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Give your eyes a rest.
Quote of the Week.
Changing ALL the rules!
Virtual Economies Surpass "Real" Ones!
How many "games" beat GNPs?
The Nanotube Buzz.
Faster than a speeding silicon transistor.
Tidbits...
Disk Drives, past & future.
A "storage
inversion."
CPU Update.
From Out of the Ether...
Let your drinking glass keep you out of jail?
PC As Toilet?
There are certain similarities...
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"Biology and
electronics have long existed in separate
universes. But because biological molecules,
like DNA and proteins, are roughly a few
nanometers in size, and because physicists and
chemists are now learning how to make electronic
devices on exactly that size scale, these
universes are colliding.
The result is a new class of devices that combine
the ability of biological molecules to selectively
bind with other molecules, with the ability of
nanoelectronics to instantly detect the slight
electrical changes caused by such binding.
What's really
interesting about this technology is that it
allows one to take the inorganic components that
normally would be nestled inside an electrical
chip, and combine them with biological molecules."
Paul
Alivisatos, cofounder, Nanosys
May, 2002 TechnologyReview
http://www.technologyreview.com/articles/stikeman0502.asp
This will change ALL the rules!
Back to Table of Contents
We've talked before about Sony's "EverQuest" a
Massively Multiplayer Online Role Playing Game (MMORPG).
It has an incredible user base of 450,000+ players
who dutifully pay their $12.95 per month to fight
and socialize in the fantasy world of Norrath
(www.everquest.com).
This and similar games are a fascinating glimpse
into where, I suspect, "virtual reality" will be
taking us.
But this game's tendrils also reach far into
"real reality." You see, regardless of
Sony's ban on the practice, reader Sander Olson
points out that the real-world (out-of-game) sale
of EverQuest loot and characters (which are then
used in-game) makes the fantasy world of Norrath,
"...the 77th
largest economy in the [real] world! [It]
has a gross national product per capita of $2,266,
making its economy larger than either the Chinese
or Indian economy and roughly comparable to
Russia's economy".
(http://www.internetnews.com/infra/article/0,,10693_1107121,00.html)
It may also surprise you that the combined
"console" and PC gaming industries,
"...form a
multi-billion dollar industry that has already
surpassed Hollywood in terms of revenues."
According to the May 23 USA Today
(http://www.usatoday.com/life/cyber/tech/review/2002/5/23/e3.htm),
the video game industry took in $9.3 billion in
revenues in 2001, with Sony's Kaz Hirari expecting
video games to eclipse the $14.3 billion of music
sales and $19 billion of home video sales.
In fact, these media may converge in ways that
surprise us, such as "video games" that allow us
to direct and produce movies, and "movies" that
reach out through interactivity, such as the
forthcoming Zelda "interactive cartoon." The
day may come when this is all just
"entertainment."
So it's no wonder that Sony is planning some
dramatic improvements to its forthcoming
PlayStation 3. According to Sony's Chief
Technical Officer, Shin'ichi Okamoto in the March
21 ZDNet News (http://zdnet.com.com/2100-1105-866388.html),
the problem is that,
"Moore's Law is
too slow for us."
"'We can't wait 20 years to achieve a 1,000-fold
increase in PlayStation performance."
Power To (And From) The People.
So what to do? Sony is exploring the idea
of using the increasing number of "always on"
cable modem and DSL-connected computers and
console games to implement what IBM calls "Grid
Computing" (http://www-1.ibm.com/services/insights/etr_grid.html)
-- conceptually the same technology that popular
distributed computing solutions, such as the SETI
screen saver (http://setiathome.ssl.berkeley.edu/learnmore.html),
have used.
In SETI's case, more than 3.5 million computers
around the globe have provided a total of 921,190
years of CPU time, in the form of a giant, global,
virtual supercomputer! Similarly, in the
context of Grid-connected video games, when kids
in one part of the world are at school or asleep,
their PlayStations (and possibly PCs) would donate
real-time processing assistance to the gamers who
were currently playing on the other side of the
planet. Sony believes that this will
supplement Moore's Law to the tune of a hoped-for
thousand-fold-increase(!) in effective computing
power for its gamers.
(The March issue of Scientific American,
brought to our attention by reader Dana Hoggart,
offers a detailed look into a conceptually
similar, if broader, move towards an "Internet
Scale Operating System" -
http://www.sciam.com/2002/0302issue/0302anderson.html).
One Virtual World?
Currently, the server computers that run
MMORPGs can't keep up with the processing load of
tens of thousands of users. Instead, most
MMORPGs are broken up into "shards," or multiple
copies of the game world, each occupied by a
manageable number of players. So although
there may be 75,000 players in Norrath this
evening, there might be 25 separate Norraths, each
independent from the others. A player on one
server could interact with all the other players
on that server, but not with players on a separate
server. There isn't a "single world" with
75,000 inhabitants.
But that now seems likely to change with Sony,
IBM, and Butterfly
(http://www.butterfly.net/)
moving to create a specialized server environment
called "The Butterfly Grid," (which is separate
from the notion of a grid of "users," as discussed
above.)
"[It's] the first
grid system with the capability of processing
online video games across a multicast network of
server farms, allowing the most efficient
utilization of computing resources for
high-performance 3D immersive game-worlds...
It is designed to support more than one million
simultaneous players from each facility with
99.999 percent uptime and automatic failover
capability...
The grid also eliminates the separation of a game
world into shards, through the use of
"cross-server sentinels" which Butterfly said
support the interaction of millions of players in
one world, with server boundaries invisible to
players."
Consider -- between the "user grid" and the
"server grid," we're talking about a global
supercomputer -- for a GAME!
(You might be
wondering why we're discussing "games" in a
journal that typically explores more general uses
of technology. It's because history teaches
me that games tend to drive the mass adoption of
technologies that then become commonplace and find
their way into "business." Examples include
color monitors, higher-resolution and
hardware-accelerated graphics, sound cards, and
more. And in the case of these MMORPG games,
I believe that they will eventually morph into
effective virtual business venues for meetings,
trade shows, and more. Don't ignore what's
behind (and ahead for) these "games," just because
they're games...)
The People Part.
These MMORPG games are made up of very real
people, and any time this many people come
together, even if it's in a fantasy world, things
take on a life of their own, sometimes evolving
very differently from what its creators had
anticipated.
Elizabeth Kolbert explores just that, in last
year's May 28 New Yorker article titled "Pimps and
Dragons" (http://www.newyorker.com/FACT/?010528fa_FACT).
She looks behind the scenes in the second-largest
(a quarter-million subscribers) MMORPG game,
Ultima Online (http://www.uo.com/),
where more than one hundred sixty million
people-hours have been lived in Ultima's fantasy
world of Britannia -- just last year!
In a fascinating mirror of the history of real
nations, Britannia's people develop professions;
build and maintain homes and shops; invent
unintended new trades (such as prostitution); and
participate in fads (players' avatars lined up for
hours to bid for limited bottles of red hair dye
-- red hair was considered a status symbol).
Britannia has also experienced severe
environmental and political crises (quite
unplanned) that actually came close to destroying
this fantasy world -- for example a society-wide
monetary collapse, and a crime wave -- all of
which were "unscripted" and unplanned events that
simply evolved because real people were living and
interacting in this virtual reality.
If you haven't experienced a MMORPG first-hand,
Kolbert's article will give you some insight into
the extraordinarily addictive power that these
"fantasy" environments can have over people, and
how the hours that they spend in Britannia (an
average of 13 hours per week) can profitably spill
over into the "real world." (Similar to what
we discussed in relation to EverQuest, castles in
prime Britannia locations sell on eBay to the tune
of 800 real dollars -- "location, location,
location" apparently applies in virtual worlds as
well.)
While today's examples of virtual environments
are the stuff of games and flights of fancy, our
ever-increasing processing power and bandwidth,
and peoples' desires, seem destined to forge far
more realistic future virtual environments (see
http://www.compaq.com/rcfoc/20010312.html#_Toc508603809).
As they arrive, they may well have a surprising
impact on how we live and work -- not just on how
we play!
Don't blink!

Back to Table of Contents
Tiny, hollow, cylindrical superconducting
constructs called carbon nanotubes are so small
that they herd electrons single file, in one
direction, like peppercorns through a soda straw
(http://www.theharrowgroup.com/articles/
20020415/20020415.htm#_Toc6321551).
Not only do the electrons slip along with almost
zero resistance (and hence generate almost no
heat), but they travel faster than when passing
through conventional wires. Which are pretty
interesting characteristics as we look towards
pushing Moore's Law beyond the limits of silicon,
which scientists (currently) expect to reach in
ten to twenty years.
Brought to our attention by readers Bob Withers
and others, IBM has just created a research lab
demonstration of a carbon nanotube transistor that
"outperformed silicon transistors" in
certain key metrics, according to IBM's manager of
nanoscale science, Phaedon Avouris
(http://zdnet.com.com/2100-1103-917412.html).

As illustrated by this schematic from IBM's
announcement (http://www.research.ibm.com/resources/news/20020520_nanotubes.shtml),
the nanotube carries the current.
According to Avouris,
"The basic science
is still not totally understood. Nature does
use self-assembly, but nature had a research and
development time of over 2 billion years."
Of course these are just the first fledgling
(but necessary) steps towards learning how to use
these nanotubes to do our computing. But
each research lab success, such as this one, spurs
additional work.
With the pot-of-gold of "self-assembling" chips
in the balance ("grown" like snowflakes, instead
of "carved out" of silicon as we do today), I
expect to see a long line of fascinating
breakthroughs coming a lot faster than by Nature's
learning curve. After all, we're following
where Nature has already led...
Back to Table of Contents
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Back to Table of Contents
·
The Evolution, And The Future, Of
The Disk Drive -- The price/performance
improvements of these amazing, gently humming and
chattering souls of our machines, have caught up
with and exceeded Moore's Law. Yet who, just
a few years ago, would have thought that these
smaller-than-a-paperback mechanical miracles,
which routinely fly tiny read/write heads as close
as 10-billionths of a meter above a spinning disk
(where a single smoke particle or a
"boulder-sized" bacterium cell spells disaster),
could hold almost a fifth of a terabyte, today?
But there's far more capacity yet to come...
An article in the May Computing Science
(http://www.sigmaxi.org/amsci/Issues/Comsci02/Compsci2002-05.html)
by Brian Hayes,
brought to our attention by reader Doug Alder,
offers an entertaining and very readable education
into just what makes these things purr, and where
disk drive science is likely to go. For
example, the first disk drive platters were
painted with the same type of iron-oxide paint
used on the Golden Gate Bridge; the paint was
"...filtered through a silk stocking and then
poured onto the spinning disk from a Dixie cup."
My, how far we've come.
One way to appreciate this evolution of our disk
drives, from the days of that silk-stockinged,
50-platter, 5 megabyte behemoth, to today's 120
gigabyte 3.5-inch drive, is that
"...the surface
area of the disks has shrunk by a factor of almost
800, while their information capacity has
increased 24,000 times; it follows that the areal
density (the number of bits per square inch) has
grown by a factor of about 19 million."
A factor of 19
million, in 46 years.
So what might a disk
drive be able to store in, say, ten years?
Not today's 120 gigabytes, but one hundred and
twenty TERAbytes. More than one-tenth of a
petabyte. In the palm of your hand.
But consider -- how could you FILL UP 120
terabytes, considering that you could store seven
years of 24/7 movies, or 80 years of music, or...?
The problem might not be how much we CAN store,
but more practically "the cost of the content."
Want to buy 30,000 movies to transfer to your
shiny new disk?
But those are questions for a later tomorrow,
although a tomorrow not too far in our future.
Our disk drives are not doing badly. Not
badly at all. And we've only just begun.
Again, Don't Blink!

·
Inverting The Storage Perspective
-- Speaking of disk drives, reader Eric Werme
commented on our recent discussion about the
storage capacity of CDs, vs. current DVDs, vs.
their much larger successors
(http://www.theharrowgroup.com/articles/
20020429/20020429.htm#_Toc7673246),
offering us an intriguing perspective on storage
trends:
"When CD-ROMs came
out, their 650 MB capacity dwarfed the typical
home computer disk. I think our typical disk
on a mini-supercomputer [then] was about 100 MB.
This was certainly more than 10 years ago.
In that time span, there would have been 7
doublings of storage space - 128x - so an updated
CD-ROM should now hold 83 GB.
Somewhere along the line I realized that I had
missed the transition from a CD-ROM holding
several hard disks worth of stuff, to our current
hard disks that hold many CD-ROMs worth."
An interesting
inversion to think about. For example, could
we eventually see a similar "storage inversion"
between disk drives and non-volatile memory...?
·
CPU Update -- If memory
serves, it was only two to three years ago when
Intel forecast that we would see the
billion-transistor chip by 2010. Of course,
when I would describe this in my speeches, many a
skeptical eye was turned my way.
The thing is, most of us find it VERY difficult to
really appreciate what exponential growth means.
But reader Sander Olsen brings us a good example
from the April SiliconStrategies
(http://www.siliconstrategies.com/story/OEG20020425S0017)
-- it seems that we're going to be halfway to the
billion-transistor chip, not by 2010, but -- next
year!
Specifically, Intel's second version of its 64-bit
CPU, codenamed "Madison" and to be called "Itanium
2," will contain those half-billion transistors,
double the number in its first "McKinley" 64-bit
chip. And this isn't speculation -- Intel
already has "first silicon" to prove their point.
So, we'll have already hit the
half-billion-transistor mark in 2003. Which
means that if Moore's Law continues to rule the
roost, we should hit the billion-transistor chip
in mid-2005. Five years earlier than
originally predicted by the people who make this
magic!
And that implies some truly fascinating
expectations for the turn of the next decade,
especially since AMD has received Microsoft's
endorsement for its forthcoming "Opteron" 64-bit
challenger.
Isn't competition great?
Back to Table of Contents
·
"Refill" on "Of Dubious Drinking
Value" -- Reader George Daszkowski reminds us
of the many ways that a single innovation might be
used; in this case the beer glass that constantly
tells the bar how full it is so that it can be
kept filled (http://www.theharrowgroup.com/articles/
20020513/20020513.htm#_Toc8820634):
"Think of the
other side of the coin, er, end of the glass.
If you know how much is in the glass, you must
know the individual glass, so it becomes simple to
add up how much has gone into each glass since the
client entered the establishment. Now, the
retailer can really assist the client (the
drinker) in avoiding DUI charges. Have so many
drinks and get a free taxi ride home, if you
register your address when you enter, or for
regulars.
Everything changes
when you go digital."
It certainly does.
Back to Table of Contents
Finally, the wonders that PCs have brought into
our homes and offices are many, but one aspect is
not what most of us bargained for.
Few of us go around sticking our hands into
toilets (we won't talk about dogs and cats...),
because -- well -- they're dirty. We know
that even if we can't see the bacteria living
there, they are there, and can cause all manner of
problems if we ingest them or spread them around.
But if we talk on the telephone, or work with a
computer, that appears to be exactly what we're
doing!
According to the May 9 VNUnet
(http://www.vnunet.com/News/1131608),
a University of Arizona study has found that
typical telephones and keyboards host "400
times more bacteria than the average loo, ...
[they can] sustain millions of bacteria that could
potentially cause illness."
They get this contaminated because they're
rarely cleaned or disinfected. While I
suspect that there are some differences in the
types of bacteria that are found in each place, it
does sound like a little peripheral cleansing is
in order.
Now -- I just have to figure out how to clean
my keyboards without turning them into a soggy
mess...
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