Tag Archives: interview

Yes, the "Brosurance" Keg Stand Obamacare Ad Is Real. Meet the Guy Who Made It.

Mother Jones

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If you are in college, don’t have health insurance, and love doing keg stands, then this ad will speak to you:

Via gotinsurancecolorado.org

The pro-Obamacare “Brosurance” ad was posted online Tuesday morning. It’s the product of a collaboration between the Colorado Consumer Health Initiative (CCHI) and ProgressNow Colorado Education, the same organizations that started ThanksObamacare.org in 2011. The ad—a tongue-in-cheek portrayal of binge-drinking, ostensibly left-leaning “Bros for Life”—is part of the “got insurance?” campaign, which includes several other ads such as one showcasing grammatically challenged golfing frat boys.

“We were really focused on getting the word out to…young adults, families, women, and minority groups,” says Adam Fox, director of strategic engagement for CCHI and one of the guys (bros?) behind the ads. “We were trying to connect with young adults, and we thought, ‘What are things that might connect with college-age folks?'”

The “Bros for Life” in the ad aren’t from a stock photo—they’re friends with CCHI staff members and had recently graduated from college. “They had time on their hands, and decided to come do some poses and help us create some content,” Fox says. (Fox himself graduated from Pacific University in 2007.)

CCHI and ProgressNow plan on rolling out more content over the next couple of weeks, including more images. As companion pieces to the “Brosurance” ad, check out Jonathan Chait’s piece asking whether Obamacare is in fact a “War on Bros,” and Sarah Kliff’s post on “what bros need to know about Obamacare.”

h/t Igor Volsky

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Yes, the "Brosurance" Keg Stand Obamacare Ad Is Real. Meet the Guy Who Made It.

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For Climate Scientists, Shutdown Casts Long Shadow

Mother Jones

The government shutdown might be over, but for some climate scientists the headache is just beginning. During the shutdown, National Science Foundation-funded research facilities in Antarctica—where some of the world’s most important climate research takes place—were left with a skeleton staff at just the time of year they would normally be coming back to life after a long, dark winter.

On its first day back online, NSF released a statement saying it would salvage the research season “to the maximum extent possible,” without giving a definite timeline. NSF warned that “certain research and operations activities may be deferred until next year’s austral research season.” For scientists studying everything from ocean acidification to earthquakes to seal pups, the 16 days of the shutdown were 16 missed opportunities to collect irreplaceable data.

One of those scientists was Gretchen Hofmann, a marine biologist at the University of California, Santa Barbara, who published a column today in Nature about her frustration with the shutdown and its long-term impacts on basic research. As Hofmann and her peers stand by for word from NSF, we spoke to her about how some of the worst pain from the last two weeks could be felt by the next generation of up-and-coming scientists.

Climate Desk: What have the last couple weeks been like for you?

Gretchen Hofmann: We have a research project that’s funded to study ocean conditions and ocean acidification in the Southern Ocean, the area around McMurdo Sound. That project was supposed to start October 10, and we were going to deploy one of our field team members down there to go retrieve sensors from under the sea ice. The government shut down and we just sat there and thought, ‘Well, I guess she’s not going,’ and sure enough 24 hours before Lydia Kapsenberg, my grad student, was supposed to deploy, her travel was canceled. A week earlier, my post-doc Amanda Kelley, an NSF funded research fellow, was supposed to go down; she flew down there, landed on the sea ice, and literally was told that the station had gone into caretaker mode. So right away, right in my face, front row center, I had two junior scientists that were really heavily impacted by this. Not only because they stand to lose to data and progress in their careers; it was also really upsetting. I mean, they felt really threatened and jeopardized.

CD: You make the point that while there are impacts for everyone working down there, it’s especially a problem for young scientists, post-docs and grad students. Explain why. What’s different about being in that position that makes a missed opportunity like this even more problematic?

GH: The reason that it’s a sensitive life history stage is because, if we talk about Dr. Kelley, she’s a post-doc, and that’s kind of like being an apprentice electrician: You already have your license, in this case a PhD, and she now comes to work with me to really learn about how to be a scientist. During that time, these jobs are really competitive, and you need to be productive. By that I mean you need to do experiments, you need to publish papers, you need to go to science meetings and get out there. And with no data, with a canceled field season, she will not have that. And so that puts her back incredibly.

And grad students, well, forget about it. Many of them have planned to be at McMurdo to do a specific thing that will give them their PhD or their masters degree. And that’s been completely canceled. It’s even worse sometimes for grad students because if they know they’re going to do something down there, they might spend the whole year training to do that; frankly, they’re not doing anything else. They spent a whole bunch of time getting ready to be there, and when that gets canceled, then they’ve got nothin‘. And so a year of their life could be delayed, they might have to stay in school for another year, their advisor might not have funding for them, so it throws them into a really difficult situation that can also involve financial problems. I worry about this every day. People send you their children, and our country depends on this new talent. And so it’s kind of like we’re eating our young in the Antarctic science community if we can’t rescue the field season.

Amanda Kelley is an unfortunate example of this. She has a two-year fellowship from NSF that just started this summer. She was supposed to work at McMurdo for the field season this October/November, and October/November, 2014, and that’s all the money she has for those two years. And so now, if she loses this field season, she’ll run out of money before she can get a full set of research done. And everyone at NSF will do their utmost to rectify the situation, but whereas I stand to lose some data and an instrument and that’s a drag and sets my research back, you know, I’m protected, I’m tenured. And these guys are not.

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For Climate Scientists, Shutdown Casts Long Shadow

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Real-Life Captain Phillips: The Pirates "Did Not Let Me Urinate"

Mother Jones

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Captain Phillips is a solid if ultimately forgettable “true story” movie. The film, directed by Paul Greengrass, tells the story of Captain Richard Phillips (played by a New England-accented Tom Hanks), a merchant mariner taken hostage by Somali pirates in 2009. After being held for five days aboard a lifeboat, Phillips was rescued when Navy Seal snipers took out three of his Somali captors. “I share the country’s admiration for the bravery of Captain Phillips and his selfless concern for his crew,” President Obama said in a statement on April 12, 2009. “His courage is a model for all Americans.”

Last week, Phillips attended a special screening of Captain Phillips at the Newseum in Washington, DC. Hanks was there, taking selfies with sailors. Barkhad Abdi (who plays the pirate Abduwali Abdukhadir Muse) was in attendance, as were Navy Commander Frank Castellano (one of the men who saved Phillips) and Greengrass. The 58-year-old English director is a former journalist who directed two other acclaimed docudramas: Bloody Sunday and United 93. “Films aren’t journalism,” Greengrass emphasized while introducing his film, though he argued that dramatizations are capable of conveying certain “truths.”

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Real-Life Captain Phillips: The Pirates "Did Not Let Me Urinate"

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Such a Nice Band: The Head and the Heart

Mother Jones

The Head And The Heart Maggie Caldwell

There is a certain sound that became popular in indie music four or five years ago that seemed to have sprung forth in reaction to the gloomy mood of the Great Recession. It is a stripped down, bombast-free, rustic folk sound popularized by such acts as The Fleet Foxes, The Great Lake Swimmers, and Mumford and Sons. The songs often feature swelling choruses and invoke a spirit that rallies against the dying of the light. This boot-strap hitching, mellow optimism also has been the hallmark of a band of six strangers from Seattle, who, through mutual admiration of each other’s talents at open mic nights around the Emerald City, agreed to join forces, record an album, and head out on the road, recession be damned.

It’s been four years since the members of The Head and the Heart released their self-produced eponymous first album, a collection of heart-on-your-sleeve, piano-driven acoustic folk songs laced with violin; rounded out by a clean, driving percussion section; and driven home by gorgeous three-part vocal harmonies. Through heavy touring and word of mouth, they’ve sold more than 10,000 copies. And when Seattle’s Sub Pop label re-released an expanded edition in 2010, The Head and the Heart’s NPR darling status was sealed.

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Such a Nice Band: The Head and the Heart

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How "Jezebel" Smashes the Patriarchy, Click by Click

Mother Jones

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Anna Holmes, unlike some of her contemporaries, never considered “feminist” a bad word. As a mixed-race girl growing up in a liberal California college town, she was obsessed with Sassy and Glamour—”back when it was still feminist.” She pursued writing gigs at glossy women’s magazines after college, but quickly tired of their formulas: “Their point,” she says, “is to create insecurities and then solve them.”

In 2006, she was tapped by Gawker Media to create Jezebel, a site for women interested in both fashion and how the models were treated. She built it into a traffic behemoth, with 32 million monthly pageviews and beloved features like Photoshop of Horrors and Crap Email From a Dude. Since leaving Gawker in 2010, Holmes, who recently landed a column in the New York Times Sunday Book Review, has kept busy compiling The Book of Jezebel, an encyclopedia of lady things with more than 1,000 entries, from bell hooks and Bella Abzug to Xena and zits. The book goes on sale October 22.

Mother Jones: When I first opened the book and landed on “Patriarchy,” I laughed, because the full entry read: “Smash it.”

Anna Holmes: Some things you don’t need to spell out.

MJ: How did you pick the entries?

AH: The first step was free-associating words and concepts. I don’t want the book to feel academic, so there’s not gonna be a whole page on “cisgender”—but it is an entry. I sat down with a big dictionary at one point, but a dictionary will have Plato, and not Althea Gibson—someone I forgot to put in the book. I would not call the book comprehensive, but that’s because I’m a perfectionist.

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How "Jezebel" Smashes the Patriarchy, Click by Click

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Roman Mars on the Secret Allure of Highway Stripes and Manhole Covers

Mother Jones

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Radio host Roman Mars, creator of the architecture-and-design podcast 99% Invisible, wasn’t always interested in the structures around him—”I found architecture kind of distancing, quite honestly,” he says—until the day he embarked on a boat tour of Chicago. The guide pointed out how one of the Montgomery Ward buildings was explicitly designed without corner offices to prevent squabbling among company vice-presidents over who should get one. It “made me realize I wasn’t invested in the aesthetics of buildings, but I loved the stories of buildings a whole lot.”

In 2010, when an architecture trade group partnered with San Francisco radio station KALW to launch a bite-size design segment, Mars, who’d gotten his start at the station nine years earlier, jumped in to produce. Soon he was doing longer stories about things most if us take for granted: a decrepit bridge in Golden Gate Park, highway stripes, the modern toothbrush, the dark logic of solitary-confinement cells.

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Roman Mars on the Secret Allure of Highway Stripes and Manhole Covers

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The Story of Sir Stuffington, The Internet’s Favorite One-Eyed Pirate Cat

Mother Jones

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Facebook

He is the cutest one-eyed, disfigured pirate cat you’ve ever seen.

Over the past few days, pictures of Sir Stuffington (pictured above) have been widely shared online, making him the latest in a rich tradition of feline internet obsession. But there’s so much more to Sir Stuffington than his adorable and funny Facebook photos. His story is one of perseverance and love, as well as internet fame.

Earlier this month, the cat and his two brothers were taken into Multnomah County Animal Services, an open-door animal shelter in Troutdale, Oregon. Sir Stuffington wasn’t in good shape—his damaged jaw, his missing eye, his upper respiratory infection, his heart murmur, his body covered in fleas and dirt. (All three were about six weeks old, and came in with calicivirus.) But even before the kittens had been taken to the shelter, local resident Blazer Schaffer had stumbled upon a Facebook photo of Sir Stuffington suffering in the street, and was determined to track him down. Schaffer, an animal lover who has worked with the shelter for a decade, soon found the three kitten there. She promptly took them home as their foster parent, and is taking care of them at least for a couple months until they’re healthy enough for adoption.

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The Story of Sir Stuffington, The Internet’s Favorite One-Eyed Pirate Cat

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Why This Indie Game Studio Chose a Feminist Drama Over Guns and Zombies

Mother Jones

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Gone Home begins with Katie Greenbriar arriving at her family’s new house during a thunderstorm in the dead of night. After reading a foreboding note from her little sister Sam taped to the door, Katie enters to find only flickering lights, creepy hallways, and mementos from her mysteriously absent family strewn about.

Anyone who has played more than a few video games can be excused for assuming this is all a prelude to Katie finding her dad’s shotgun and fending off hordes of the undead. Gone Home has no combat, however—your only mission is to explore the house and piece together your family’s story based on letters, ticket stubs, and plenty of other objects they left behind. As you hunt through every room, Sam’s audio diaries guide you through a riot grrrl-soundtracked story of high school, sexuality, and romance.

In an industry full of big budget shooters, Gone Home’s eschewal of violence to focus on exploration and storytelling has brought near-universal critical acclaim since its August 15 release. It’s the first game from The Fullbright Company, a studio founded last year by former developers of some of the award-winning BioShock games, genre-bending shooters that garnered plenty of praise for their own storytelling. Cofounder Steve Gaynor spoke with Mother Jones about moving away from major studio work, taking storytelling and gameplay risks, and why he finds the current state of the video game industry to be so inspiring. **Gone Home spoilers will follow.**

MJ: You worked on BioShock Infinite before Gone Home. What was it like moving from a big studio to an office in your Portland basement?

SG: It was an interesting set of transitions because I worked on BioShock 2 and it was like 80 or 100 people working on it, then I was the lead of the Minerva’s Den DLC and that was 12 people that were on it full-time within this big organization. It felt like a very small project and we had a lot of control over it. It was a good experience. Going back to a giant team on a massive production like Infinite was—I don’t know, I spent a year in Boston, and by the end of that I felt like it wasn’t a project for me. It wasn’t the size of the game that I wanted to be working on. Really I wanted to get back to that smaller game feeling.

MJ: How did you guys come up with Gone Home’s storyline?

SG: Coming off of BioShock stuff, the part that really inspired us about those games was the sense of exploration—going around a first-person environment, finding the story in the environment, and putting together the story of the place as you go. Unlike most games, where those aspects are kind of a sideshow, we wanted the whole game to be that… We knew it had to be a small place that would be dense with evidence you can find, so we settled on a house. And it’s a story of the family that lives in the house. Going from there, our creative decisions came from that kind of practical problem solving, you know, there should be drama between the parents and the teenage kid, and what form does that take, and who are these people and how do the conflicts resolve between them in an interpersonal way. In so many games, the conflict is resolved by ‘this guy kills this other guy’ or something. So our challenge was, if we have the teenager and the parents and they don’t see eye to eye, how does the resolution of their story remain interesting just by finding the stuff they had left behind?

MJ: Maybe it’s just the games that I play, but it seems so hard to find a game with everyday female main characters, not to mention gay characters. Gone Home also dives into a lot of territory—gender, sexuality, coming of age—that your stereotypical video game doesn’t cover. Is it nice to take a game and switch things up?

SG: It is. Really, it was a process of us taking opportunities that presented themselves with the game we were making. We decided early on there weren’t going to be any puzzles, and there won’t be any combat. The whole game is just about exploring a place and the reason the player is playing is not to beat challenges but because of natural curiosity and their desire to find everything and find out what happens next. So we said, “We can make this story about just a normal family, a group of people that live in this house in contemporary America, and there doesn’t also have to be zombies coming out the walls.” At that point we started talking about what the conflict is. And it’s the kid falls in love with somebody the parents don’t approve of. That’s a classic irreconcilable difference. So we thought about what the contemporary version of that is, and at some point I said, “OK, we signed up to write a gay character and write about their experience and make that central to the events of the game. Now we have to commit to that and make that a thing that feels authentic, that the player gets invested in.” It definitely didn’t come from the point of, well we want to do an LGBT story, how do we do that? It was a process of discovering who these characters were and then when we arrived at who they were, how to tell their stories in a way that felt honest.

Courtesy of Naughty Dog

MJ: There was some controversy at the end of last year when it came out that the developers of The Last Of Us had to fight to keep Ellie, the game’s female main character, in a prominent place on the cover art. Is it easier for a small indie studio to put out games with gay characters and female main characters than it is for major studios looking for a wide audience?

SG: I think that it is, and I think that’s not because of the people making the games generally. Obviously there are people who are trying to push on what kind of people are represented in mainstream games. When you bring up The Last of Us, it’s a good example—Ellie was a great character, and obviously the developers of the game fought hard to get her on the promotional materials and everything. I think the difference is that when you’re working on a game that has a budget of tens of millions of dollars and you have to sell millions and millions and millions of copies to break even, you have a lot more layers between you and the audience. You have a marketing department, and there’s a different marketing department for every continent, and the parent company has stockholders, and all that kind of stuff. You have to get all these approvals and go through all these hoops. I’m really grateful for the fact that we’re working in a time for the industry and in a part of the industry that allows us to make the game we believe in and get it out to people without really any barriers to entry. We can just make the game in our basement and work to get it on the digital game distribution platform Steam and get it previewed and reviewed on websites, and the only version of it that people see is the one that we want to put out there.

MJ: You mentioned all the different layers at work on these larger studio games, and plenty of critics have called for more diversity when it comes to character depictions in games. Is it more that the audience only wants a certain type of game or character? Or is it that your marketers or shareholders are scared to put out a game that doesn’t have a nameless space marine in the middle of it?

SG: I think there are a lot of different factors there. A game that a lot of critics like is not necessarily a game that enough players like to be able to make back an investment of tens of millions of dollars. So I understand the concern that you have to have when you’re working on something really big. I think that the good thing about working smaller and being a smaller company that doesn’t have to make as much to make money back is that you don’t have to worry about, well, critics like this and they’ll tell people to buy it, but millions of people might say, ‘Oh, well I’m not interested in that subject matter’ and we’re sunk. There are enough tools now…stuff like Steam and Twitter that allow people to tell their friends about games that they might be interested in, that let us say we don’t want to make something that will sell 3 million copies at Wal-Mart. We want to make something that would sell 50,000 copies online. I think that’s a really inspiring place for the industry to be right now.

MJ: Sam’s riot grrrl tapes are scattered around the house, and you can listen to them as you explore. Tell me about getting Bratmobile and Heavens To Betsy on the soundtrack.

SG: We started working on that early, which is good because it took a long time. We’re a small studio and we don’t have any clout, we don’t have a track record really, so it was a long drawn-out process of negotiating for the rights to use those songs. Early on, when we knew who Sam and Lonnie were, and we knew the time period was the mid-90s, we knew this would be the perfect music for what these characters are going through. Kill Rock Stars is a local label. They’re here in Portland. We actually had to work with their licensing agency in New York, but early on, we knew they were a local company and this is music from the Pacific Northwest, and it’s obscure enough that we might be able to afford it. We were really excited to get that in because I think it adds a lot to the feeling of the game and what the characters are going through.

MJ: All of Gone Home takes place inside a single house. What was the challenge gameplay-wise of fitting everything into this small setting?

SG: On some level, the biggest challenge and the thing I’m happiest about as far as telling a story about people is that, well, there are no people in the game. I’m glad that we didn’t do that because that just introduces its own challenges from both a development and an aesthetic standpoint. But also it was the one constraint that we had—Mom went and did this thing outside of the house, so how do you know that happened? Well maybe she brings the ticket stub home, and you can find the note inviting her out and all that kind of stuff. It was a fun challenge, and it played to our strengths because there was a lot of writing in the game and a lot of really nice 2-D art. Karla, one of our cofounders, is a really great 2-D artist and just a Photoshop wizard. A document forger, really. It allowed us to say we’ll focus on these 2-D productions to convey what the characters left behind and what their story is.

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Why This Indie Game Studio Chose a Feminist Drama Over Guns and Zombies

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Elizabeth Gilbert: Eat, Pray, "Burn Everything Down and Run"

Mother Jones

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IF ANYONE CAN MAKE a story about a spinster who devotes her life to the study of mosses read like high adventure, it’s Elizabeth Gilbert, who published three critically acclaimed works of fiction and biography before she turned her own pizza-eating, meditating, soul-searching travel exploits into the 2006 bestseller Eat, Pray, Love. Next came Committed, a follow-up memoir that explores her ambivalence toward marriage, and At Home on the Range, a cookbook of her great-grandmother’s recipes.

In October, Gilbert will unveil The Signature of All Things, her first novel in 13 years. The book’s protagonist is Alma Whittaker, the homely, overeducated daughter of a wealthy Philadelphia plant trader who spends most of her life practicing bryology on her father’s estate before embarking, at 51, on a journey to unlock the mysteries of evolution.

For her own research, Gilbert delved into the writings of Charles Darwin, Asa Gray, and other great naturalists of the time—and, to get a sense of the common parlance, she pored over the correspondence of scientists who rattled off informal letters the way we send emails. Some of the novel’s wryest moments, though, come during flashes of modernity in which Alma expresses herself with a Liz Lemon-esque exasperation. I caught up with Gilbert, 44, to talk about her travel bug, 19th-century feminism, and the vexing tendency of creative women to sabotage their own work through the pursuit of perfection.

Mother Jones: Alma is a wonderful character. How long has she been kicking around in your head, studying botany, gathering mosses?

Elizabeth Gilbert: I did three years of research before I started writing. It was just like developing a photograph very slowly. I knew I wanted to write a woman’s story. I knew I wanted to write about 19th-century botanical exploration. I knew she was going to be an explorer of the mundane and the overlooked. I was struck by the idea of what they called “polite botanists” back then, women who for the most part were unable to travel. Darwin and Alfred R. Wallace and numberless other naturalists were able to climb mountains and explore valleys and go spelunking and do that sort of research in the jungles that leads to the taxonomical advances. But she was a woman and she was tied to her father and she couldn’t do that. I think the fundamental question I had was: What can you do as a woman with your tremendous intelligence and education when you can’t leave? Her work in the mosses is kind of like hyper-intellectualized needlepoint—the small domestic arts that women were able to do to keep themselves from going mad from boredom.

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Elizabeth Gilbert: Eat, Pray, "Burn Everything Down and Run"

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A Sneak Peek at Eric Schlosser’s Terrifying New Book on Nuclear Weapons

Mother Jones

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On January 23, 1961, a B-52 packing a pair of Mark 39 hydrogen bombs suffered a refueling snafu and went into an uncontrolled spin over North Carolina. In the cockpit of the rapidly disintegrating bomber (only one crew member bailed out safely) was a lanyard attached to the bomb-release mechanism. Intense G-forces tugged hard at it and unleashed the nukes, which, at four megatons, were 250 times more powerful than the weapon that leveled Hiroshima. One of them “failed safe” and plummeted to the ground unarmed. The other weapon’s failsafe mechanisms—the devices designed to prevent an accidental detonation—were subverted one by one, as Eric Schlosser recounts in his new book, Command and Control:

When the lanyard was pulled, the locking pins were removed from one of the bombs. The Mark 39 fell from the plane. The arming wires were yanked out, and the bomb responded as though it had been deliberately released by the crew above a target. The pulse generator activated the low-voltage thermal batteries. The drogue parachute opened, and then the main chute. The barometric switches closed. The timer ran out, activating the high-voltage thermal batteries. The bomb hit the ground, and the piezoelectric crystals inside the nose crushed. They sent a firing signal…

Unable to deny that two of its bombs had fallen from the sky—one in a swampy meadow, the other in a field near Faro, North Carolina—the Air Force insisted that there had never been any danger of a nuclear detonation. This was a lie.

Here’s the truth: Just days after JFK was sworn in as president, one of the most terrifying weapons in our arsenal was a hair’s breadth from detonating on American soil. It would have pulverized North Carolina and, depending on wind conditions, blanketed East Coast cities (including New York and Washington, DC) in lethal fallout. The only thing standing between us and an explosion so catastrophic that it would have radically altered the course of history was a simple electronic toggle switch in the cockpit, a part that probably cost a couple of bucks to manufacture and easily could have been undermined by a short circuit—hardly a far-fetched scenario in an electronics-laden airplane that’s breaking apart.

The anecdote above is just one of many “holy shit!” revelations readers will discover in the latest book from the best-selling author of Fast Food Nation. Easily the most unsettling work of nonfiction I’ve ever read, Schlosser’s six-year investigation of America’s “broken arrows” (nuclear weapons mishaps) is by and large historical—this stuff is top secret, after all—but the book is beyond relevant. It’s critical reading in a nation with thousands of nukes still on hair-trigger alert.

In sections, Command and Control reads like a character-driven thriller as Schlosser draws on his deep reporting, extensive interviews, and documents obtained via the Freedom of Information Act to demonstrate how human error, computer glitches, dilution of authority, poor communications, occasional incompetence, and the routine hoarding of crucial information have nearly brought about our worst nightmare on numerous occasions.

While casual readers will learn a great deal about the history and geopolitics of our nuclear arsenal, Schlosser’s central narrative is built around a deadly 1980 explosion at a missile silo in Damascus, Arkansas, where our most powerful weapon, a W-53 thermonuclear warhead, sat atop a Titan II missile. He puts us on site as the catastrophe unfolds, offering an intimate window on the perspectives and personalities of those involved. It’s a gripping yarn that shows how the military concept of “command and control”—the process that governs how decisions are made and orders are executed—functions in practice, and how it can unravel in a crisis.

Absent the Soviet threat, it’s easy to forget that these ungodly devices are still all around us. An entire generation, as Schlosser told me recently, is blissfully unaware of the specter of nuclear devastation. But Command and Control will leave readers of any age with a deep unease about our ability—to say nothing of, say, Pakistan’s—to handle these weapons safely. Schlosser wrote the book in the hope of reviving America’s long-dormant debate about “the most dangerous machines ever invented.” Fortunately, he delivers a page-turner, not a doorstop.

So below you’ll find the first chapter. It’s just a tease, but it’ll give you a taste of what’s in store. The book is available September 17. Buy it. Read it. Make noise about it. And don’t miss my chat with Schlosser about his epic project, and why he believes “it’s remarkable—it’s incredible!—that a major city hasn’t been destroyed since Nagasaki.”

*******

The following excerpt is reprinted by arrangement with The Penguin Press, a member of Penguin Group (USA) LLC, a Penguin Random House Company. Copyright © Eric Schlosser, 2013.


Not Good

On September 18, 1980, at about 6:30 in the evening, Senior Airman David Powell and Airman Jeffrey Plumb walked into the silo at Launch Complex 374-7, a few miles north of Damascus, Arkansas. They were planning to do a routine maintenance procedure on a Titan II missile.

They’d spent countless hours underground at complexes like this one. But no matter how many times they entered the silo, the Titan II always looked impressive. It was the largest intercontinental ballistic missile ever built by the United States: 10 feet in diameter and 103 feet tall, roughly the height of a nine-story building. It had an aluminum skin with a matte finish and U.S. AIR FORCE painted in big letters down the side. The nose cone on top of the Titan II was deep black, and inside it sat a W-53 thermonuclear warhead, the most powerful weapon ever carried by an American missile. The warhead had a yield of nine megatons—about three times the explosive force of all the bombs dropped during the Second World War, including both atomic bombs.

Day or night, winter or spring, the silo always felt the same. It was eerily quiet, and mercury vapor lights on the walls bathed the missile in a bright white glow. When you opened the door on a lower level and stepped into the launch duct, the Titan II loomed above you like an immense black-tipped silver bullet, loaded in a concrete gun barrel, primed, cocked, ready to go, and pointed at the sky.

The missile was designed to launch within a minute and hit a target as far as 6,000 miles away. In order to do that, the Titan II relied upon a pair of liquid propellants—a rocket fuel and an oxidizer—that were “hypergolic.” The moment they came into contact with each other, they’d instantly and forcefully ignite. The missile had two stages, and inside both of them, an oxidizer tank rested on top of a fuel tank, with pipes leading down to an engine. Stage 1, which extended about 70 feet upward from the bottom of the missile, contained about 85,000 pounds of fuel and 163,000 pounds of oxidizer.

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A Sneak Peek at Eric Schlosser’s Terrifying New Book on Nuclear Weapons

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