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Wednesday,
August 20, 2008, Shabaan 17, 1429 A.H |
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How
has computing changed our world?
When we
compare the technology that is available today compared to 10
years ago the
difference is quite immense. Computer technology has changed
the way we do a lot of day to day tasks. There are downsides
to this as well but the benefits far outweigh the cons. It
delivers us with tools to make our lives more fun, more
productive and empowered...
Computers
have changed the world. They have changed the way we do
business and they have changed how we play. The power of the
computer has changed the way we do a lot of day to day tasks.
Letís take
photography as an example. The process of taking photographs
and getting the images used to be a time consuming and often
expensive process. You took the photographs, took the film to
a photo developers then went back and go your finished
photographs on glossy paper. For most people the task of
actually developing the photographs was beyond their scope.
The process of developing the actual photographs was very
often entrusted to a photographer. The entire process of
converting the images from film to paper took time and cost
money.
Now the
process is a lot simpler. You take a photo, plug your camera
into your PC, transfer the
image from your camera to your PC and its then available as a
digital image. Having images stored in a digital format means
you can do a lot more with them. Back in the old days of
photography the picture you took was going to be the end
result. Now you have the ability to modify and edit your
images. Working with digital images gives you a lot more scope
to let your creative side spill out.
If you are a
traditionalist you can still get your images on paper. Either
print them out using a printer plugged into your PC or use a
company who provide digital image printing services. There are
a lot of companies who offer this service. Even this is now a
lot easier. There are websites that simply allow you to upload
your images to their server and then they send you the printed
photographs. When we compare the technology that is available
today compared to 10 years ago the difference is quite
immense. The quality has also improved. Modern digital cameras
and high quality printers can produce just as good, if not a
better an end result than traditional camera technologies.
Photography
is just one area where the power of computing has changed our
world. Music is
another. All music used to be bought from record stores. Now
you can pay for your music online and download it onto your
computer. Music is becoming more and more portable. First it
was vinyl records, then tapes and CD's now with music being
made available in digital format it can be purchased and used
with literally no tangible size. The music is just a computer
file that you can store on a pc or MP3 player and port from
device to device. It's like having an invisible music
collection.
A while back
I decided to convert my entire music collection to MP3 format.
It used to take up shelves of storage space now it just
resides on y PC's hard drive. It's easier and more convenient.
Instead of looking for a CD then inserting it and playing it I
just browse my collection, find the track I want to play and
play it using a PC media player.
It is not
just in the home that the power of computing is making a real
difference. Business is certainly seeing the result of the
computing age. Now it would be difficult to find many
businesses big or small that do not use computing in some way.
It could be anything from printing invoices to storing client
data. The power of computing has certainly made businesses a
lot more productive. The contents of 1000 filling cabinets
could easily be stored on an average PC.
There are
downsides to this but the benefits far outweigh the cons. One
area where the growth in computer usage has had a negative
impact is job losses. For example it is almost certain that
the rapid growth in digital photography has had a very bad
impact on the photography industry. Jobs that would have once
been carried out by staff on photo development labs are now
being done by the person who owns the camera on his/her own
PC.
The music
store industry must also be suffering. If people can simply go
online and buy music why go into town to buy a physical copy.
There are lots of ups and downs to this debate but like it or
not the power of computing has changed the world for good.
There is still a lot to change and a lot more potential to be
had from computing in general.
As computing
becomes more and more popular so will the transfer of commerce
from the real world to the digital world. Computers make
things easy. They deliver us with tools to make our lives more
fun, more productive and empowered. One wonders where will
these end.
--www.digital-assistant.net
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Net
innovation gets squeezed
Beyond
today's layoff news and this year's shrinking network budgets,
the ongoing economic turmoil could have a long term impact on
the lifeblood of the technology industry, innovation.
By
Carolyn Duffy Marsan
Beyond
today's layoff news and this year's shrinking network budgets,
the ongoing economic
turmoil could have a long term impact on the lifeblood of the
technology industry, innovation.
After all,
layoffs, research and development cutbacks, and a lack of
start-up companies mean fewer people are working to solve
network problems, and fewer ideas will ever see the light of
day. On the other hand, observers say what is really emerging
is a more Darwinian environment than we have had in recent
years, where only the strong ideas survive.
"We
were in an era where almost any idea could get funding,"
says Bill Leighton, Vice President of network and services
development at AT&T Labs. "So many new ideas were
generated, and people had to spend a lot of time sorting them
out."
This, the
final part of Network World's series about the economy's
effects on the industry, focuses on how innovators plan to
make the most of a bad situation.
"It's
inevitable that we'll go forward . . . with technologies like
wireless Internet, optical and
mass-market broadband," says Larry Smarr, Director,
California Institute for Telecommunications and Information
Technology (CalIT2). "People won't stop innovating, but
it's going to be short rations for a while."
That's
partly because private investment in network start ups a major
engine of innovation - evaporated this year. The second
quarter reported the lowest amount of seed and first-round
financing deals in the industry since 1998, according to
PricewaterhouseCoopers' MoneyTree survey. The survey lists 116
seed- and first-round deals in the second quarter, down 80
percent from the peak in the first quarter of 2000. At $688
million, the total financing in the spring of this year was
one-tenth the amount spent in early 2000.
Acquisitions
of start ups are also down. For example, Cisco, which gained a
reputation for acquiring innovation rather than developing it
in-house - bought just one company in the first half of this
year, compared with more than 20 last year. And IPOs have
plummeted in the technology sector, from more than 300 in each
of the last two years to just 10 in the first half this year,
according to the website IPO Monitor.
For
corporate buyers, this trend means start-ups will take longer
to deliver products because they will have less money to spend
on people-intensive development efforts. However, start-ups
that deliver products should be healthier because venture
capitalists are doing more due diligence before making
investments.
"You
will see stronger businesses because companies won't get
funding unless they have a compelling business plan and a
revenue model that shows they can make it," says Tracy
Lefteroff, global managing partner of the venture capital
practice at PricewaterhouseCoopers. |
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Video
games . . . not all bad
Video games
are not really all bad rather playing them improves manual
dexterity among surgeons,
making them faster and less likely to make mistakes
Playing
video games improves manual dexterity among surgeons, making
them faster and less likely to make mistakes, US researchers
have said. The findings were contained in a raft of research
about how video games affect the people who play them,
discussed at the Annual Convention of the American
Psychological Association in Boston.
"The
big picture is that there are several dimensions in which
games have effects," including their content, how they
are played, and how much, said psychologist Douglas Gentile of
Iowa State University.
"This
means that games are not 'good' or 'bad' but are powerful
educational tools and have many effects we might not have
expected they could."
Gentile
presented several studies on video games including one
involving 33 surgeons specialising in laparoscopy, the use of
a thin lighted tube to inspect and treat various conditions in
the pelvic and abdominal cavities.
Laparoscopic
surgeons who played video games were 27 percent faster at
advanced surgical procedures, and made 37 percent fewer
errors, compared to their non-gaming colleagues, the study
found.
Studies
involving high school and college students confirmed previous
findings about the social effects of playing violent video
games, the Iowa State researchers said.
Students who
played violent games were more hostile, less forgiving, and
more apt to view violence as normal, than peers who played
non-violent games. But students who played pro social games
got into fewer fights at school and were more helpful to other
students, the researchers reported.
Yet another
study, at Fordham University, measured the effect of learning
a new video game on problem-solving skills in middle school
age children and found that "playing video games can
improve cognitive and perceptual skills."
"Certain
types of video games can have beneficial effects improving
gamers' dexterity as well as their ability to problem solving
attributes that have proven useful not only to students but to
surgeons as well," the researchers found.
--www.bbc.co.uk |
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TECHNOTALK
Helping the deaf to 'see
sound'
Dr Mick
Grierson from Goldsmith's University of London, takes sound
software to deaf children.
Deaf children have been testing software that enables them to
see a visual representation of sound waves. The software
translates sound waves into circles that radiate on a display
is called Lumisonic. It creates a real time representation of
sound and is designed to elicit responses quickly in the human
brain. "If I make a sound and lower the pitch, the rings
contract," said Dr Grierson. Lumisonic can respond to
computer generated noises or those from a microphone. When
deaf children tested Lumisonic, they began experimenting by
singing and clapping within a few minutes.
Spending
on communications falls
Every day in
2007, the average consumer spent seven hours and nine minutes
watching TV, on
the phone, using the internet or using other services, Ofcom
report says. Since 2002, mobile use has doubled and PC and
laptop use has grown fourfold, says the watchdog's annual
review. TV remains the most popular pastime, with the average
person watching for three hours and 38 minutes a day last
year. In 2007 the average person spent 24 minutes per day on
their computer and 10 minutes using their mobile. There are
also spending more time on the phone than ever before, with a
21 percent increase in minutes spent on mobile calls.
Rat-brain
robot aids memory study
Dr Ben
Whalley, from the University of Reading has carried out tests
on the 'rat brain controlled'
robot. A robot controlled by a blob of rat brain cells could
provide insights into diseases such as Alzheimer's, University
of Reading scientists say. The project marries 300,000 rat
neurons to a robot that navigates via sonar. The neurons are
now being taught to steer the robot around obstacles and avoid
the walls of the small pen in which it is kept. The blob of
nerves forming the brain of the robot takes from the neural
cortex in a rat foetus and then treated to dissolve the
connections between individual neurons |
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