Friday, 28 March 2014

Robotic World

ROBOTS came into the world as a literary device whereby the writers and film-makers of the early 20th century could explore their hopes and fears about technology, as the era of the automobile, telephone and aeroplane picked up its reckless jazz-age speed. From Fritz Lang’s “Metropolis” and Isaac Asimov’s “I, Robot” to “WALL-E” and the “Terminator” films, and in countless iterations in between, they have succeeded admirably in their task.


Since moving from the page and screen to real life, robots have been a mild disappointment. They do some things that humans cannot do themselves, like exploring Mars, and a host of things people do not much want to do, like dealing with unexploded bombs or vacuuming floors (there are around 10m robot vacuum cleaners wandering the carpets of the world). And they are very useful in bits of manufacturing. But reliable robots especially ones required to work beyond the safety cages of a factory floor have proved hard to make, and robots are still pretty stupid. So although they fascinate people, they have not yet made much of a mark on the world.


That seems about to change. The exponential growth in the power of silicon chips, digital sensors and high-bandwidth communications improves robots just as it improves all sorts of other products. And, as our special report this week explains, three other factors are at play.

One is that robotics R&D is getting easier. New shared standards make good ideas easily portable from one robot platform to another. And accumulated know-how means that building such platforms is getting a lot cheaper. A robot like Rethink Robotics’s Baxter, with two arms and a remarkably easy, intuitive programming interface, would have been barely conceivable ten years ago. Now you can buy one for $25,000.




A second factor is investment. The biggest robot news of 2013 was that Google bought eight promising robot startups. Rich and well led (by Andy Rubin, who masterminded the Android operating system) and with access to world-beating expertise in cloud computing and artificial intelligence, both highly relevant, Google’s robot programme promises the possibility of something spectacular—though no one outside the company knows what that might be. Amazon, too, is betting on robots, both to automate its warehouses and, more speculatively, to make deliveries by drone. In South Korea and elsewhere companies are moving robot technology to new areas of manufacturing, and eyeing services. Venture capitalists see a much better chance of a profitable exit from a robotics startup than they used to.


The third factor is imagination. In the past few years, clever companies have seen ways to make robots work as grips and gaffers on film sets (“Gravity” could not have been shot without robots moving the cameras and lights) and panel installers at solar-power plants. More people will grasp how a robotic attribute such as high precision or fast reactions or independent locomotion can be integrated into a profitable business; eventually some of them will build mass markets. Aerial robots—drones—may be in the vanguard here. They will let farmers tend their crops in new ways, give citizens, journalists and broadcasters new perspectives on events big and small, monitor traffic and fires, look for infrastructure in need of repair and much more besides.


As consumers and citizens, people will benefit greatly from the rise of the robots. Whether they will as workers is less clear, for the robots’ growing competence may make some human labour redundant. Aetheon’s Tugs, for instance, which take hospital trolleys where they are needed, are ready to take over much of the work that porters do today. Kiva’s warehouse robots make it possible for Amazon to send out more parcels with fewer workers. Driverless cars could displace the millions of people employed behind the wheel today. Just as employment in agriculture, which used to provide almost all the jobs in the pre-modern era, now accounts for only 2% of rich-world employment so jobs in today’s manufacturing and services industries may be forced to retreat before the march of the robots. Whether humanity will find new ways of using its labour, or the future will be given over to forced leisure, is a matter of much worried debate among economists. Either way, robots will probably get the credit or blame.

Saturday, 15 March 2014

Just before the one-year anniversary of the launch of the “Uncarrier,” T-Mobile has announced the next round of network modernization upgrades. This upgrade cycle will bring LTE service to 250 million people by the end of 2014, and 300 million by the summer of 2015.


Back when T-Mobile first detailed its strategy for upgrading its network, it had noted that this strategy would be deployed to its entire network. However, it had only committed to upgrading the 35,000 GSM+UMTS cell sites it had at the time (covering 225 million people). That had later grown to 37,000 cell sites (covering 230 million people) through organic upgrades, and then 40,000 from the MetroPCS acquisition. That left about 15,000 cell sites covering 70 million people.


At this point, T-Mobile is nearly complete with its upgrade to 40,000 cell sites. The remaining 20 million people where T-Mobile hasn’t announced LTE service either has soft-launched service or is being tested right now and optimized before access is given to subscribers. Within the next couple of months, that service will be fully activated and announced.

As always, autos were the main focus of this year’s Geneva Motor Show, but a smaller category of vehicle made its presence felt. Electric bikes and scooters, such as the Kia Electric Bicycle and Qoros eBIQE, had a strong showing. A third interesting design we found in the halls of the Palexpo, the FEDDZ strikes a balance between electric cargo bike and motor scooter.


There are a number of electric cargo bikes on the market, but many of them are large, cumbersome affairs that seem to place “cargo” well ahead of “bike.” The FEDDZ is a slimmer, more streamlined design that does away with the extended front beds and buckets inherent in other designs, like the 2x4 cargo bike and U

rban Arrow. It won’t shuttle your children downtown or haul a chest of treasure home from the sea, but it packs enough room for many common items.



Germany’s Emo-Bike took a look at the typical motorcycle and realized it could free up a lot of storage space by removing the gas tank. The use of an electric hub motor allowed it to pull out not only the gas tank, but also the bulky, centrally mounted gas drivetrain, while returning only a flat battery pack. That opens up 23 liters of cargo space in the heart of the FEDDZ frame, space enough for things like a motorcycle helmet; a gym bag; or a football, jersey, cleats and a water bottle, as Emo tells it. The cargo section includes two belts to secure the goods for the ride.


The 48-volt lithium-ion battery is integrated into the lower rear section of the central cargo area. It is easily unlocked, removed and carried via a fold-out handle, allowing riders the ability to charge it in a home or office. Two battery options are available to FEDDZ buyers: a 1,600-Wh ECO battery that offers up to 43.5 miles (70 km) of range on a charge and a 2,100-Wh Premium battery that spins the wheels for up to 68 miles (110 km). The ECO battery takes 5.5 hours to charge, and the Premium takes 7 hours. Both are guaranteed for 500 recharging cycles.



With its diamond-frame and mountain bike-like Manitou suspension fork, the FEDDZ could easily be mistaken for an electric bicycle. However, it lacks a pedal drivetrain and is classified as an electric motor scooter. The handlebar-mounted drive switch lets the rider control the rear hub motor’s output through three modes, which free up to 15.5 mph (25 km/h) or 28 mph (45 km/h) worth of speed, depending upon model. A central display shows key info like speed, battery life and driving range. The battery also powers a Philips front-rear lighting system, and a USB port allows the rider to tap into it to charge his or her smartphone.

For 22-year-old Iain Bunt, there’s no better escape than waging war in a cyber world where your greatest weapon is quick thinking – along with fast fingers.


“It’s relaxing after a long day, and really just a way to de-stress,” said Bunt, his eyes glued to his computer screen as his fingers clattered across the keyboard, entering the precise combo for his character to swiftly slice his opponent’s head in half with a samurai sword.


Bunt was one of about 300 who participated in St. Clair College’s ninth annual No Man’s LAN tournament over the weekend. The event, hosted by the college’s Information Technology Club, is an opportunity for local gamers to hook up to the Local Area Network and compete in the largest computer gaming tournament of its kind in Southwestern Ontario.


The event ran straight through from Friday evening until Sunday, and about 75 competitors were registered to stay the entire time, said event organizer Nico Verrelli, who is vice president of the Information Technology Club.


“Normally gamers are at home, not really hanging out with anyone, so this is bringing everyone together all in one place, which is sort of the whole point of this event,” said Verrelli.


Bunt was one of the many who decided to stick out the entire 48 hours and sacrifice shut-eye for the once-a-year opportunity. He pointed to a backpack filled with chips and energy drinks as his secret to fighting sleep. The annual event is something he looks forward to and trains for all year, he said.


“I don’t play not as much as I used to because I work full time now, so I only play for about three or four hours a day,” said Bunt, adding he attends the annual gaming event more for fun than to win. “In high school I used to play five or six hours a day,”


LAN parties and electronic sports have become increasingly popular worldwide since the event began nine years ago, said Verrelli. With the No Man’s LAN event, Windsor should be marketing itself as an electronic sports destination for gamers, he said.


“I think this is what Windsor needs because with Esports, there’s a big industry for IT, and then you start getting game developers, and a lot of graphic designers, software development and computer science goes into gaming,” said Verrelli. “And there’s a lot of money that goes with it.”


Most competitors attending the event are drawn to the League of Legends tournament, said Verrelli.


“Right now, strategy games are popular, so a combination of quick reflexes and skill, along with having a solid plan and good intuition,” said Verrelli. “So gaming has gone from just running around aimlessly and how fast you can click a button to now there’s a lot of thinking and planning involved and strategizing.”


Verrelli said top prizes of gaming equipment and accessories totalled more than $4,000 for the weekend tournament.


In the dimly lit student lounge area where the event was held, trance-like music played from mega speakers Saturday morning as PC screens lit up droopy eyes focused on the cyber task at hand.

Intro to IT

Information technology (IT) is the application of computers and telecommunications equipment to store, retrieve, transmit and manipulate data, often in the context of a business or other enterprise. The term is commonly used as a synonym for computers and computer networks, but it also encompasses other information distribution technologies such as television and telephones. Several industries are associated with information technology, including computer hardware, software, electronics, semiconductors, internet, telecom equipment, e-commerce and computer services.


Humans have been storing, retrieving, manipulating and communicating information since the Sumerians in Mesopotamia developed writing in about 3000 BC, but the term information technology in its modern sense first appeared in a 1958 article published in the Harvard Business Review; authors Harold J. Leavitt and Thomas L. Whisler commented that “the new technology does not yet have a single established name. We shall call it information technology (IT).” Their definition consists of three categories: techniques for processing, the application of statistical and mathematical methods to decision-making and the simulation of higher-order thinking through computer programs.


Based on the storage and processing technologies employed, it is possible to distinguish four distinct phases of IT development: pre-mechanical (3000 BC – 1450 AD), mechanical (1450–1840), electromechanical (1840–1940) and electronic (1940–present). This article focuses on the most recent period (electronic), which began in about 1940.