THE REAL FUTURE OF DESKTOP COMPUTERS?

These are some computer concepts I have designed and would love to see as a reality one day. A good way to get rid of desktop clutter is to have none.

Who wouldn't want one of these? Using full integration of current touchscreen, IR and camera sensor technologies a future of actual "Desktop" computing seems real in my opinion.

This concept is taken from a drafting table built in 1920. The actual design I envision being built out of aluminum and glass for the table body.

Later Days, 
Rob Leslie

Attacks on Jews

Dry Bones cartoon: Jews, violence, 20th Century, 21st Century, antisemitism, Islamism, Nazism,
Old Stupid Joke:

A guy goes to a doctor and says he sees spots.
The doctor says "ïnteresting."
The fellow continues, "I hear a ringing in my ears."
The doctor nods.
"änd I have a tingling feeling in my fingers !" says the patient.
"Have you had this before?" asks the doctor.
"Yes" says the patient.
"Well" says the doctor, "you've got it again."

* * *
Well we've got it again.

European Leaders (2002)

Dry Bones
March 04, 2002

(2002) Dry Bones cartoon: Europe, Jews, Saudi Arabia, plan, Peace, Peace Agreement, Terrorism,
Today's Golden Oldie is ten years old this month, from March 2002.

CONCEPT AN INNOVATIVE ULTRA-MOBILE PC!


Wrist PC is a pioneering concept that combines all computer functions. The Wrist PC concept boasts a completely functional 3.5 inch touch-screen display plus a keypad onto the side of the wristband. 

One can position the display panels at different angels to make the screen face the user when the device is used for SMSing or GPS

The wireless earpiece can be easily detached from the wristband and can be used for making conference calls, watching videos on the move and listening to music
Well, the wristband’s rubber-feel material offers a comfortable grip for gamers. 
  
Ultra-mobile personal computer plus communication device concept offers a novel experience with is great portability and innovative architecture.

It can be worn like a wristwatch, allowing the user to remain connected to the web anytime, anywhere.

Cyber Warfare

Dry Bones cartoon: hacking, Israel, hi tech, Technology, War, Education,
Apparently we're getting ready.

Next-Generation Hybrid 2013 Volvo V60 Plug-in Hybrid

Volvo claimed the 2013 Volvo V60 Plug-in Hybrid as a virtually production-ready car with carbon dioxide emissions below 50 g/km. The 2013 Volvo V60 Plug-in Hybrid has been presented at the Geneva Motor Show 2011. This car is the result of close collaboration between Volvo Cars and Swedish energy provider Vattenfall. Volvo scheduled start Plug-in hybrid on the market in 2012.

“An important aspect of the project was to preserve the excellent driving pleasure of Volvo V60, a high level of safety and comfort of luxury. Meanwhile, the average CO2 emissions and fuel consumption is reduced by half compared to what is available in the market today, “said Stefan Jacoby, President and CEO of Volvo Cars.

The 2013 Volvo V60 Plug-in Hybrid has a range of up to 50 kilometres when powered solely by electricity. Press the “Hybrid” and you’re driving a hybrid high efficiency with an average carbon dioxide emissions of just 49 g / km. Select the “Power” and you’ll have at your command a veritable powerplant providing a combined total of 215 + 70 horsepower and acceleration from 0-60 mph in just 6.7 seconds.

The front wheels of the V60 Plug-in Hybrid will be powered by a 2.4-liter five-cylinder D5 turbodiesel, producing 215 horsepower and maximum torque of 325 lb.-ft. (440 Nm). The rear axle features ERAD (Electric Rear Axle Drive) in the form of an electric motor that produces 70 horsepower, which is powered by a battery of 12 kWh lithium-ion batteries. The car features a six-speed automatic transmission.

The driver chooses the preferred driving mode via three buttons on the instrument panel: Pure, Hybrid and Power. The interaction between diesel and electric power is handled through a control system.

As the third leg of the electrification strategy at Volvo Cars, the Volvo V60 2013 The Plug-in Hybrid is driving the next generation of engines with hybrid technology.

Peugeot 308 CC 2012 Features Innovative e-HDi Micro-hybrid Technology


Refresher of Peugeot 308 exterior design is the result of a combination of the Peugeot 508 and the SR1 Concept Car. New Front view of Peugeot 308 seen by the presence of a series of LED lights and the whole day. The new Peugeot 308 comes with a new look and offers innovative e-HDi micro-hybrid technology optimizes fuel consumption and CO2 emissions, the start of only 98 g / km. Peugeot still have a choice of 3 models of the body, hatchback, station wagon (SW) and coupé cabriolet (CC).
With the new lines, the Peugeot 308 Marque includes the latest subtle stylistic codes. The body follows the contours of the mechanical assembly underneath. The appeal of the three body shapes (Saloon, CC and SW) thus acquires a more technological elegance, illustrated by the presence of LED headlamps with light guides. Dynamics and emotion are always present as an end in the genes of the 308, especially with its more assertive look thanks to the new Xenon headlamps with titanium-colored mask and the hatchback in its exclusive GTi finish.

Determined to consolidate its leading position in terms of road holding and driving pleasure, the Peugeot 308 looks to be a benchmark in terms of ecological efficiency. In fact, in the footsteps of the 508, STOP the new Peugeot 308 on innovative e-HDi micro-hybrid technology, the latest generation & START, on the 1.6-liter HDi FAP has 112 hp Euro 5 engine. This offering, in the “entry level” engine is available with a semi-automatic manual gearbox and, for the first time, with a full manual gearbox, for optimal driveability.

The dimensions and the quality of the devices on the new Peugeot 308 remains unchanged, regardless of body shape and ensures a spacious and comfortable cabin. The same applies to primary, secondary and tertiary safety, which remain at the highest level.

INTERNET - TECHNOLOGY OF COMMUNICATION


Internet means connects the persons or computers to each other. In the broad meaning Internet is a global system of interconnected computer networks that usea set of protocols called TCP/IP. It is a network of networks that consists of millions of private and public, academic, business, and government networks of local to global scope that are linked by copper wires, fiber-optic cables, wireless connections, and other technologies. The Internet carries a vast array of information resources and services, most notably the inter-linked hypertext documents of the World Wide Web (WWW) and the infrastructure to support electronic mail, in addition to popular services such as online chat, file transfer and file sharing, online gaming, and Voice over Internet Protocol (VoIP) person-to-person communication via voice and video.

In modern age, the Internet is a public, cooperative, and self-dependent service available to millions of people worldwide. Physically, the Internet uses a portion of the total resources of the currently existing public telecommunication networks. Technically, what distinguishes the Internet is its use of a set of protocols called TCP/IP (for Transmission Control Protocol/Internet Protocol). Difference between Internet and World Wide WebThe terms Internet and World Wide Web are often used in everyday speech without much distinction. However, the Internet and the World Wide Web are not one and the same.

The Internet is a global data communications system. It is a hardware and software infrastructure that provides connectivity between computers. In contrast, the Web is one of the services communicated via the Internet. In the broad meaning Internet is a global system of interconnected computer networks that use a set of protocols called TCP/IP. It is a network of networks that consists of millions of private and public, academic, business, and government networks of local to global scope that are linked by copper wires, fiber-optic cables, wireless connections, and other technologies.

The Internet carries a vast array of information resources and services, most notably the inter-linked hypertext documents of the World Wide Web (WWW) and the infrastructure to support electronic mail, in addition to popular services such as online chat, file transfer and file sharing, online gaming, and Voice over Internet Protocol (VoIP) person-to-person communication via voice and video.In modern age, the Internet is a public, cooperative, and self-dependent service available to millions of people worldwide. Physically, the Internet uses a portion of the total resources of the currently existing public telecommunication networks.

Technically, what distinguishes the Internet is its use of a set of protocols called TCP/IP (for Transmission Control Protocol/Internet Protocol).

Difference between Internet and World Wide Web:
The terms Internet and World Wide Web are often used in everyday speech without much distinction. However, the Internet and the World Wide Web are not one and the same. The Internet is a global data communications system. It is a hardware and software infrastructure that provides connectivity between computers. In contrast, the Web is one of the services communicated via the Internet. It is a collection of interconnected documents and other resources, linked by hyperlinks and URLs.

BIOMETRIC TECHNOLOGY SCIENCE HISTORY


Biometric history indicates that the science did not originate at a single place. People all over the world were using the basics for mainly identifying individuals from each other. We'll explain about biometric history in brief over the next few paragraphs. 


The history of biometrics dates back to a long time. Possibly the most primary known instance of biometrics in practice was a form of finger printing being used in China in the 14th century, as reported by explorer Joao de Barros. 

Barros wrote that the Chinese merchants were stamping children's palm prints and footprints on paper with ink so as to differentiate the young children from one another. This is one of the most primitive known cases of biometrics in use and is still being used today. 

Apart from its Chinese genesis, use of biometrics was also noted elsewhere in the world. Up until the late 1800s, identification largely relied upon "photographic memory". In the 1890s, an anthropologist and police desk clerk in Paris,Alphonse Bertillon, decided to fix the problem of identifying convicted criminals and turned biometrics into a distinct field of study. 

Bertillon developed a technique of multiple body measurements which later got named after him - Bertillonage. His method was then used by police authorities throughout the world, until it quickly faded when it was discovered that some people shared the same measurements and based on the measurements alone, two people could get treated as one. 

After the failure of Bertillonage, the police started using finger printing, which was developed by Richard Edward Henry of Scotland Yard, essentially reverting to the same methods used by the Chinese for years. (which still is going strong !) 

Biometric history in the recent past (three decades) has seen drastic advancements and the technology has moved from a single method (fingerprinting) to more than ten prudent methods. Companies involved with new methods have grown into the hundreds and continue to improve their methods as the technology available to them also advances. Prices for the hardware required continue to fall making systems more feasible for low and mid-level budgets and thus making this more adaptable in small businesses and even households. 

As the industry grows however, so does the public concern over privacy issues. Laws and regulations continue to be drafted and standards are beginning to be developed. While no other biometric has yet reached the breadth of use of fingerprinting, some are beginning to be used in both legal and business areas.

Land Day (1999)

Dry Bones
September 09, 1999

(1999) Dry Bones cartoon: Land day, anti-Zionism, Arabs, Israel, Chemical Warfare, Holy War, jihad,
Today's Golden Oldie is from 1999.

The latest news out of the formerly moderate state of Morocco now in the throes of Arab Spring:

Israeli flags burnt in Morocco rally
Organizers claim 100,000 people took part in Land Day rally in Rabat, protested participation of Israeli diplomat in EUROMED meeting. David Saranga taken out back door.

Several days prior to the Global March to Jerusalem, thousands of Moroccans took part in a mass rally in Rabat "in support of Jerusalem." Israeli diplomat David Saranga, who was in the city for a conference, was taken out of the building through a side door as demonstrators protested his presence there, Yedioth Ahronoth reported Monday. Palestinian flags were flown and Israeli flags were burned during the march.
A Moroccan Islamic organization that organized the march claimed that 100,000 participated in the rally.
"The people want to free al-Aqsa," the protesters chanted. "A million martyrs are going to Jerusalem."
-more

A Madoff Passover

Dry Bones cartoon: Madoff, Afikoman, Passover, Pesah, Pessach, Prison,
Everyone is making plans for Passover.

Gentlemen's Agreement

Dry Bones cartoon: Bush, Islamism, Islam, jihad, Islamism, Judaism, Christians, Terrorism,
"we are not at war with Islam, which most Americans respect as a religion of peace."
-- George W. Bush, 9/16/01

The Harmful Effects of Too Much Video Game Playing

Ever since Computer Space came out in 1971, video games have become more and more realistic and life-like. Graduating from primitive 2D graphics to life-like 3D environments, computer games have had an impact on kids, and adults, for more than forty years. While there is some controversy about whether computer games are beneficial or harmful, the impact they have on people is well documented and studies conducted over the years have brought up some interesting results.

The Effects of Violent Video Games

Many studies have been undertaken to see how violent video games effect children. One such study shows that there is a connection between violent video games and aggressive behavior.  Dr. Craig A. Anderson, Ph.D., of the Iowa State University in Ames has conducted a study on the gaming habits of over a thousand children from Japan and the United States (7). The study has revealed some startling facts about the effects of video games on children.

 During the course of the experiment, the children’s video game habits were studied, along with their behavior. At the start, the behavior of the children--whether they were more passive or aggressive--was taken into account. The participants rated their own behavior, but Anderson’s team also gathered information from their peers and teachers (7). Anderson and his colleagues concluded that children who played violent video games on a regular basis were more aggressive than their peers who rarely or never played such games (7).

 Anderson writes in an article for the American Psychological Association: "High levels of violent video game exposure have been linked to delinquency, fighting at school and during free play periods, and violent criminal behavior (e.g., self-reported assault, robbery)” (1).

 Others experts disagree with Anderson’s research, claiming that violence in general is not the problem with video games. Dr. Cheryl K. Olson, a director of the Center for Mental Health and the Media at Massachusetts General Hospital in Boston is quoted by CNN as saying, “I think there may well be problems with some kinds of violent games for some kinds of kids. We may find things we should be worried about, but right now we don't know enough” (7).

While there is controversy over whether all genres of violent video games are harmful, research regarding the effects of violent video games on the brain has brought up some startling results. According to a fairly recent study by Dr. Vincent Matthews of Indiana University, computer games have an impact on the brain. A number of participants, ages 18 to 29,  were randomly chosen to play a Mature-rated, first-person shooter game (13). The other group played no computer games during the study. None of the participants had much experience playing computer games and all were men (9).

 In the first part of the experiment conducted by Matthews, the subjects were given counting and emotional tests to complete while their brains were scanned by a functional MRI machine. During the first week, the group assigned the video game played it for 10 hours on average (13).

 After one week had passed, both groups were given counting and emotional tests and scanned again by the functional MRI machine. The scans revealed that the game-playing group had less activity in the areas of their brains where attention, emotions, and the restraint of impulses are centered (9). The group that played the Mature-rated game did not respond to emotional content as they had during the first test (13). A test that involved counting revealed that the video game group had decreased activity in the areas of their brains where concentration and attention are controlled (9).

 During the second week, neither group played video games. The testing that took place that the end of the second week revealed that the video game group had improved (13) in their performance compared to the previous test, but had not quite reached the results of their first test, prior to their playing the game. The control group, which had played no video games, performed the same, as expected.

 Matthews is quoted in an article on Time.com as saying, “Behavioral studies have shown an increase in aggressive behavior after violent video games, and what we show is the physiological explanation for what the behavioral studies are showing. We’re showing that there are changes in brain function that are likely related to that behavior” (9).

 The activity of the brain is not the only thing to be affected in the brain. Dr. Paul Grasby of the Hammersmith Hospital in London obtained evidence that playing video games can become chemically addictive. He and his fellow researchers learned that the production of dopamine doubles in the brain of a person who consistently plays video games (15). The researchers found that the dopamine produced had the same effect as amphetamines or Ritalin injected into the blood stream (15). Dopamine is considered to be a hormone associated with pleasure (4) and Grasby’s team has compared video games to taking “a dose of speed” (15).

 Video Game Addiction

WOW in the Future
This dopamine craving makes sense in light of the obsession of many with massive multiplayer online role-playing games (MMORPGs). Games such as World of Warcraft and EverQuest bring the player into a fantasy world where he or she can interact with thousands of other online players and complete missions in complex maps. Each player controls a character he or she can use to gain advancements and special abilities. Most players of such games become completely engrossed in his or her game. A website called gamerwidow.com has started that is for “gamer widows” to “come and share their frustrations with their fellow gamer widow(er)s, and discuss their feelings and develop a [camaraderie] that only those in their positions understand” (6).

(Click below to read more.)



While “gamer widows” suffer from the absence of their husbands, “gamer widows” are not the only ones who suffer as a result of their husbands’ video game addictions. Children, who need to be spending quality time with their dads are not getting that important family time. Studies show that fathers who are involved in their infants’ lives will have children with higher IQs and better reasoning and linguistic abilities (11). Fathers who were involved in helping their older children with school work, and who spent quality time with their kids, positively effected their kids’ grades. A 2001 study by the U.S. Department of Education showed that children with such fathers were 33 percent less likely to repeat a grade than other children and 43 percent more likely than their peers to have mostly As (11). Fathers do not realize how important they are to their children’s well being. Dr. David Popenoe, professor of sociology emeritus and co-director of the National Marriage Project at Rutgers University, has written a book called Life Without Father (5). Popenoe says, “Fathers are far more than just 'second adults' in the home. Involved fathers bring positive benefits to their children that no other person is as likely to bring” (10).

 Health Problems

Video games also cause harm to the video game addict in a very physical way, aside from the negative changes in the brain as mentioned earlier. Clicking away on a controller or a mouse for too long can cause hand, wrist, and finger injuries (2). And, staring at a TV or computer screen for too long can cause vision problems. Optometrists and ophthalmologists claim that there is a connection between nearsightedness (or myopia) and staring for long periods of time at screens or books (14). While this connection is not fully understood, nearly everyone has experienced eyestrain when spending too much time looking at a screen or a book. The eyes become dry and begin to ache, and vision gets blurry.

 While staring at a computer screen for long periods of time is harmful, just sitting in one place for too long--strange though it may sound--is more potentially harmful. When someone is focused on trying to complete missions in a video game, he or she may not take much time for breaks or for exercise. New research shows that simply just sitting too long and not getting exercise can be the cause of cancer. In a news release from December 2011, Neville Owen, PhD, of Australia's Baker IDI Heart and Diabetes Institute, said, "It seems highly likely that the longer you sit, the higher your risk” (3).

Staying in one place, prolonged sitting, and getting little or no exercise are all linked with cancer risk and inflammation (8). Alice Bender, RD, a dietitian for the American Institute for Cancer Research is quoted in a Fox News article as saying, "We'd like Americans to think about physical activity in a different way” (8). Bender goes on to say that people need to focus on making time for regular exercise and also reduce prolonged sitting. The Fox News article quoted her saying, “We would like people to think about 'make time' and 'break time' and that equals cancer protection” (8). While this research applies to anyone who sits too long without taking breaks, it also applies to people who spend lots of time playing video games.

Surprisingly, playing video games for extremely long periods of time can also cause death. A 28-year-old South Korean man died after playing an online computer game for 50 hours straight after losing his job (12). He had only taken a few brief naps and bathroom breaks during that time (12). One police officer said, “We presume the cause of death was heart failure stemming from exhaustion” (12). Interestingly, he had lost his job because he had skipped out on work to play a massive multiplayer online role playing game (MMORPG) (12). As mentioned earlier in this article, MMORPGs are highly complex computer games where a person can interact with thousands of other gamers and perform various tasks and missions to gain powers or abilities, and such games are highly addictive. Video games also waste a lot of time that could be better used for more productive tasks such as homework, physical exercise, creative hobbies, or sports.

 In conclusion, this article has looked at how violent video games have negative effects on the brain and how video games can be chemically addictive, causing the production of dopamine, a hormone that stimulates pleasure. Video game addictions can be so strong that addicts waste hours of their lives each day, ignoring their families and friends. Because of this addiction to video games, forums and websites dedicated to the lonely spouses of gamers have started popping up. This article has also examined how staring at a screen for too long can cause harm to the eyes and how sitting in one place for too long can cause the risk of cancer to increase. Cancer is a serious problem and trying to prevent it should be at the top of everyone’s priorities, but showing attention to one’s family is also very important and this importance cannot be overstated. Video games can be a fun hobby to do once in a while, but if one is not careful, they may become an addiction.




Works Cited


 (1) Anderson, Craig A. "Violent Video Games: Myths, Facts, and Unanswered Questions." apa.org. American Psychological Association, n.d. Web. 20 March 2012.

 (2) "A Young Affliction? Do Video Games Cause Carpal Tunnel Syndrome?" repetitive-strain.com. Balanced Systems, Inc, n.d. Web. 20 March 2012.

 (3) Doheny, Kathleen. "Study Shows Inactivity and Excess Sitting Linked to an Estimated 100,000 Cancer Cases a Year." webmd.com. WebMD, LLC, 3 Nov. 2011. Web. 20 March 2012.

 (4) "Dopamine Functions." news-medical.net. AZoNetwork, n.d. Web. 20 March 2012.

 (5) "Families without Fathers by David Popenoe – New Book." mkg4583.wordpress.com. WordPress.com, n.d. Web. 20 March 2012.

 (6) GamerWidow.com. GamerWidow.com, n.d. Web. 20 March 2012.

 (7) Harding, Anne. "Violent video games linked to child aggression." cnn.com. Turner Broadcasting System, Inc, 3 Nov. 2008. Web. 19 March 2012.

 (8) "Is Sitting Too Long a Major Cancer Risk?" fox23news.com. Newport Television LLC, 3 Nov. 2011. Web. 20 March 2012.

 (9) Park, Alice. "How Playing Violent Video Games May Change the Brain." time.com. Time Inc, 2 Dec. 2011. Web. 20 March 2012.

 (10) Popenoe, David. Life Without Father. New York: Free Press, 1996. Print.

 (11) Rosenberg, Jeffrey, W. Bradford Wilcox. "The Importance of Fathers in the Healthy Development of Children." childwelfare.gov. U.S. Department of Health and Human Services, 2006. Web. 20 March 2012.

 (12) "S Korean dies after games session." bbc.co.uk. BBC, 10 Aug. 2005. Web. 20 March 2012.

 (13) Snider, Mike. "Research: Violent video games may alter brain function." usatoday.com.  USA TODAY, a division of Gannett Co. Inc, 30 Nov. 2011. Web. 20 March 2012.

 (14) Webster, Molly. "Sitting Too Close to the Computer Screen Can Make You Go Blind." scientificamerican.com. Scientific American, a Division of Nature America, Inc, 8 Nov. 2007. Web. 20 March 2012.

 (15) Zambrello, Brad. "Video Game Addiction Harmful." dailycampus.com. The Daily Campus, 18 Jan. 2010. Web.  20 March 2012.

Terror and Europe (1985)

Dry Bones
December 30, 1985

(1985) Dry Bones cartoon: Terrorism, terrorists, Israel, Europe, Appeasement, France, Toulouse,
Today's Golden Oldie is from 1985.

My "trick" is to use humor as a means of communication, but that was not my goal when I did this cartoon in 1985. It expressed (back then) the anger I feel now, in the wake of the attack in Toulouse.

And it's just as appropriate.

Attacks in Toulouse, France

Dry Bones cartoon: Jewish School, Toulouse, Terrorism, attack, France, neo-nazi, Nazi, Islamism, Islamists, Shuldig,  2012
According to World Jewish Daily:

Toulouse Killer Likely Filmed Attack, Executed Little Girl

"A tragic update to a tragic story.

Police now say the killer of four Jews in Toulouse likely filmed the attack with a a camera attached to his chest and methodically stalked his victims, murdering a little girl in cold blood.

According to eyewitness accounts, after the killer entered the Jewish Ozar HaTorah school, he chased after 7-year-old Miriam Monsonego and shot her repeatedly.

He grabbed Miriam as she tried to escape, grasped her hair and shot her. Then, as she bled to death on the floor, he lifted up her head and fired two additional bullets.

The brutality of the crime -- which also took the lives of Rabbi Jonathan Sandler, 30, and his two sons, Gabriel, 6, and Arieh, 3, -- has led French police to suspect a violent, racist intent behind the attacks.

In a bizarre and macbre development, French police also say the killer seems to have filmed the attacks" -more

Passover Syndrome (1998)

Dry Bones
April 06, 1998

(1998) Dry Bones cartoon: Passover,  Pessach,  Pesah, Holiday, Shuldig, Yom Kippur, over eating, over weight, dieting
Passover is in the air!
Today's Golden Oldie is from a Pessah back in 1998.

More than 2 weeks to go 'til Seder Night, but, hey, like I said; "Passover is in the air!"

THE FUTURE OF COMPUTERS FUTURE COMPUTER TECHNOLOGY NEWS UPDATES COMPUTER TECHNOLOGY IN FUTURE


The history of computers and computer technology has been a long and a charming one, If we look back more than fifty years to the first primitive computing machines. These machines were massive and difficult affairs, consisting of row upon row of vacuum tubes and wires, Regularly encompassing many rooms to fit it all in.

Anybody who has looked at the world of computers recently can attest, the size of computers has been reduced sharply, yet the power of these machines has been increased at an exponential rate. In fact, the price of computers has come down so much that a lot of households now own not only one, but two, three or even more, PCs.

As the world of computers and computer technology continues to develop and modify, a lot of people, from science fiction writers and futurists to computer workers and ordinary users, have wondered what the future holds for the computer and related technologies. Several things have been pictured, from robots in the form of household servants to computers so small they can fit in a pocket. In fact, some of these predicted inventions have already come to pass, with the beginning of PDA’s and robotic vacuum cleaners.

Beyond these innovations, though, there are likely to be many, many more. One of the  major significant areas of research in the world of computers is that of artificial intelligence. When a lot of people think of artificial intelligence, they may picture fully aware machines, complete with emotions, and the problems that can happen from them. Therefore this remains the goal of many artificial intelligence researchers, in reality artificial intelligence technology is already in place and already serving the needs of humans everywhere.

One of the most powerful uses of artificial intelligence thus far is in the world of speech recognition. This significant technology is already in place in call centers, banks, brokerage centers, insurance companies and other businesses throughout the world. Meanwhile speech recognition is still imperfect, it has improved very much in recent years, and in the future many routine, and even non-routine, phone calls and telephone inquiries might be handle totally without human interference.

Robot technology has also moveed a long way, although it still has a long way to go. Robots in the future are belive to take human form, expect in a few specialized applications. In fact robots are likely to do a great deal of work that is simply too dangerous for humans to achieve. From spaceflight applications to search and rescue, robots are probably  to continue down the learning curve they have already entered, further enhancing human lives and providing valuable services for a fraction of the cost of today’s robot helpers.

Quantum computers are also likely to change the computing experience, for both business and home users. These powerful machines are already on the drawing board, and they will be in market soon. The quantum computer is predicted to be a massive jump forward in computing technology, with exciting implications for everything from scientific research to stock market predictions.

Nanotechnology is an another significant element of the future of computers, predicted to have a deep impact on people around the world. Nanotechnology is the procedure whereby matter is manipulated at the atomic level, providing the ability to “build” objects from their most basic parts. Like robotics and artificial intelligence, nanotechnology is already in use in several places, providing everything from stain resistant clothing to better suntan lotion. These advances in nanotechnology are probably will continue in the future, making this one of the most powerful aspects of future computing.

ART SCIENCE = FUTURE TECHNOLOGY.


How about a flexible and self-cleaning cell phone? The future concept cell phone Morph is the result of a partnership between Nokia and the University of Cambridge and provides some insight about the possibilities of nanotechnology.

As the concept was launched it was also presented as a part of the exhibition "Design and the Elastic Mind" (February 24 to May 12, 2008) at The Museum of Modern Art in New York. Read more details in this Tree hugger article article where there is also a nice presentation video.
Why an art museum? Well, the idea in this joint research project has been to combine art and science; the artistic vision generates ideas that stimulates scientific development. It will take years before we have phones like the Morphbut creating concepts from ideas born at the intersection of art and science is an excellent way of exploring possible applications for nanotechnology.

FOLDING SCREEN TECHNOLOGY REVEALED, PHONE OF THE FUTURE BEWARE!


Taiwanese researchers from the Industrial Technology Research Institute recently revealed a foldable screen concept, that can double its original size. We’ve seen many concept phones using this idea, but we’ve never come so close to seeing the real thing making it to production.

The new type of display uses a TFT-EPD technology (Thin Film Transistor Electrophoretic Display) and is limited to 5 inches for now. Here’s a neat gallery of concepts using this tech to feast your eyes on: