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Thursday, May 26, 2011

Unusual Earthquake Gave Japan Tsunami Extra Punch, Say Scientists

Unusual Earthquake Gave Japan Tsunami Extra Punch, Say Scientists

ScienceDaily  — The magnitude 9 earthquake and resulting tsunami that struck Japan on March 11 were like a one-two punch -- first violently shaking, then swamping the islands -- causing tens of thousands of deaths and hundreds of billions of dollars in damage. Now Stanford researchers have discovered the catastrophe was caused by a sequence of unusual geologic events never before seen so clearly.


This diagram shows the March 11 fault motion sequence. 1. Rupture of the fault plane begins at the epicenter. 2. Rupture travels westward, down the fault plane towards Honshu. The island suffers violent shaking for 40 seconds. 3. The upward sloping east side of the fault plane begins to rupture, continuing for 30 to 35 seconds. The sediments overlying the east side expand up the fault plane in response to the force of the rupture. 4. The water above the sediments is pushed into an unstable dome that then flows out in all directions as a tsunami. (Credit: Anna Cobb, Stanford News Service)
"It was not appreciated before this earthquake that this size of earthquake was possible on this plate boundary," said Stanford geophysicist Greg Beroza. "It was thought that typical earthquakes were much smaller."
The earthquake occurred in a subduction zone, where one great tectonic plate is being forced down under another tectonic plate and into Earth's interior along an active fault.
The fault on which the Tohoku-Oki earthquake took place slopes down from the ocean floor toward the west. It first ruptured mainly westward from its epicenter -- 32 kilometers (about 20 miles) below the seafloor -- toward Japan, shaking the island of Honshu violently for 40 seconds.
Surprisingly, the fault then ruptured eastward from the epicenter, up toward the ocean floor along the sloping fault plane for about 30 or 35 seconds.
As the rupture neared the seafloor, the movement of the fault grew rapidly, violently deforming the seafloor sediments sitting on top of the fault plane, punching the overlying water upward and triggering the tsunami.
"When the rupture approached the seafloor, it exploded into tremendously large slip," said Beroza. "It displaced the seafloor dramatically.
"This amplification of slip near the surface was predicted in computer simulations of earthquake rupture, but this is the first time we have clearly seen it occur in a real earthquake.
"The depth of the water column there is also greater than elsewhere," Beroza said. "That, together with the slip being greatest where the fault meets the ocean floor, led to the tsunami being outlandishly big."
Beroza is one of the authors of a paper detailing the research, published online in Science Express.
"Now that this slip amplification has been observed in the Tohoku-Oki earthquake, what we need to figure out is whether similar earthquakes -- and large tsunamis -- could happen in other subduction zones around the world," he said.
Beroza said the sort of "two-faced" rupture seen in the Tohoku-Oki earthquake has not been seen in other subduction zones, but that could be a function of the limited amount of data available for analyzing other earthquakes.
There is a denser network of seismometers in Japan than any other place in the world, he said. The sensors provided researchers with much more detailed data than is normally available after an earthquake, enabling them to discern the different phases of the March 11 temblor with much greater resolution than usual.
Prior to the Tohoku-Oki earthquake, Beroza and Shuo Ma, who is now an assistant professor at San Diego State University, had been working on computer simulations of what might happen during an earthquake in just such a setting. Their simulations had generated similar "overshoot" of sediments overlying the upper part of the fault plane.
Following the Japanese earthquake, aftershocks as large as magnitude 6.5 slipped in the opposite direction to the main shock. This is a symptom of what is called "extreme dynamic overshoot" of the upper fault plane, Beroza said, with the overextended sediments on top of the fault plane slipping during the aftershocks back in the direction they came from.
"We didn't really expect this to happen because we believe there is friction acting on the fault" that would prevent any rebound, he said. "Our interpretation is that it slipped so much that it sort of overdid it. And in adjusting during the aftershock sequence, it went back a bit.
"We don't see these bizarre aftershocks on parts of the fault where the slip is less," he said.
The damage from the March 11 earthquake was so extensive in part simply because the earthquake was so large. But the way it ruptured on the fault plane, in two stages, made the devastation greater than it might have been otherwise, Beroza said.
The deeper part of the fault plane, which sloped downward to the west, was bounded by dense, hard rock on each side. The rock transmitted the seismic waves very efficiently, maximizing the amount of shaking felt on the island of Honshu.
The shallower part of the fault surface, which slopes upward to the east and surfaces at the Japan Trench -- where the overlying plate is warped downward by the motion of the descending plate -- had massive slip. Unfortunately, this slip was ideally situated to efficiently generate the gigantic tsunami, with devastating consequences.
Other coauthors of the Science Express paper are Annemarie Baltay, a graduate student in geophysics at Stanford, and Satoshi Ide, an associate professor of Earth and planetary science at the University of Tokyo.

Violent Video Games Reduce Brain Response to Violence and Increase Aggressive Behavior, Study Suggests

Violent Video Games Reduce Brain Response to Violence and Increase Aggressive Behavior, Study Suggests

ScienceDaily — Scientists have known for years that playing violent video games causes players to become more aggressive. The findings of a new University of Missouri (MU) study provide one explanation for why this occurs: the brains of violent video game players become less responsive to violence, and this diminished brain response predicts an increase in aggression.

"Many researchers have believed that becoming desensitized to violence leads to increased human aggression. Until our study, however, this causal association had never been demonstrated experimentally," said Bruce Bartholow, associate professor of psychology in the MU College of Arts and Science.
During the study, 70 young adult participants were randomly assigned to play either a nonviolent or a violent video game for 25 minutes. Immediately afterwards, the researchers measured brain responses as participants viewed a series of neutral photos, such as a man on a bike, and violent photos, such as a man holding a gun in another man's mouth. Finally, participants competed against an opponent in a task that allowed them to give their opponent a controllable blast of loud noise. The level of noise blast the participants set for their opponent was the measure of aggression.
The researchers found that participants who played one of several popular violent games, such as "Call of Duty," "Hitman," "Killzone" and "Grand Theft Auto," set louder noise blasts for their opponents during the competitive task -- that is, they were more aggressive -- than participants who played a nonviolent game. In addition, for participants that had not played many violent video games before completing the study, playing a violent game in the lab caused a reduced brain response to the photos of violence -- an indicator of desensitization. Moreover, this reduced brain response predicted participants' aggression levels: the smaller the brain response to violent photos, the more aggressive participants were. Participants who had already spent a lot of time playing violent video games before the study showed small brain response to the violent photos, regardless of which type of game they played in the lab.
"The fact that video game exposure did not affect the brain activity of participants who already had been highly exposed to violent games is interesting and suggests a number of possibilities," Bartholow said. "It could be that those individuals are already so desensitized to violence from habitually playing violent video games that an additional exposure in the lab has very little effect on their brain responses. There also could be an unmeasured factor that causes both a preference for violent video games and a smaller brain response to violence. In either case, there are additional measures to consider."
Bartholow said that future research should focus on ways to moderate media violence effects, especially among individuals who are habitually exposed. He cites surveys that indicate that the average elementary school child spends more than 40 hours a week playing video games -- more than any other activity besides sleeping. As young children spend more time with video games than any other forms of media, the researchers say children could become accustomed to violent behavior as their brains are forming.
"More than any other media, these video games encourage active participation in violence," said Bartholow. "From a psychological perspective, video games are excellent teaching tools because they reward players for engaging in certain types of behavior. Unfortunately, in many popular video games, the behavior is violence."
Other authors in the study include Christopher Engelhardt, graduate student in the MU Department of Psychological Sciences, and researchers from The Ohio State University and VU University of Amsterdam in the Netherlands. The journal article, "This Is Your Brain on Violent Video Games: Neural Desensitization to Violence Predicts Increased Aggression Following Violent Video Game Exposure," will be published in a forthcoming edition of the Journal of Experimental Social Psychology.