Editors Note: Dan Selec is the founder and CEO of the nonPareil Institute – a hybrid school and software company in Plano, Texas that teaches adults on the autism spectrum to write and develop apps, video games and iBooks. Watch his full profile this Saturday at 2:30p ET on “The Next List”.
By Kristyn Martin, CNN
Dan Selec has a revolutionary idea: teach adults on the autism spectrum how to code so they can create apps and video games and make a living in the tech industry.
“If you want to know what terror is, find out that your child has a disability,” said Selec. “As a parent we’re all asking the same question: what happens after we’re gone?”
Selec, who has a son on the autism spectrum, wanted to find the answer to that question. “I wanted Caleb to have a chance to live a fulfilled life, not just a life,” said Selec. “He loves technology … it turns out there’s a whole population of this group where, this is their core strength. They’re digital natives.”
Selec, along with his partner Gary Moore, founded the nonPareil Institute in Plano, Texas. NonPareil is a hybrid school-meets-startup tech company. There, he teaches around 120 adults on the spectrum everything they need to know to create apps, video games and iBooks.
“For me, and I think a lot of students, we never expected to make video games,” said Jeremy Gage Farris, a student at nonPareil. “They might be lucky enough to just get a janitor’s job like I had for a few years. And just going from that to this is just a miracle for a large group of people like us.”
While the exact unemployment rate for adults on the autism spectrum is unknown, studies point to it being very low, according to The University of Missouri.
“It’s very limited in the number of job opportunities they have, the pay is very poor if they get paid at all,” said Jim Connell with the A.J. Drexel Autism Institute. “The nonPareil model is very viable for a specific portion of the population.”
Selec wrote and designed software specific to the needs to adults on the autism spectrum to streamline their learning process. It teaches them everything they need to be competitive in the software industry. “When you have gone through all the training and all of the courses you begin to get assignments and campaigns," said Selec. "And campaigns are product that is going to market.”
The nonPareil Institute already has several video games and apps available for purchase on iTunes and on most mobile platform stores. “That’s our vision, to be an innovation factory for approaching the market place and giving our crew sustainable revenue for the future,” said Selec.
Moore says the school's long-term goal for people on the Autism spectrum is more ambitious.
“We want to provide a campus community where they can train, they can work and they can also live,” said Moore. “Just like anybody else, they’re looking for purpose in life… and unfortunately there just are not many places that will give them that opportunity.”
“We want to answer this for every family across the U.S. and maybe even the world,” says Selec.
Editor’s note: Jim Richards is a professor of biomechanics and vice provost for graduate and professional education at the University of Delaware, where 3D simulations are created to enhance performance in both sports and medical rehabilitation. For more on Richards, watch "The Next List," Saturday June 29th at 2:30 p.m. ET on CNN.
By Jim Richards, Special to CNN
One of the most interesting aspects of biomechanics is its widespread applicability to everything ranging from the study of insect flight to complex medical issues. I am fortunate enough to work on a campus that has made a significant investment in resources and expertise that facilitate research across the entire spectrum of biomechanics, including significant efforts in orthopedic research, rehabilitation of wounded soldiers, osteoarthritis, and of course, sport injuries and performance.
Researchers in sport biomechanics have been studying athletic performance for decades and have made significant improvements in equipment, athlete safety, and less frequently, performance. In fact, the ability to use biomechanics to directly improve athletic performance has been minimal. Performance improvement has been realized through advancements in equipment design (ie. golf clubs, skis), but improvements to actual skills have been sporadic.
Traditionally, biomechanical analyses of skills conclude with professional interpretation of the measurements and recommendations for potential improvements to performance. The “contribution” of biomechanics typically ends once the recommendations have been made, leaving the coach and athlete to figure out what the final result should look like. As expected, this approach rarely leads to meaningful improvements in performance, and this has been a source of frustration for both scientists and athletes.
When we started the skating project, the goal was to utilize technology to conduct rapid assessment of the athlete’s performance and to provide objective and mechanically sound recommendations for improvement in a form that both the skater and coach could immediately use. Prior work with the skaters taught us that most were failing to complete their jumps because of ineffective posture during the flight phase of the jump. The fact that the skater isn’t in contact with the ground during this part of the jump simplified the analysis and allowed us to adopt a modeling approach to improving performance. There were several advantages to this approach. First, different strategies to improving performance could be examined without putting the skater at risk by asking them to implement the strategies on-ice. Second, unproductive strategies could be ruled out while successful strategies could be identified, minimizing the amount of trial and error that would normally be part of the process. Finally, the skater and coach would be able to view a 3D rendering of the model to see how changes would look during the performance, providing them with a visual example of how the performance would appear for each individual athlete.
To date, the outcomes of the on-ice analyses have met our expectations. Within approximately 10 minutes of the performance, the skater and coach can begin working with the model. The coaches can experiment with both traditional and non-traditional arm, leg, and trunk positions and immediately determine whether they benefit the skater’s performance. Most skaters report being able to implement the recommended changes in a period of 2-3 weeks, and we frequently receive email and/or video evidence of a skater’s success. Additionally, trends associated with successful jumping styles have begun to emerge, and coaches are able to apply this knowledge to the training efforts of other skaters.
The research on the shoulder presented a different set of challenges. Early on in my career, I analyzed shoulder mechanics of pitchers ranging in skill from little league to major league. The obvious flaw in the analysis was the fact that it ignored the contribution of the scapula (shoulder blade), a structure critical to shoulder function. Current research on shoulder function still suffers from the same flaw, and when we were invited to participate in a shoulder workshop at the Philadelphia Shriners Hospital focusing on patients with brachial plexus birth palsy, it became obvious that we couldn’t ignore the scapula any longer. It plays a critical role in the ability of BPBP patients to realize any degree of functionality.
Drs. Kozin and Zlotolow at Shriners provided the medical direction for the work, which focused on measuring scapular contribution to specific clinical positions used to estimate the patient’s degree of shoulder function. Our approaches began with surface mapping strategies using hundreds of markers and evolved to more landmark specific strategies using a few as 10 markers. To date, we have been able to differentiate between scapular contribution and glenohumeral contribution (the ball and socket joint in the shoulder) to specific arm positions, and are working toward measuring the scapula during dynamic motions. We have a long way to go, but we’re pleased with the progress we’ve made to date.
In the future, we’re optimistic that improvements in technology and new approaches to the mathematical analysis of human motion will continue to advance our ability to analyze and improve performance. Looming on the horizon are optical systems that can capture motion data outdoors, optical systems that can capture motion data without markers, and wireless sensors that can measure body orientation without the use of cameras. It would not be surprising if in the near future, much of the process that we now perform with expensive, high-end technology becomes available in the form of affordable lightweight portable sensors coupled to a smartphone app.
Editor’s note: Tune in to CNN Saturday, June 29th, at 2:30 pm ET to see "The Next List's" 15-minute profile of biomechanist Jim Richards.
With only seven months until the Olympic caldron shrines bright on host city Sochi, Russia, athletes are vigorously training in preparation. Competition is fierce and Olympic hopefuls are expected to be faster, stronger and capable of superhuman feats. But one winter sport, known for its grace and beauty, is wreaking havoc on the joints of developing bodies: ice skating.
“We’ve seen skaters as young as 20 who have had major surgeries and hip replacements,” says Jim Richards, a scientist at University of Delaware’s human performance lab.
When Richards decided to pursue a career in sports biomechanics and kinematics, or the study of human motion, he had no idea he would be spending so much time in a damp cold ice skating rink. However, when the university built his lab, they neglected to include one major necessity, and he had to walk through the rink every day to reach the restroom.
After watching elite figure skaters crash to the ice over and over, he thought he could approach their training in a more efficient way.
Richards is one of the first scientists to successfully leverage motion capture data to create 3-D simulations. The models help assess athletic ability and decrease the chance of physical injury.
“The whole point of what we’re doing is to accelerate their ability to learn these jumps,” Richards says, “We’re decreasing the number of impacts which we hope would have an effect on the long-term health of their lower extremity joints.”
Motion capture technology has been used to develop lifelike movements in animations and video games. For skating, 40 markers are placed on the athlete’s body while 10 high-speed infrared cameras record the markers' movements. Richards and his team are doing something other sports haven’t done; they’re constructing models that allow them to play what-if games.
The research is sponsored by the United States Olympic Committee and United States Figure Skating, and while the university has had requests from all around the world, the program is exclusive to U.S. athletes.
It could take up to a year to master aerial tricks known as triple and quadruple rotation jumps. After completing the analysis, one skater landed the perfect jump the same day. The learning curve is drastically reduced and most participants successfully complete the jumps within two weeks.
Nearly 70 skaters have gone through the system and they are blown away by the results.
“This program is going to help skaters for the future figure out how to do more quads, and who knows, maybe quints,” said Alex Johnson, an internationally ranked figure skater and Olympic contender.
Richards envisions the day when he is able to measure motion without markers. New systems in development do not require tracking, which means the analysis could be performed in real time. It opens up an entire world of possibilities. Richards could analyze a fast ball pitch during the World Series, a three-point shot in an NBA game, and a gymnast’s mid-air vault.
Athletes aren’t the only ones benefiting from this technology. Richards spends a significant amount of time working with children whose shoulders are injured during difficult deliveries.
“He has tackled a problem that we have wrestled with for the last 100 years,” says Dr. Scott Kozin, M.D., chief of staff at Shriners Hospital for Children in Phila., Pa.
Approximately four out of every 1,000 births result in brachial plexus birth palsy, an injury that causes nerves in the shoulder to tear during childbirth. Skeletal simulation enables surgeons to measure upper extremity motion without radiation. The long-term goal is to operate on the model and see the outcome on the computer before ever working with the patient.
“It’s fun to work with a population that can do incredible things when it comes to physical ability,” Richards says, “but the reality is if you can play some small role in helping a child walk better or be able to use their arm better, that’s a far more rewarding experience.”
Richards is revolutionizing the way athletes train and he is transforming the way doctors treat children.
Editor's Note: Tune in to CNN Saturday, June 15th, at 2:30 pm ET to see "The Next List's" 30-minute profile of Graham Hill.
What is most important to you? House? Car? Clothes? Formal china? Probably not. These things might make your life more convenient. To some extent, they might enable you to do the things that Are actually important. But our stuff, when we think about it, isn’t that important.
What is important to most of us? Our friends, families, having meaningful work, amazing experiences. As I have heard it said, “The most important things in life aren’t things.”
Yet somehow, when many of us look at our lives, we see a disproportionate amount of time and energy directed toward stuff. We work extra hard so we can make the car payments. We max out our credit cards to keep up with fashion. We move into big homes so we have a place for the hutch that stores the formal china.
In the late nineties, I had the great fortune of selling my startup. What did I do with my newfound cash? Same thing any good American would: I got lots of stuff like a new car, furniture, gadgets and of course a big house.
This ability to consume was new to me. When I was growing up, everyone in my middle-class, six- child family had everything they needed but not much more. When you’re raised with just enough, you imagine having more than enough will make you that much happier.
But there I was living the American dream–driving a quick car, living in a big house, with the ability to buy more–and I was no happier. What was I missing?
I was missing the fact that no amount of stuff would ever make me happy. I actually found the more things I had, the more complicated life became. There were more things to buy and maintain, more things to keep track of, more things to lose.
A number of events in my life–most notably a serious romantic relationship–made me realize that people, amazing experiences and meaningful work are the real important parts of my life. The other stuff is just stuff.
Don’t get me wrong, I love objects and architecture. I studied product design in college and have built homes as a carpenter before I got into startups. But my later life experiences made me reevaluate how and why our stuff and homes were designed. I started to wonder why we often ended up living to support our stuff and homes rather than the other way around?
It was with this question in mind that I started LifeEdited. I wanted to help start a movement where our products, homes and the way we live are aligned with what’s important to us.
On a practical level, this meant doing more with less. The average American takes up three times more living space than sixty years ago. Yet we still don’t have enough room for our stuff, evidenced by a $22 billion dollar personal storage industry. Worse still, we have become a nation of debtors paying for our big homes and stuff. Clearly, our lives could use a good edit.
LifeEdited is starting with homes. We help conceive homes around what is important in people’s lives. We are specialty consultants to architects, currently working in cities such as New York City and Las Vegas. Often, the result is a space that is much smaller than the typical American home. My own 420-square-foot Manhattan apartment sleeps up to four, seats twelve for dinner, has a home office and much more. The smaller footprint is cheaper to buy, easier to clean, greener and, even though there’s a generous 426 cubic feet of storage, doesn’t permit me to collect a lot of unnecessary stuff.
Because I have fewer things, the stuff I do have is quality stuff I love and appreciate.
LifeEdited is about freedom, not restriction. We think the less-but-better approach leads to more money in the bank, more time for friends and recreation and less to think about. It’s about including everything that’s important and “editing” out the rest.
Editor's Note: Tune in to CNN Saturday, June 15th, at 2:30 pm ET to see "The Next List's" 30-minute profile of Graham Hill.
Graham Hill is an entrepreneur, designer and environmentalist who started a website called LifeEdited.com. He evangelizes the idea that living a pared down life can make you happier, healthier and wealthier. And that editing down all the unnecessary and gratuitous stuff in your life will give you a smaller carbon footprint and a cleaner conscience.
“Every less cubic foot of air means less to clean, heat, cool, insure and move," says Hill. “The more space, the more complex your life gets.”
Hill says that over last 50 years, average housing size has increased nearly three times while families have gotten smaller, but people are not any happier.
“Living within our means is financially and environmentally good. Having an unorganized life full of crap is not a recipe for happiness,” he says.
To help illustrate his idea, Hill purchased two apartments in Manhattan's SoHo neighborhood. He launched a competition, crowd-sourcing the design to renovate the first one, which was only 420 square feet. Required for the winning bid: room for a couple, space for a sit-down dinner for 10-12 people, room for overnight guests and a workspace among other amenities. The second apartment is currently under construction.
The result is a design marvel. Sanjay Gupta paid a visit to check out all the bells and whistles, including a movable wall that makes space for two drop-down bunk beds. You have to see it to believe it.
Hill isn’t advocating a monastic existence. Rather, he believes that good design and a system of shared amenities (he calls it a Product Library) will allow for all the creature comforts with a minimum of hastle.
Imagine the Product Library as a way to borrow big, bulky items when you need them, such as coolers, folding chairs, a standup paddleboard, a karaoke machine, a sewing machine. His idea is to design a cost-effective system to access them and reserve them on line.
There is something of a movement to build and design smaller apartments commensurate with demographic trends. San Francisco, Hong Kong, London and most recently New York City have all taken high-profile forays into the micro-unit space.
In fact, in NYC Mayor Michael Bloomberg announced a competition in July to design a rental building on East 27th Street that would be 75 percent comprised of micro units, 275-300 square feet.
Hill is involved in a similar project in Las Vegas with Tony Hsieh, founder of Zappos. Hsieh is moving Zappos headquarters to Las Vegas and investing $350 million of his own money to remake a section of downtown into a hub for high tech and creativity. Hsieh saw Hill's Tedtalk on an Edited Life and solicited ideas to build micro housing for his employees.
Graham Hill is, above all, an environmentalist. His concern for the environment and human impact on it informs everything he does. (He was the founder of TreeHugger.com which he later sold to Discovery.)
Hill was a crew member on the 2010 voyage of the Plastiki, a 60-foot catamaran made out of 12,500 reclaimed plastic bottles and other plastic waste products. The crew traveled more than 8,000 nautical miles from San Francisco to Sydney, Australia to raise awareness about plastic waste and its affect on marine life. And to show how waste can be used as a valuable resource.
Editor's Note: Tune in to CNN Saturday, June 1, at 2:30 pm ET to see "The Next List's" 15-minute profile of Francesco Clark.
Madonna and Michelle Obama are self-proclaimed fans. Jane Larkworthy at W Magazine calls it simply “divine.” And Harper’s Bazaar’s Alexandra Parnass says it’s the most innovative skin-care line she’s ever seen.
It's Clark’s Botanicals, which has quickly developed a cult following, particularly among the fashion elite, since its launch in 2005. The secret, according to founder Francesco Clark, is Jasmine Absolute, a blend of essential oils found in all his products. But for some, Clark's unique entry into the world of beauty is at least part of the draw.
This Saturday, June 1, marks the 11th anniversary of the accident that would forever change Clark’s life. He was just 24, enjoying the first night of a summer rental on Long Island, when he decided to take a late-night dip.
“The second I dove in,” he says, “I realized I dove into the shallow end of the pool.”
Francesco was paralyzed from the shoulders down. “You’ll never move your arms,” doctors told him. “Don’t even think about your legs. Don’t even bother.”
Clark never accepted his diagnosis. Not truly. But it wasn’t until his hero, actor-turned-disabled activist Christopher Reeve, passed away that he decided to take full responsibility for his recovery. And for the first time since his accident, Clark looked in a mirror. “I didn’t look like myself.”
One of the side effects of his spinal-cord injury was he could no longer sweat. “I had acne everywhere, but it was unreactive to any $500 cream, $3 cream, prescriptions, over-the-counter," he said. "Nothing worked.”
Eager to reclaim the friends and colleagues he’d neglected since his injury, he turned to his father, a doctor trained in both homeopathy and Western medicine.
After setting up a lab in the kitchen, Clark and his father investigated 78 botanical ingredients before landing on Jasmine Absolute, the unique blend of essential oils that solved Francesco’s skin problems. Today it’s used throughout the Clark’s Botanicals skincare line, sold in stores from New York to Hong Kong.
But far more important than the line’s success is the role it’s played in Clark’s recovery.
"It was the first time I saw the power of the beauty industry," he said. "A lot of people think it's just about the way you look. For me, it's about the way I felt."
Bolstered by the renewed sense of purpose his company has given him - and his aggressive pursuit of spinal-cord injury treatments - Clark has defied his doctors’ diagnosis. He now has partial use of his arms, wrists and hands. And as his company continues to grow, so do his dreams.
“You know, I’m very impatient and I want to do more," he said. "I want to be more independent, using my hands. And I plan to walk again in the next three to five years.”
Editor's Note: David Peterson is the creator of the Dothraki language used in the HBO show "Game of Thrones." Peterson also is a member of the Language Creation Society. A 30-minute profile of Peterson will air on CNN's "The Next List" this Sunday at 2:30 p.m. ET.
By David Peterson, Special to CNN
It's now a little over a year from the day when CNN’s "Next List" crew came to Orange County to do an episode on my language-creation work. At the time, I really had no idea what the coming year held in store for me, so I did my best to look busy.
I had recently joined Syfy's "Defiance" as a language creator, but hadn't yet done any serious translation work, and while I'd finished my work on season two of HBO's "Game of Thrones," there'd been no discussions about season three up to that point. I remained hopeful, but that March I didn't really have much going on.
During my first interview on the morning of twelfth, the "Next List" producer asked me if I'd be working on the Valyrian language for the show's upcoming season. Immediately alarm bells went off, as I started to think back and wonder, "Did I accidentally say anything?"
Though there had been no discussions, I and many assumed that some form of the Valyrian language would make an appearance in season three, but at that stage, any such discussion would have been premature, and certainly would have been covered by a non-disclosure agreement. Trying not to look too perturbed, I asked why she would ask that, and she told me that when she'd interviewed executive producers Dan Weiss and David Benioff earlier, they'd said I'd be working on Valyrian this season.
And that's how I learned I'd be creating a new language for season three of "Game of Thrones."
For those tuning in to the "Game of Thrones" premiere this Sunday, you'll still have to suffer through a few subtitles, but the audio will sound a bit different from seasons past. Though there are a number of Dothraki speakers yet alive on the show, there's surprisingly little Dothraki this season. In its place is quite a bit of dialogue in two related languages: High and Low Valyrian.
In George R. R. Martin's "A Song of Ice and Fire," High Valyrian was meant to occupy the place Latin occupies in the Western world. Latin was the language of the Roman Empire, spoken commonly for several centuries in and around the Italian peninsula and beyond. It's the mother language for all the Romance languages spoken today (Italian, Spanish, French, Catalan, Romanian, etc.).
High Valyrian, in turn, was the language of Martin's Valyrian Empire, an expansive domain that existed for several millennia before it was destroyed by a mysterious event cryptically referred to as the Doom. In its purest form, High Valyrian still exists as a language of scholarship and refinement, though its impact on the region was far greater.
High Valyrian was taken up and creolized by the old Ghiscari Empire, where it's still spoken at the time of action in the books and the show. And it served as the mother language for the various Low Valyrian languages spoke in the Free Cities of Volantis, Braavos, Myr, Pentos, Lys, etc.
This season, I worked on two of the Valyrian languages: High Valyrian (the oldest form of the language) and the Low Valyrian spoken in and around Slaver's Bay. To translate sentences into the latter variety of Valyrian, I would first translate them into High Valyrian, and then apply a series of phonological, semantic and grammatical changes to the text. The resulting language is approximately as different from High Valyrian as Old Spanish is from Classical Latin.
If you watch the "Game of Thrones" premiere, you'll hear some of the Slaver's Bay variety of Valyrian. Both Nathalie Emmanuel and Dan Hildebrand do an outstanding job with their lines. I was extraordinarily pleased with their performances, and I hope you enjoy them as much as I did.
And even if languages aren't your thing, I hope the Valyrian won't distract you from what I think is a truly superlative premiere for season three.
By Leslie A. Saxon, MD, Special to CNN
Technologic advances don’t happen in isolation. There are many different elements— cultural and technologic — that must come together to turn an innovation into a scalable business product, and then, possibly—but rarely—a cultural phenomenon.
The internet, for example, changed banking, journalism, and commerce in many parts of the world. But the connection, information, and convenience it afforded missed medicine because the innovation and the cultural desire hadn’t yet arrived. Advancing technologies will soon radically change healthcare. The cultural and technologic pieces are coming together like a rising storm. I remember, like it was yesterday, when we hosted our first University of Southern California Body Computing Conference. It was in 2007.
I wanted to bring together various experts, from Academy Award winners to engineers, to imagine the future of healthcare in a digital world. In several instances, people left in a huff, or laughed off the notion of digital technology changing healthcare. Many of the physician-attendees said the change wouldn’t happen “for two decades.”
The reactions interested me because, in my experience, where there is anger, there is also fear and irrationality.
Just this week Congressional hearings debated digital medicine because lawmakers and regulators recognize that there are hundreds of millions of dollars—including the $10 million Tricorder X Prize—being invested in new, consumer-oriented technology. And these products will soon start hitting the market. At this point, some of the products are more marketing fluff than reality, while others are too difficult to use.