1:
A:
1: (http://www.templetons.com/brad/robocars/)
2:(http://www.lightingdesignlab.com/articles/LED_fund/led_advant.htm)
3:(http://www.theinquirer.net/inquirer/news/1042158/japan-offers-gigabit-broadband)
B:
1: this site is a terrific resource for researching automatic driving cars, it is very detailed but still an easy read. The topics covered range from what the technology is, the different methods to possibly achieve it, the progression so far, all the way to things like the ethical issues. The site is well rounded in it's content, and although it may look rather unprofessional, the information is superb.
2: if you are looking for a non-wiki or front page result on Google as this homework required, this web page is a rather nice source. It has the basic statistics like the lifespan of the average LED, the efficiency in light/to power compared to other lighting technologies, and the ability to operate in all colors. Although your best sources for getting more detailed information would most likely be wiki, or whatever Google comes up with as a obvious answer (search engines exist for a reason, they bring up results) this is still a fair site.
3: simply put, this website proves it already exists. If you look around at statistics for world wide bandwidth, you will find certain areas like japan, Sweden, specific areas in china (Hong Kong) and Korea have extremely high speeds in comparison to the rest of the world.
C: (classwork)
2:
A:
the topic I chose for my term project was the future of humans and computer entertainment, so it is kind of a broad field. Because of this I can not easily branch off without taking a specific idea of something that may evolve entertainment in the future. So I will do a bit of both, by providing a specific example of the future of computer entertainment, and also describing how the technologies can branch out to outside the entertainment field.
A good example of this would be the future augmentation of electronics into our bodies. This can be done to provide a faster, and more expansive input for games, and digital recreation in general (from control of movies, to moving around music files in your queue with the wave of a hand) but besides it's entertainment purposes, this same technology could use the collected information sent from your body/mind to it, to also help the medical field. For example, if you get a overall generic implant into your brain that can interact with it, you could use it as a hub to get information from the brain about what is generally going on in the body. This is a very generic application, but it still shows how the same technology can branch out into distinctly different uses.
B:
1: Beforehand Cushioning – when dealing with cybernetic implants (which will be a major evolution in the computer entertainment field) you will need to have some sort of safeguards to prevent the implants from causing harm if they ever malfunction. An example of this would be cutting the connection from the implant to the brain, if they are not co-dependent.
2:Dynamics – for the implants, it would be very useful for them to adapt to better suit the structure of your brain, as not every structure is the same. If you could create a generic model for mass production, that when implanted, or at any time after/during use it could adapt to your brain to function properly. you could cut down on the cost and maintain efficiency for the product by avoiding customization in the production line.
3:continuity of useful action – this may sound obvious, but even if the implant is used for entertainment purposes, when not in use for that purpose, it should be able to augment other mental challenges, such as providing you with faster mathematical computations, or something similar that expands it's scope of use.
4:Mechanics Substitutions – although you may think as all implants being digital, this is not always the case. Going outside the scope of entertainment a bit, you could have cybernetic implants interact with mechanical implants. For example, for someone who as a inoperable arm or leg, you could replace it with mechanical parts that are given signals by a cybernetic implant to move. However, you could remove the mechanical implant, and replace the nerve function with a system of artificial replacements that could work on the muscles to move a arm/leg, assuming that the only problem is the nerves in that part.
5:flexible shells and thin films – cybernetic implants even when they first come out for the general consumer market will most likely be made of some sort of thin film, but over time I predict that they will evolve to the point of being more flexible, until they are mostly biological instead of electronic.
6: homogeneity – as mentioned in # 5, as the implants evolve, most likely they will move to biological rather then electronic. Closely mimicking the brain's composite material/structure to create a better link.
7: discarding and recovering- depending on how these cybernetic implants are created, when it comes time to replace them, they should be able to dissolve, or somehow remove itself. This would make replacing it easier. However, instead of having the implant destroy itself, if it would be worth it you could try to recover it. Say for example that the material that these implants are made from are easy to recycle, or for some reason are valuable, then it may be profitable to manufacture them to remove there self , but still be removable.
8: parameter changes – if the implant could change it's state, this could be a method to remove these implants. If they can change state and in doing so detach from the brain/body, then they could be removed easier. This principle works well with #7 .
9: taking out – after the implant is augmented with the brain, and if it adapts to your brain/body's structure, it may have certain parts left over after the adaption that are there for universality. But since it has adapted to it's purpose, these parts may not be used anymore. So it may be useful to reduce resources used/other things by shutting off or taking out these parts.
Sunday, September 27, 2009
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