire was so hot that there were strong magnetic signatures set to the Earth’s magnetic field from the time around 547 BC—resulting in extremely clear pictures. Furthermore, the city was never rebuilt, “if you have multiple layers confusing picture, because you have different walls from different periods giving signatures that all go in different directions,” says Branting. “We only have one going down about 1.5 meters, so we can get a good picture of this fairly short-lived city.”
F
The other main sub-surface mapping technique, which is still being used at the site, is resistivity. This technique measures the way electrical pulses are conducted through sub-surface soil. It’s done by shooting pulses into the ground through a thin metal probe. Different materials have different electrical conductivity. For example, stone and mudbrick are poor conductors, but looser, damp soil conducts very well. By walking around the site and taking about four readings per metre, it is possible to get a detailed idea of what is where beneath the surface. The teams then build up pictures of walls, hearths and other remains. “It helps a lot if it has rained, because the electrical pulse can get through more easily,” says Branting. “Then if something is more resistant, it really shows up.” This is one of the reasons that the project has a spring season, when most of the resistivity work is done. Unfortunately, testing resistivity is a lot slower than magnetometry. “If we did resistivity over the whole site it would take about 100 years,” says Branting. Consequently, the team is concentrating on areas where they want to clarify pictures from the magnetometry.
G
Remote sensing does not reveal everything about Kerkenes Dag, but it shows the most interesting sub-surface areas of the site. The archaeologists can then excavate these using traditional techniques. One surprise came when they dug out one of the gates in the defensive walls. “Our observations in early seasons led us to assume that we were looking at a stone base from a mudbrick city wall, such as would be found at most other cities in the Ancient Near East,” says Dr Summers. “When we started to excavate we were staggered to discover that the walls were made entirely from stone and that the gate would have stood at least ten metres high. After ten years of study, Pteria is gradually giving up its secrets.”
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Computer software that models human behaviour can make forecasts outsmart rivals and transform negotiations
According to game theory, our chances of success in negotiations are based on the choices of others. Computer models have been developed to work out how events will unfold as people and organisations act in what they perceive to be their own best interests. Numerical values are placed on the goals, motivations, and influence of players, and likely options are considered. Game theory software then evaluates the ability of each of those players to influence others, and hence predicts the course of events. Although many individuals would feel uncomfortable having a computer make decisions for them, many organisations run such computer simulations for law firms, companies, and governments. But feeding software with accurate data on all the players involved is especially tricky for political matters. Reinier van Oosten of Decidc, a Dutch firm that models political negotiations, notes that predictions may become unreliable when people unexpectedly give in to ‘non-rational emotions’, such as hatred, rather than pursuing what is apparently in their best interests. However, sorting out people’s motivations is much easier when making money is the main object. Accordingly, modeling behaviour using game theory is proving especially useful when applied to economics.
Using game theory software to model auctions can be very lucrative. Consulting firms are entering the market to help clients design profitable auctions, or to win them less expensively. In 2006, in the run-up to an online auction of radio-spectrum licences by America’s Federal Communications Commission, Dr. Paul Milgrom, a consultant and Stanford University professor in the United States, customized his game theory software to assist a consortium of bidders. He was apprehensive at first, but the result was a triumph. When the auction began, Milgrom’s software tracked competitors’ bids to estimate their budgets for the 1,132 licences on offer. Crucially, the software estimated the secret values bidders placed on specific licences, and determined that certain big licenses were being overvalued. Milgrom’s clients were then directed to obtain a collection of smaller, less expensive licenses instead. Two of his clients paid about a third less than their competitors for an equivalent amount of spectrum, saving almost $1.2 billion. Such a saving makes one wonder why everyone isn’t using game theory software. And, if they were, how would that affect the game?
PA Consulting, a British firm, designs models for software based on game theory to help its clients solve specific problems in areas from pharmaceuticals to the production of television shows. British government agencies have asked PA Consulting to build models to test zoning rules that govern how many of a certain type of business should be allowed to operate in one area. To give a simple example, if two competing ice-cream sellers share a long beach, they will set up stalls back-to-back in the middle and stay put, explains Dr. Stephen Black, a modeller for PA. Unfortunately for potential customers at the far ends of the beach, each seller prevents the other from relocating – no other spot would be closer to more people. Introduce a third seller, however, and the stifling equilibrium is broken as relocations and pricing changes energize the market. By studying a chain of events such as this, software designers can assess the effect of change and see the patterns in possible outcomes that may occur. As a result, the use of modeling makes clients more inclined to look at future repercussions when making business decisions, Black says.
Where is all this heading? Alongside the increasingly elaborate modeling software, there are also efforts to develop software that can assist in negotiation and mediation. Two decades ago, Dr. Clara Ponsati, a Spanish academic, came up with a clever idea. She accepted that, as negotiators everywhere know, the first side to disclose the maximum amount that it is willing to pay loses considerable bargaining power. Without leverage, it can be pushed backward in the bargaining process by a clever opponent. But if neither side reveals the concessions it is prepared to make, negotiations can become very slow or collapse. However, difficult negotiations can often be pushed along by neutral mediators, especially if they are entrusted with the secret bottom lines of all parties. Ponsati’s idea was that if a human mediator was not trusted, affordable, or available, a computer could do the job instead. Negotiating parties would update the software with the confidential information on their bargaining positions after each round of talks. Once positions on both sides were no longer mutually exclusive, the software would be used to split the difference and propose an agreement. Ponsati, now head of the Institute of Economic Analysis at the Autonomous University of Barcelona in Spain, says such ‘mediation machines’ could be employed to push negotiations forward by unlocking information that would otherwise be withheld from an opponent. Could mediation which has been achieved using software based on game theory spread from auction bids and utility pricing to resolving political and military disputes? Today’s game theory software is not yet sufficiently advanced to mediate between warring countries. But one day opponents on the brink of war might be tempted to use it to exchange information without having to engage in conflict. According to some game theorists, opponents could learn how a war would turn out, skip the fighting, and strike a deal. Over-optimistic, perhaps – but game theorists do have rather an impressive track record when it comes to predicting the future.
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