Technological change is occurring at an exponential rather than linear rate according to Ray Kurzweil. Kurzweil argues that based on an analysis of history, we will see 20,000 years of progress in the 21st century at today's rate of technological change. The document discusses several "laws" that have governed exponential growth in particular technologies, such as Moore's Law for computing power and Cooper's Law for telecommunications. It also provides examples of emerging technologies like smart dust, capsule endoscopes, and biotronic devices. Convergence of nanotechnology, biotechnology, information technology, and cognitive science is fueling rapid technological progress.
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1.
2. Kurzweilâs Exponential Pace of Innovation
Keystone
Events
The pace of technological change
âadvances (at least)
exponentiallyâ.
âRay Kurzweil
www.tstc.edu
3. Ray Kurzweil
An analysis of the history of technology
shows that technological change is
exponential, contrary to the common-sense
"intuitive linear" view. âSo we won't
experience 100 years of progress in the
21st century -- it will be more like 20,000
years of progress (at today's rate).â
16. Vienna University of Technology
Players operate track switches and adjusting the speed
of virtual trains to prevent virtual trains from colliding. Researchers Daniel Wagner, Thomas
17. Through mixing
realities, research is
expanding the potential
of embedded training
in the field and in
battle labs to provide
integrated training
anytime, anywhere.
Advancements are
being transferred
across industries
from business
prototypes to
hospitality training.
Integrated research in
tracking, registration,
rendering, display, and
scenario delivery are
expanding the
possibilities of
CONSTRUCTIVE
simulation as well as
after action review, and
command and control
visualizations.
30. Integrates
sensors, batteries,
a control chip, and
an RF transmitter
in a 35mm-long
housing.
Lab-in-a-Pill
http://www.olympus.co.jp/en/news/2004b/nr041130capsle.cfm
University of Glasgow
Capsule
Endoscope
Examine the lining of the middle part of your gastrointestinal tract, which includes the three
portions of the small intestine (duodenum, jejunum, ileum).
31. MIT Tech Review, 2005
Sensors
Physical
Chemical
Biological
http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
Actuators
Physical
Chemical
Biological
PhiloMetronâą
32. âRobots at same
stage as 1978 PCs.â
--Baylor University,
Carbonara and Korpi
Machine Actors
v
v
33. MIT Tech Review, 2005
This is a ROBOT
http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
37. S&T Convergence refers to the synergistic
combination of four major provinces of science
and technology, each of which is currently
progressing at a rapid rate:
(a) nanoscience and nanotechnology
(b) bioscience and genetic engineering
(c) info technology and communications
(d) cognitive science and neuroscience
(Roco and Bainbridge, 2002)
40. Micro-robotics team and biologists at Tsukuba University
Source: The Guardian
Date: 2 May 2002
State University of New York (Suny)
Biotronics
"Go go gadget: With a
remote control sensor
hotwired to its central
nervous system,
developments like the
"roborat," created at
SUNY's Downstate
Medical Center, herald
the coming of the
biotronic age.
41. Richard E. Smalley, Robert Curl
and Harold Kroto won 1996 Nobel
Prize in Chemistry for the discovery
of a structure of carbon atoms
known as a âbuckyballâ.
http://www.bnl.gov/bnlweb/pubaf/pr/PR_display.asp?prID=04-85
Nano
43. Technical applications of biological molecules
including protein-based materials, DNA-based
materials, biomineralization, cellular systems
and bioelectronics.
http://www.nanobionics3.de/
NanoBionics
45. 2008, US will graduate 198,000
Science and Engineering Students
to replace 2MM Retiring Boomers
(Gunderson, Texas Workforce Conference, 2005)
2015, 43% of the current
workforce will retire
(In Barlow, Jamrog, Human Resources Institute, University of Tampa in
Navarro)
2030, 30MM Skilled Worker
Shortage
(Gunderson, Texas Workforce Conference, 2005)
46. Boomers
Generation X
Generation Y
46-64
65-79
80-Present
U.S. Census Bureau, Demographic
Trends in the 20th Century ,
Census 2000 Special Reports,
CENSR-4, Table 5, November
2002.
1946
20501900
1964
1980
STEM
Workers?
Boomers, Low
SES, Minority
& Women.
U.S. Census Bureau, "U.S. Interim
Projections by Age, Sex, Race, and
Hispanic Origin,â released
November 18, 2004.
âSlower Growthâ
47. Census Bureau Projections to 2100
U.S. Race/Ethnic Composition
0
50,000
100,000
150,000
200,000
250,000
2000 2010 2020 2030 2040 2050 2060 2070 2080 2090 2100
(inthousands)
White
Black
American Indian
Asian and Pacific Islander
Hispanic
SOURCE: U.S. Department of Commerce, Office of Technology Policy analysis of U.S Census Bureau Data, Population Projections,
http://WWW.CENSUS.gov/population/www/projections/natsum-T5.html
In John Sargent
Senior Policy Analyst
U.S. Department of Commerce
Census Bureau
Projects
Tripling of
Hispanic &
Asian
Populations by
2050. Non-
Hispanic Whites
may Drop To
Half of Total
Population (US
Census, 2004).
âMore Diversityâ
48. Faster Growth âeven more
diversityânow! Texas Projects 20%
Population Growth
2000-2015.
(Source: Regional Plan for Texas
Higher Education, 2002)
As of 2003 Whites No
Longer The Majority In
Texas
(US Census Bureau, 2004)
Followed by UT, OK and OR.
49. The number of jobs
requiring technical
training is growing at
five times the rate of
other occupations.
Innovate America, U.S. Council on Competitiveness
53. 100 million jobs are
going to be created in
a lot of these cross-
disciplinary fields
Council on Competitiveness:
National Innovation Initiative
Samuel Palmisano (CEO, IBM): Business Week: 10.11.2004
55. âOver the next ten years, 26 of
the top 30 fastest growing jobs
will require some post-
secondary education or
training...The demand for
skilled workers is outpacing
supply, resulting in attractive,
high-paying jobs going
unfilled.â Emily Stover De Rocco
Assistant Secretary of Labor for Education and Training
56.
57. âOver the next ten years, 26 of
the top 30 fastest growing jobs
will require some post-
secondary education or
training...The demand for
skilled workers is outpacing
supply, resulting in attractive,
high-paying jobs going
unfilled.â Emily Stover De Rocco
Assistant Secretary of Labor for Education and Training
58. Tipping Point
In China (3.7MM),
42% of students earn
science/engineering
Degrees compared
to 5% in US (380K).
Source: Gunderson, 2005
April 9-13, 2006 â San Antonio, Texas
59. National Science Board, 2004
0
20,000
40,000
60,000
80,000
100,000
120,000
140,000
160,000
180,000
200,000
220,000
240,000
China
India
European
Union
Japan
Russia
U.S.
SKorea
Taiwan
# of 1st degree in Engineering / Science
Source: National Science Board, âScience and Engineering Indicators â 2004â; Table
2-33. Russia, India and S Korea data from University of Texas NCR Report 2004
61. âą International (TIMSS) test scores show U.S.
4th
graders to be 12th
in the world in math;
6th
in the world in science
âą International (TIMSS) test scores show U.S.
8th
graders to be 14th
in the world in math;
9th
in the world in science
âą International (PISA) test scores show U.S.
12th graders to be 24th in the world in
math; 22nd in the world in science
Data from National Center for Education Statistics. In Mayo 2005, National Academies.
(http://nces.ed.gov/surveys/pisa/PISA2003Highlights.asp and http://nces.ed.gov/timss/Results03.asp)
National Center for Education Statistics, Mayo, 2005.
62. Data from National Center for Education Statistics . In Mayo 2005, National Academies.
(http://nces.ed.gov/surveys/pisa/PISA2003Highlights.asp and http://nces.ed.gov/timss/Results03.asp)
âThe longer we stay in
the educational system,
the worse off we are
with respect to our
peers.â
Source: Mayo, National Academies2005
63. Percentage of the population scoring at IALS literacy level 3
or higher on the document scale, 1994-95
53
56
62
66666767
7677
80
45
35
50
4547
49
58
52
4546
52
73
51
17
34
52
0
90
Sweden
Netherlands
Belgium
Canada
Switzerland
(g)
Switzerland
(Fr)
Germany
Australia
United
Kingdom
New
Zealand
Ireland
United
States
Poland
%
16-25 yrs of age 46-55 yrs of age
Source: Centre for Educational Research and Innovation, Organization for Economic
Cooperation and Development, Education at a Glance OECD Indicators 1998
U.S. Older Adults Have Stronger Skills Than Young AdultsU.S. Older Adults Have Stronger Skills Than Young Adults
65. Identifying New Technology Programs
Future
Workforce
Trends
Technology
Trends
Futurist
Predictions
Anticipated
New Programs
Scientific
Research
Economic
Development
Efforts
New
Programs/Courses
Program
Revisions
Expressed
Need Associate
Degrees
Local
Needs
Advanced
Technology
Certificates
Special
Topics
Certificates
Source: Bettersworth, TSTC, 2005
69. Transdisciplinarity
âą Creating new knowledge, processes and
systems.
âą Structurally converging knowledge,
processes and systems.
âą Integrating learning, working and problem
solving.
âą Engaging real world needs and problems.
70. Source: Brazell, IC2
Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman
Bharathi, Clementine Klein d, Judith Klein-
Seetharaman; Carnegie Mellon University,
University of Frankfurt, Research Institute,
University of Pittsburgh School of Medicine.
www.andrew.cmu.edu/~ycai/biogame.pdf
BIOSIM
1.0
78. Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
83. Player is Incident
Commander or subordinate
crisis responder. Responds
to events with choices that
should mirror Department of
Justice NICS doctrine.
âą Tactical Map set in playerâs
home county
âą ICS âhintsâ throughout
gameplay
âą Coordination and
communication required for
success
âą Full-scale training is
unaffordable for small
jurisdictions*
âą Permits widespread
distribution to many users*
*88% of all jurisdictions are
considered to be small.
Incident Commander
Recommendation: Emphasize human-to-
human computer mediated
communication, interaction and learning.
84. Virtual U models the attitudes and
behaviors of the academic
community in five major areas of
higher education anagement:
âą Spending and income decisions
such as operating budget, new
hires, incoming donations, and
management of the endowment;
âą Faculty, course, and student
scheduling issues;
âą Admissions standards, university
prestige, and student enrollment;
âą Student housing, classrooms, and
all other facilities; and
âą Performance indicators.
Enlight Software, the Jackson Hole Higher Education Group, and the Institute for
Research on Higher Education at the University of Pennsylvania (data), with support
from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
86. food-force.com
Produced by the
United Nations'
World Food
Programme, Kids join
a team of emergency
aid workers to save
the fictitious island of
Sheylan from
starvation caused by
drought and civil
war.
The team goes on six
missions to help save
the island. The
additional missions
cleverly use games to
demonstrate how
emergency aid
teams acquire food,
make food packs,
deliver food and
establish long-term
food supplies.
98. Female, 4,
8%
Male, 46,
92%
Average Age Respondent 15
Avg. Age Start Playing Games 5
Avg. Hours of Play Per Week 24
% Modâers 34%
Average Hours Mod'ing Per Wk. 5
Average Age Start Mod'ing 12
50 Game Camp Respondents to Date
100. Why do you modify games?
9
8
14
3
9
8
8
9
0 2 4 6 8 10 12 14 16
Playing Yes
Playing No
Learning Yes
Learning No
Show Yes
Show No
Better Yes
Better No
107. Player
Incr. hand-eye coord
reaction time
spatial visualization
neuro-psych. tests
visual attentiveness
and mental rotation
http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm
James âButchâ Rosser, M.D.,
Chief of Minimally Invasive Surgery,
Director of the Advanced Medical Technology Institute (AMTI)
Beth Israel Medical Center in Manhattan
According to Rosserâs study,
surgeons who currently play or
previously played video games
had a 37% reduction in errors
and accomplish laparoscopic
surgical tasks 27% quicker.
109. Neuro Evolved Robotic Operatives
Agents cope with changing environments and
situations, optimize resource management, and
form adaptive tactical solutions in real time.
Stanley,
Bryant,
Perry,
Patterson,
Gold,
Thibault,
Miikkulainen
IC2
Institute: NERO
Game Builder â AI for Sensors
112. REMIXING â
Constructive media
remixing
TEAMS â
Transdisciplinary
communities of practice.
SWARMING â
Network socialization
and learning
(communal).
GROUP â
Global Generation?
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th
World
4th
World
= Digital
Divide
116. This study was funded by the State Farm
Companies Foundation and by Dr. George
Kozmetsky (1917-2003), founder of the ICÂČ
Institute. The study was designed and
analyzed, and the report was written by a
team at The University of Texas at Austin:
Aliza Gold, Senior Producer and Researcher
at the Digital Media Collaboratory, part of
the ICÂČ Institute
Emily Durden, PhD candidate in Sociology
Marjorie L. Kase, M.A. in Communication
Shane Alluah, PhD candidate in Educational
Psychology
Ana Boa-Ventura, PhD candidate in
Communication
The research team would like to thank the
participating schools and their
administrators:
Elgin Middle School
Goodnight Middle school
Miller Junior High
Fleming Middle School
117. Low SES: More TV
and More Video
Games
TV
Games
A. Gold, IC2
Institute, UT Austin, Forthcoming
123. Females Males
Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engineer
Teacher Lawyer
Business Owner Military Service
Musician/Singer Auto Mechanic
Cook/Chef Computer Programmer
A. Gold, IC2
Institute, UT Austin, Forthcoming
124. âą Students have professional aspirations, but
lack knowledge about how to reach
professional goals.
âą Opportunities to learn about and explore
careers are not available at school or
accessed by the majority of students.
âą Students lack knowledge about the context
and content of careers.
A. Gold, IC2
Institute, UT Austin, Forthcoming
126. GAME TEAMS
Games have captured
millennials imagination
and time.
Leverage the attention
economy of games to
develop next generation
workforce.
We need to pierce the
veil of play and support
game-based
constructivist learning.
Transdisciplinarity is
the common
denominator.
Games NANO BIO INFO NEURO
Game Builder = System Builder
Educational Pull
127. Project #1: Digital Charter School
for Military Aviation
Workforce Attrition
& Minority Aviators
Sponsor: Commander Naval Air Forces
Cooper first cellular mobile phone in 1973
In simple terms, Mooreâs Law states that the number of transistors that can be packed on an integrated electronic circuit doubles approximately every 2 years
(ftp://download.intel.com/research/silicon/moorespaper.pdf
) enabling a size: price: performance ratio of smaller, cheaper and more powerful micro electronics. Law of Disruption states that âsocial, political, and economic systems change incrementally, but technology changes exponentially
Metcalfeâs Law Value of a network increases proportionally with the square of the number of connections
http://www.pbs.org/transistor/album1/
This brief introduction outlines personalities and organizations involved in the history of the transistor. For a richer picture, please follow the links throughout this web site.
Bell Laboratories, one of the world's largest industrial laboratories, was the research arm of the giant telephone company American Telephone and Telegraph (AT&T). In 1945, Bell Labs was beginning to look for a solution to a long-standing problem.
1907 - The Problem
AT&T brought its former president, Theodore Vail, out of retirement to help it fight off competition erupting from the expiration of Alexander Graham Bell's telephone patents. Vail's solution: transcontinental telephone service.
In 1906, the eccentric American inventor Lee De Forest developed a triode in a vacuum tube. It was a device that could amplify signals, including, it was hoped, signals on telephone lines as they were transferred across the country from one switch box to another. AT&T bought De Forest's patent and vastly improved the tube. It allowed the signal to be amplified regularly along the line, meaning that a telephone conversation could go on across any distance as long as there were amplifiers along the way.
But the vacuum tubes that made that amplification possible were extremely unreliable, used too much power and produced too much heat. In the 1930s, Bell Lab's director of research, Mervin Kelly, recognized that a better device was needed for the telephone business to continue to grow. He felt that the answer might lie in a strange class of materials called semiconductors.
1945 - The Solution
After the end of World War II, Kelly put together a team of scientists to develop a solid-state semiconductor switch to replace the problematic vacuum tube. The team would use some of the advances in semiconductor research during the war that had made radar possible. A young, brilliant theoretician, Bill Shockley, was selected as the team leader. (See Shockley, Brattain and Bardeenâthe team and the teammates) Â
Shockley drafted Bell Lab's Walter Brattain, an experimental physicist who could build or fix just about anything, and hired theoretical physicist John Bardeen from the University of Minnesota. Shockley filled out his team with an eclectic mix of physicists, chemists and engineers. The group was diverse, yet close knit. Walter Brown, a physicist who joined the group in 1951, recalls hearing about exuberant parties and good lunches. Betty Sparks, Shockley's secretary, recalled the group's high spirits at her wedding to Morgan Sparks. They called their lab "Hell's Bells Laboratory."
In the spring of 1945, Shockley designed what he hoped would be the first semiconductor amplifier, relying on something called the "field effect." His device was a small cylinder coated thinly with silicon, mounted close to a small, metal plate. It was, as University of Illinois Electrical Engineer Nick Holonyak said, a crazy idea. Indeed, the device didn't work, and Shockley assigned Bardeen and Brattain to find out why. According to author Joel Shurkin, the two largely worked unsupervised; Shockley spent most of his time working alone at home.
Ensconced in Bell Labs' Murray Hill facilities, Bardeen and Brattain began a great partnership. Bardeen, the theoretician, suggested experiments and interpreted the results, while Brattain built and ran the experiments. Technician Phil Foy recalls that as time went on with little success, tensions began to build within the lab group.
In the fall of 1947, author Lillian Hoddeson says, Brattain decided to try dunking the entire apparatus into a tub of water. Surprisingly, it worked... a little bit.Â
Brattain began to experiment with gold on germanium, eliminating the liquid layer on the theory that it was slowing down the device. It didn't work, but the team kept experimenting using that design as a starting point.Â
Need source
Need source
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The Invisible Train
The Invisible Train is the first real multi-user Augmented Reality application for handheld devices (PDAs). Unlike other projects, in which wearable devices were merely used as thin-clients, while powerful (PC-based) servers performed a majority of the computations (such as graphics rendering), our software runs independently on off-the-shelf PDAs - eliminating the need for an expensive infractructure.
Â
The Invisible Train is a mobile, collaborative multi-user Augmented Reality (AR) game, in which players control virtual trains on a real wooden miniature railroad track. These virtual trains are only visible to players through their PDA's video see-through display as they don't exist in the physical world. This type of user interface is commonly called the "magic lens metaphor".
Players can interact with the game environment by operating track switches and adjusting the speed of their virtual trains. The current state of the game is synchronized between all participants via wireless networking. The common goal of the game is to prevent the virtual trains from colliding.
The success of the Invisible Train installation illustrates the advantages of our Studierstube software framework, a component-based system architecture that has been designed to accelerate the task of developing and deploying collaborative Augmented Reality applications on handheld devices.
Why Handheld Augmented Reality?
Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, prior work on mobile Augmented Reality has almost exclusively been undertaken with traditional "backpack"-systems that consist of a notebook computer, an HMD, cameras and additional supporting hardware. Although these systems work well within a constrained laboratory environment, they fail to fulfill several usability criteria to be rapidly deployed to inexperienced users, as they are expensive, cumbersome and require high level of expertise.
Since the early experiments in Mobile Augmented Reality, a variety of highly portable consumer devices with versatile computing capabilities has emerged. We believe that handheld computers, mobile phones and personal digital assistants have the potential to introduce Augmented Reality to large audiences outside of a constrained laboratory environment. The relative affordability of devices that are capable of running our software framework opens up new possibilities for experimenting with massively multi-user application scenarios - thereby bringing us closer to the goal of "AR anytime, anywhere".
Cooper first cellular mobile phone in 1973
In simple terms, Mooreâs Law states that the number of transistors that can be packed on an integrated electronic circuit doubles approximately every 2 years
(ftp://download.intel.com/research/silicon/moorespaper.pdf
) enabling a size: price: performance ratio of smaller, cheaper and more powerful micro electronics. Law of Disruption states that âsocial, political, and economic systems change incrementally, but technology changes exponentially
Metcalfeâs Law Value of a network increases proportionally with the square of the number of connections
The goal of the Smart Dust project is to build a self-contained, millimeter-scale sensing and communication platform for a massively distributed sensor network. This device will be around the size of a grain of sand and will contain sensors, computational ability, bi-directional wireless communications, and a power supply, while being inexpensive enough to deploy by the hundreds. The science and engineering goal of the project is to build a complete, complex system in a tiny volume using state-of-the art technologies (as opposed to futuristic technologies), which will require evolutionary and revolutionary advances in integration, miniaturization, and energy management. We forsee many applications for this technology:
Weather/seismological monitoring on Mars
Internal spacecraft monitoring
Land/space comm. networks
Chemical/biological sensors
Weapons stockpile monitoring
Defense-related sensor networks
Inventory Control
Product quality monitoring
Smart office spaces
Sports - sailing, balls
For more information, see the main Smart Dust page at http://robotics.eecs.berkeley.edu/~pister/SmartDust and read our publications (see navigation button above).
Brief description of the operation of the mote:
The Smart Dust mote is run by a microcontroller that not only determines the tasks performed by the mote, but controls power to the various components of the system to conserve energy. Periodically the microcontroller gets a reading from one of the sensors, which measure one of a number of physical or chemical stimuli such as temperature, ambient light, vibration, acceleration, or air pressure, processes the data, and stores it in memory. It also occasionally turns on the optical receiver to see if anyone is trying to communicate with it. This communication may include new programs or messages from other motes. In response to a message or upon its own initiative the microcontroller will use the corner cube retroreflector or laser to transmit sensor data or a message to a base station or another mote.
Longer description of the operation of the mote:
The primary constraint in the design of the Smart Dust motes is volume, which in turn puts a severe constraint on energy since we do not have much room for batteries or large solar cells. Thus, the motes must operate efficiently and conserve energy whenever possible. Most of the time, the majority of the mote is powered off with only a clock and a few timers running. When a timer expires, it powers up a part of the mote to carry out a job, then powers off. A few of the timers control the sensors that measure one of a number of physical or chemical stimuli such as temperature, ambient light, vibration, acceleration, or air pressure. When one of these timers expires, it powers up the corresponding sensor, takes a sample, and converts it to a digital word. If the data is interesting, it may either be stored directly in the SRAM or the microcontroller is powered up to perform more complex operations with it. When this task is complete, everything is again powered down and the timer begins counting again.
Another timer controls the receiver. When that timer expires, the receiver powers up and looks for an incoming packet. If it doesn't see one after a certain length of time, it is powered down again. The mote can receive several types of packets, including ones that are new program code that is stored in the program memory. This allows the user to change the behavior of the mote remotely. Packets may also include messages from the base station or other motes. When one of these is received, the microcontroller is powered up and used to interpret the contents of the message. The message may tell the mote to do something in particular, or it may be a message that is just being passed from one mote to another on its way to a particular destination. In response to a message or to another timer expiring, the microcontroller will assemble a packet containing sensor data or a message and transmit it using either the corner cube retroreflector or the laser diode, depending on which it has. The corner cube retroreflector transmits information just by moving a mirror and thus changing the reflection of a laser beam from the base station. This technique is substantially more energy efficient than actually generating some radiation. With the laser diode and a set of beam scanning mirrors, we can transmit data in any direction desired, allowing the mote to communicate with other Smart Dust motes.
M2M is a category of Information and Computing Technology (ICT) that combines network, computer, software, sensor and power technologies to enable remote human and machine interaction with physical, chemical and biological systems and processes. M2M has many synonyms including âpervasive computingâ, âhidden computingâ, âinvisible computingâ and âubiquitous computing.â
Reach out and touch someone or squeeze someone orâŠAn accelerometer on the wrist-worn device allows rough detection of hand orientation, gesture measurement, and tapping. In the near future researchers will examine simple activity detection as well, such as sitting, walking, and standing.
As in the bus stop example, a person wearing the device can sense simple touching. This sensation is enabled through force-sensing resistors that provide pressure detection over a high-resolution surface array on the top of the device.
A person can also detect rich signals sent from a partner whirling a finger along the surface of his or her device. Researchers provided this effect by time stamping the sensed data.
Motes, such as the one amongst the candy corn above, are at the heart of several Intel research projects.Â
Not only might a wearer experience the simulated touch of a friend, she might also feel the device grow warm to her skin. Using a Peltier Junction, the device can create a subtle heating or cooling on the wearerâs skin.
âThe mapping between the inputs and outputs of paired devices is not literal,â says Paulos. âThis is an important part of the design. In the same way people developed a language of numbers around early pagers when they sent messages we believe a similar vocabulary will emerge around physical cues.â
For example, to some wearers a gentle warming on the skin might convey a message of friendship. Others might choose to send good vibes byâŠwell by sending good vibes, literally. Intel researchers used simple flat pancake vibration motors to cause wearers to easily and privately feel vibrations though skin contact. Various vibration patterns and duty cycles provide a number of output possibilities for the device.
And for those times when good vibes just arenât enough, a wearer of the device can send the equivalent of a wireless handhold, an electronic squeeze.
Through the use of Flexinol, a user can feel a little squeeze that mimics the grasp of a hand as the filament in the wrist-worn device contracts when electrically powered. Flexinol is a simple variant of Nitinol, which is often used in robotic applications and commonly referred to as âmuscle wireâ for its ability to exert force and return to its original shape.
For all the pleasant thoughts and human analogies there may be a dark side to this device. âImagine someone incessantly tapping, tapping, tapping. Youâd probably feel really annoyed,â says Paulos. âIt could be your friend trying to get in touch with you. Or perhaps youâre on the receiving end of a loversâ quarrel.â
âYea,â says Paulos, âthere is an eerie side to this device. I donât think anyone want to know what spam feels like.â
., all integrated through the design process. The key to success in mechatronics is: modeling, analysis, experimentation & hardware-implementation skills.
EMBARGOED UNTIL: 12:01 A.M., EST, MARCH 18, 2004 (THURSDAY)  Mike BergmanCB04-44Public Information Office (301) 763-3030/457-3670 (fax)Summary tables(301) 457-1037 (TDD) e-mail: [email_address]   More Diversity, Slower Growth
Census Bureau Projects Tripling of Hispanic andAsian Populations in 50 Years; Non-Hispanic WhitesMay Drop To Half of Total Population       The nationâs Hispanic and Asian populations would triple over the next half century and non-Hispanic whites would represent about one-half of the total population by 2050, according to interim population projections released today by the U.S. Census Bureau.    Overall, the countryâs population would continue to grow, increasing from 282.1 million in 2000 to 419.9 million in 2050. However, after 2030 the rate of increase might be the slowest since the Great Depression of the 1930s as the size of the âbaby boomâ population continues to decline.    Still, the nationâs projected 49 percent population increase during the next 50 years would be in sharp contrast to most European countries, whose populations are expected to decline by mid-century.    (Statements on race groups in this news release are limited to the single-race white, black, and Asian populations and do not cover other single-race groups or the population of two or more races.) The federal government treats Hispanic origin and race as distinct concepts. (See U.S. Census Bureau Guidance on the Presentation and Comparison of Race and Hispanic Origin Data.)    From 2000 to 2050, the non-Hispanic, white population would increase from 195.7 million to 210.3 million, an increase of 14.6 million or 7 percent. This group is projected to actually lose population in the 2040s and would comprise just 50.1 percent of the total population in 2050, compared with 69.4 percent in 2000. (See Table 1 [Excel].)    Nearly 67 million people of Hispanic origin (who may be of any race) would be added to the nationâs population between 2000 and 2050. Their numbers are projected to grow from 35.6 million to 102.6 million, an increase of 188 percent. Their share of the nationâs population would nearly double, from 12.6 percent to 24.4 percent.    The Asian population is projected to grow 213 percent, from 10.7 million to 33.4 million. Their share of the nationâs population would double, from 3.8 percent to 8 percent.    The black population is projected to rise from 35.8 million to 61.4 million in 2050, an increase of about 26 million or 71 percent. That would raise their share of the countryâs population from 12.7 percent to 14.6 percent.    The countryâs population also is expected to become older. Childbearing rates are expected to remain low while baby-boomers â people born between 1946 and 1964 â begin to turn 65 in 2011. By 2030, about 1-in-5 people would be 65 or over.    The female population is projected to continue to outnumber the male population, going from a numerical difference of 5.3 million in 2000 (143.7 million females and 138.4 million males) to 6.9 million (213.4 million females and 206.5 million males) by mid-century. (See Table 2 [Excel].)    The projections for the resident population of the United States are by age, sex, race (including the categories white, black, Asian and âall other racesâ) and Hispanic origin. They are based on Census 2000 results and assumptions about future childbearing, mortality and international migration.
The U.S. output of new engineers raise concerns over Americaâs ability to compete over the long run. The U.S. is producing less than a third of the number of engineers as China and less than half the number as Europe.
Electrical and electronic engineers represent a third to a half of all engineers hired by the semiconductor industry. In 1993, U.S. universities granted 17,588 BS EE degrees; but only 13,031 in 2002. (Engineering Workforce Commission)
The NSF reports that in 39% of engineering masters degrees (in 2000) and 61% of PhD engineering degrees (in 2001) went to foreign students. The NSF also reports that of the 11,500 foreign engineering doctoral recipients from U.S. universities, only 55% had firm plans to stay â i.e. a post doctoral research appointment or firm employment in the U.S. (1998-2001).
Electrical engineering is the semiconductor industryâs largest engineer employment category. The Engineering Workforce Commission report that in 2001, 9.7% of Bachelors, 51.5% of Masters, and 59.7% of PhD EE graduates were foreign students.
In 1999, Asia alone accounted for more than 49 percent of all science and engineering degrees granted worldwide, Europe 32 percent, and North America 10 percent. In that same year, China produced 195,354 engineers, the United States only 60,914.
Fewer U.S. citizens are in a position to pursue engineering degrees due to U.S. K-12 studentsâ science and math literacy scores being below those in other countries. The Trends in International Math and Science Study Survey (TIMSS) is a comprehensive study comparing science and math achievement for 4th, 8th and 12th grade students in 34 nations. In 1999 TIMSS found that 8th grad students in Singapore, Korea, Taiwan, Japan, Canada, Australia, Hungary and Finland scored significantly above their U.S. counterparts in both math and science.
The U.S. output of new engineers raise concerns over Americaâs ability to compete over the long run. The U.S. is producing less than a third of the number of engineers as China and less than half the number as Europe.
Electrical and electronic engineers represent a third to a half of all engineers hired by the semiconductor industry. In 1993, U.S. universities granted 17,588 BS EE degrees; but only 13,031 in 2002. (Engineering Workforce Commission)
The NSF reports that in 39% of engineering masters degrees (in 2000) and 61% of PhD engineering degrees (in 2001) went to foreign students. The NSF also reports that of the 11,500 foreign engineering doctoral recipients from U.S. universities, only 55% had firm plans to stay â i.e. a post doctoral research appointment or firm employment in the U.S. (1998-2001).
Electrical engineering is the semiconductor industryâs largest engineer employment category. The Engineering Workforce Commission report that in 2001, 9.7% of Bachelors, 51.5% of Masters, and 59.7% of PhD EE graduates were foreign students.
In 1999, Asia alone accounted for more than 49 percent of all science and engineering degrees granted worldwide, Europe 32 percent, and North America 10 percent. In that same year, China produced 195,354 engineers, the United States only 60,914.
Fewer U.S. citizens are in a position to pursue engineering degrees due to U.S. K-12 studentsâ science and math literacy scores being below those in other countries. The Trends in International Math and Science Study Survey (TIMSS) is a comprehensive study comparing science and math achievement for 4th, 8th and 12th grade students in 34 nations. In 1999 TIMSS found that 8th grad students in Singapore, Korea, Taiwan, Japan, Canada, Australia, Hungary and Finland scored significantly above their U.S. counterparts in both math and science.
Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War Merrilea J. MayoDirector, GUIRR (Govt-Univ-Ind Research Roundtable)The National Academies
Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War Merrilea J. MayoDirector, GUIRR (Govt-Univ-Ind Research Roundtable)The National Academies
Provide small communities
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Free video game teaches kids about world hungerBY JINNY GUDMUNDSEN
GANNETT NEWS SERVICE
Live 8, the global concerts earlier this month to fight poverty in Africa, greatly increased awareness of world hunger. But most kids don't understand how international aid organizations work to help starving people.
That's where a video game can help. "Food Force" gives kids between the ages of 8 and 13 a better understanding of how relief organizations operate.
Produced by the United Nations' World Food Programme, "Food Force" is a free Internet download at www.food-force.com.
Kids join a team of emergency aid workers to save the fictitious island of Sheylan from starvation caused by drought and civil war.
The team goes on six missions to help save the island. Each mission starts with a briefing by one of the emergency aid characters. Kids then play a hands-on game to score enough points to complete the mission. For example, in the first mission, kids pilot a helicopter by using the computer mouse. Time is limited, and youngsters earn points by locating refugees. After piloting, the Food Force character returns to evaluate the kids' performance and uses an accompanying video that shows the program in action to make the whole process seem realistic.
The additional missions cleverly use games to demonstrate how emergency aid teams acquire food, make food packs, deliver food and establish long-term food supplies.
When kids complete all six missions, they can upload their cumulative score to an international database found on the Food Force Web site. The Web site also provides information about how kids can help fight hunger, and it allows them to explore more about the World Food Programme. Teachers also will find lesson plans that incorporate the game.
The program effectively reaches 'tweens and teens with 3-D graphics and characters that resemble those in popular commercial titles, helping bring closer to home the problems of world hunger, which are most often thousands of miles away.
The game is best for ages 8 to 13. It scores a perfect five stars.
For more information, see www.food-force.com, United Nations' World Food Programme, offering free downloadable program for Windows and Macintosh.
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âAlthough we often hear about the reasons kids should not play video games, there is, indeed, a positive correlation between video gaming and increased hand-eye coordination, reaction time, spatial visualization, neuro-psychological tests, visual attentiveness and mental rotation,â says Dr. Rosser. âThose are all skills that are required to be a successful surgeon.âA study conducted at Beth Israel Medical Center by Dr. Rosser, found a significant correlation between video game experience and proficiency at laparoscopic surgery. According to the study, surgeons who currently play or previously played video games had a 37 percent reduction in errors and accomplish laparoscopic surgical tasks 27 percent quicker. âThe studies confirm what some physicians have long suspected â video games can be natural teachers,â says Dr. Mogel. âHowever, this probably has been unintended by the game designers.â
The careers are ordered by priority.
Design-related fields are at the top fo the chart for both females and males.
Males in middle school are described in the literature as being more likely to have interests that could be labeled âfantasy careersâ or âglamour careers.â
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The most important thing to understand about Whyville really, is that itâs a place full of kids. Itâs a virtual city that belongs to the kids who come from all over the world to have fun. The kids consider this their own town, and they call themselves Whyvillians.
To become a Whyvillian, you create a Whyville persona. In this screen, and every other screen youâve already seen, for example, each face is a Whyville citizen. To become a Whyville citizen, you create a persona, the most important aspect of which is your face.
You can see here that the faces are varied and very creative. Hereâs an amoeba. Hereâs someone driving a car. Here is someone wearing a style known as âGothâ. The ungliest citizens you see around are in fact us, the city workers.