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Back to Table of Contents
Incredible processing power and
massive transistor count are not limited to
traditional CPUs. For example, consider the latest
graphics chip that has specialized processing power
and a transistor count that dwarf contemporary
general-purpose CPUs (which have 55-125 million
transistors)!
"Coupled with a massive LAN party, nVidia introduced
its next-generation graphics chip, the NV6800 today.
This part is a dramatic advance in real-time
rendering technology, with 222 million transistors,
1.5 miles of wiring, and the capability to perform
about 500 billion floating-point calculations per
second.
In
terms of its visual capability, the device renders
images that approximate the quality of “Toy Story,"
including realistic shadows and lighting.
This technology is important, as it brings the
capability for counterfeit reality one step closer
to the home PC. The architecture can absorb fully
the advances of Moore’s law, and during the next
decade will mature to deliver highly accurate
renderings of individuals – possibly
indistinguishable from their real-world prototypes."
"The Counterfeit Reality Ostrich"
by Daryl Plummer
Group Vice President, Gartner Fellow
The Gartner Fellows Weblog
April 28, 2004
http://fellows.blog.gartner.com/weblog/
index.php?blogid=8#previous
(With thanks to
reader Peter Tevlin.)
Back to Table of Contents
I
recently wrote this article for Future Brief
(http://www.futurebrief.com/).
This is a new site from
New Global Initiatives
(http://www.ngiweb.com/)
that offers brief summaries and other resources to
help people, especially those on The Hill who form
national policy, to keep up on technological
innovations -- but with an added twist. Future
Brief "takes one step back and looks at the
greater convergence of the accelerating changes in
science and technology, with the equally rapidly
accelerating changes in society and politics."
(http://www.futurebrief.com/about.asp)
This isn't about asteroid
threats to Earth, or about H. G. Wells' destructive
machines invading from Mars (although it is poetic
that his vision, in reverse, is now taking place as
our robotic Rovers poke, prod, drill, and otherwise
defile the Martian plains.) Instead, this is about
two technological worlds that, like the Earth
and Mars, have remained largely separate in their
individual journeys -- until now.
Here we explore how this
"collision" is about to change all the rules --
again.
Let's begin with a brief
history of each world:
World Number One.
'The House That Moore Built'
(Intel's Gordon Moore's early observation and still
generally-accurate trend line that the number of
transistors on a chip will double about every 18
months while the price remains stable) has
increasingly, utterly, redefined how we live, work,
and play for more than three decades.
The semiconductor industry has
become incredibly skilled at herding electrons
ever-faster, through ever-smaller circuitry that
remembers or executes the simple choice of "one or
zero" -- but at the rate of billions of times each
second. Taken en mass, these simple operations
drive almost every aspect of modern business and
entertainment. In the case of pacemakers and
related assistive medical devices, these patterns of
ones and zeros even drive our very lives!
And this is good (mostly).
Despite the consistent naysayers and critics who
have foretold an end to the era of Moore, innovative
scientists and engineers have continued to find ways
past, around, or through every technological
roadblock that has appeared.
We have tamed and trained our
electrons well, even though they do suffer from
problems such as generating heat as they work, and
that their circuits have the potential for
information loss due to noise, and that some
electrons, in some circuits, have the poor manners
of "tunneling" where they should not go.
Nevertheless, our machines are
now very "smart" (note that I didn't say
"intelligent"), in that they carry out very complex
tasks under our control, and in some cases
autonomously.
Yet left to themselves
(literally), these incredibly useful computers might
never have changed so many aspects of our world --
computers might have remained in the province of
corporate "glass houses" and hobbyists' garages. It
took a very different kind of innovation, a
"hijacking" if you will of a very different field,
to help computers truly "change all the rules."
World Number Two.
This second industry is the
well-established world of telecommunications,
embodied by The Phone Company of thirty years ago.
Initially, computers began connecting to each other
using electrons over wires within a computer room.
Shortly thereafter, they broke the computer room
constraints by using "modems" to convert their bits
of information into audible sounds -- the only thing
that the telephone network could carry -- to
communicate point-to-point with other computers. As
crude, as cumbersome, and as slow as those first 110
bits per second (NOT kilobits or
megabits) modems were, they brought these
infant computers together and taught them to "share"
their "information toys."
This too proved to be a "good
thing," especially as the Internet taught computers
to speak a common, no longer "point-to-point" tongue
for sharing. Computer users recognized the
incredibly-growing value of the Internet as each new
computer joined-in ("Metcalf's Law" -
1,
2). Even end-users realized the benefits
of bypassing the harshly-regulated and
technologically limited "audio-only" constraints of
the traditional telephone network; hence the growing
adoption of "cable," DSL, and other "broadband"
connections. Each computer began sharing more, and
sharing it faster.
"Bandwidth" became the
watchword, and "fiber" the deliverer. These
hair-thin, miles-long strands of glass could carry
the same "ones and zeros" of information as our
trusty electrons did over wires, but in the form of
photons (tiny "particles" or "wavelets" of pure
light) that don't suffer from the effects of
electrons passing through miles of wire. Especially
with developments like Dense Wavelength Division
Multiplexing (DWDM) which allowed many "colors" of
light within a single fiber to each carry their own
ultra-fast information stream, "bandwidth became
free" (relatively), and innovation blossomed into
the World Wide Web that rapidly became an integral
part of business and society.
The thing is, we ended up with
two complementary but completely separate
technologies: the ultra flexible and controllable
world of electrons (computing), and the ultra fast,
secure, ever more capable, yet very "dumb," world of
photons through fiber.
Computers' electron-driven
information had to be turned into photons for their
long and speedy trips through fibers. But the
photons had to then be re-converted back into
electrons at each way-station or "junction point"
along the fiber network mesh, because only in their
electron form could the individual packets of
information be read and switched onto the correct
path for the next stage of their journey! Then at
each subsequent junction point the photons were
again turned into electrons, routing decisions were
made, and the electrons yet again turned into
photons to enter the next fiber leg. Finally, at
the receiving end, the photons had to once more be
converted back into electrons so that the
information packets could be acted upon by the
receiving "electrons-only-please" computers. If
this seems cumbersome and expensive, it is.
All of this back and forth
conversion between electrons and photons stemmed
from the fact that common and inexpensive silicon
chips could only deal with electrons, and not with
photons. This is also the limitation that has
generally prevented computers from making use of
photons' desirable characteristics within their own
logic circuitry, even as some people believe that
our ever-smaller chips are approaching certain
physical limits where electrons fear to tread.
This has remained the (general)
status quo until Feb. 12, 2004.
The New Order.
A recent announcement and
demonstration from Intel, however, may presage
another "merging" that may prove even more
powerful, and more far-reaching, than the
previous merger of computing and telecommunications
-- because this "merger" breaks the barrier that has
been keeping electrons and photons from coexisting
and working together in the same relatively
inexpensive silicon chips.
(http://www.intel.com/pressroom/archive/
releases/20040212tech.htm and
http://www.intel.com/labs/sp/)
Essentially, Intel has come up
with a way to create "photon switches" on standard
silicon chips (rather than on esoteric and very
expensive chips required previously) that work with
photon ones and zeros. (Remember that it's that
switching of ones and zeros (in electron form) that
is at the heart of the uncountable number of
transistors that enabled the computer age!)
Intel's new chips can process
these photons at speeds faster than a billion bits
per second (one gigahertz), which is 50-times faster
than was previously possible for photons on standard
silicon chips.
According to Intel's senior VP
and Chief Technology Officer, Patrick Gelsinger,
"This is a significant step toward building optical
devices that move data around inside a computer at
the speed of light... It is the kind of
breakthrough that ripples across an industry over
time enabling other new devices and applications. It
could help make the Internet run faster, build much
faster high-performance computers and enable high
bandwidth applications like ultra-high-definition
displays or vision recognition systems."
Being able to rapidly encode
and decode ones and zeros into photons within
commodity chips; to be able to carry vast amounts of
information on single optical paths within a chip;
and to be able to control and "switch" those photons
in the same manner as we have been doing with
electrons, portend a vast new playground for circuit
designers. As well as for many future generations
of electro-optical, and perhaps eventually purely
optical, computers.
Unsurprisingly, this is just
the beginning. Researchers believe they may
eventually be able to scale-up the speed of on-chip
photonic switching by another ten times (to 10
gigahertz per second). And that's only today's
expectations.
How might this affect your
future computer? For just one example, imagine
computer busses that shuttle data around, not at
today's speeds of "mere" hundreds of
megabits/second, but at gigabits/second! And that
suggests enormous increases in commodity computing
power that will be able to take on previously
impossible challenges.
The Bottom Line.
This may sound like an
interesting, although primarily "technical"
breakthrough. But to consider it provincially as
"technical" would be similar to those folks who felt
the same way about semiconductors, computers, and
the global Internet. As we've seen historically in
these fields and others, any time that technological
advances occur on a rapid and continuing basis,
which seems likely to also be the case for silicon
photonics, the results can and do reshape almost
every element of our lives and our businesses and
our countries.
Compare how you did business
only twenty-three years ago when the IBM PC was
delivered, whirring and beeping, into our world --
to how you do business today. And consider how our
computers, plus the Internet, have globalized
commerce, entertainment, communications, and far
more: fortunes have been made (and lost); entire
entrenched industries at the pinnacle of their
decades-long successes have been marginalized; jobs
and paychecks now move at the speed of light across
national and geographic boundaries, and GNPs have
danced to these technological tunes.
It's happened before, and major
technological watersheds like silicon photonics may
prove to make it happen again.
The greatest danger to each of
us lies in ignoring what's happening; in believing
that these changes won't be important to our
business (or to us); and in staying our
historic courses. That course leads to
opening the doors of opportunity to nimble young
competitors who may not yet even exist.
To repurpose a couple of
currently popular phrases, we should each "be
technologically vigilant" in a world of exponential
technological growth, because that sets our current
technological & business & societal status quo at
"Condition Orange."
In other words, "Don't Blink!"
.gif)
Back to Table of Contents
Several years ago the
electronic book (often generically called an Ebook)
was trying to find a market. Several of the books
were actually quite good, such as the Rocket Ebook,
which was ergonomic, easy to read, and only suffered
from limited battery life due to its backlit LCD
screen (http://www.rocket-ebook.com/Products/Tour/index.html).
The general market, however, didn't seem ready for
these single-purpose devices
(http://www.gemstar-ebook.com/cgi-bin/WebObjects/eBookstore.woa/wa/).
Nevertheless, even though Sony
has just announced that it will
no longer sell
its PalmOS-based Clie PDA in the US, it's
definitely not out of the handheld market. The
March 26, 2004 BBC (http://news.bbc.co.uk/1/hi/technology/3568505.stm)
describes how Sony, Philips and E-Ink have begun
offering a new-technology Ebook, called "Librié,"
initially in Japan for $375.

Unlike previous Ebooks, this
1/2-inch thick Librié with its 6-inch diagonal
screen does not use power-hungry LCD technology, but
uses a specialized display from E-Ink. It's
composed of thousands of tiny colored beads, some
black (negatively charged) and some white
(positively charged), in an opaque solution (170
pixels per inch, or newspaper-like quality).
When a given spot on the screen
is charged in one direction, the black charged beads
are pulled to the back side of the display, hiding
them beneath the surface of the liquid, while the
white beads move to the display surface - that pixel
then appears white. When a given spot is charged in
the other direction, the beads in that spot reverse,
letting the black beads surface and pulling the
white beads to the bottom - that pixel then appears
black.
Since each pixel contains at
least two sets of electrodes, charging one positive
and the other negative will pull both white and
black beads to the surface, making that pixel gray
(for pictures). The screen is viewable from any
angle, and what's particularly significant is that
the screen retains its image "forever" without using
ANY battery power; it only requires power to CHANGE
the image, leading to an expected life of 10,000
pages before having to replace the four AAA
batteries!
The device sports a QWERTY
keyboard to allow users to annotate the material,
which gets into the Librié via a Memory Stick or
through its USB 2.0 port. (Assumedly you can then
export the annotated content for other purposes.)
Certainly the thinness and
battery life of this device opens up new
opportunities. Even if the idea still doesn't catch
on for consumers, I can imagine many business uses,
such as allowing a technician to carry the entire
set of manufacturing manuals and related
documentation with her while she's climbing around
on an airplane, or fixing a washing machine in your
laundry room.
It will be interesting to see
if the intervening years, and this contemporary
technology, will interest people in converting their
reading material from atoms to bits.
Back to Table of Contents
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Back to Table of Contents
I
originally wrote this article for the April, 2004
issue of Control Magazine
(http://www.controlmag.com),
and I'm pleased to be able to share it with you now.
One sci fi staple through the
years has been that of a man-machine "thought
interface." With this in place, people could
interface with their machines and information
networks without, literally, lifting a finger to
slowly translate thoughts into key presses or
joystick movements, and they could receive
information far faster than through reading.
And wouldn't that be nice --
I'm a fairly fast typist (thanks to my mother
insisting that I take a typing course back in tenth
grade!), yet I think far faster than my fingers can
keep up. I know that my brain can take in
information much faster than I can read (consider
the vast amount of visual information you can glean
from a fraction-of-a-second glimpse of an
information-rich scene). Not to mention the
"eye-to-brain-to-limb" physical response time issues
that plague fighter pilots, race car drivers, and
even you and I in emergency situations -- our
actions often lag far behind our mental
instructions. Speeding up the I/O (Input/Output)
interface would give any of us a "competitive
advantage." Yet today our "technological gadgets"
haven't been much help in this area.
But that's no longer a problem
for two monkeys in Dr. Miguel Nicolelis' Duke
University laboratory!
According to an ABCNews "Sci/Tech"
article (http://abcnews.go.com/sections/scitech/
Living/monkeys031013.html)
brought to our attention by reader Steve Pitcher, an
array of up to 320 hair-thin electrodes were
implanted in these monkeys' brains. The electrodes
communicated the electrical activity at each site to
a computer which then analyzed the activity as the
monkeys played a typical joystick-controlled
computer game. Once the computer had correlated the
brains' electrical activity to the arms' muscle
movements, the input from the physical joystick was
cut off while the computer replaced that signal with
those "processed" signals emanating directly from
the monkeys' brains. At that point, the monkeys'
were playing the game totally by thought-control!
Perhaps most interesting is
that after a while, the monkeys realized that they
no longer had to move their arms at all! They let
their arms hang quietly at their sides as they
continued to play the video game!
The potential for this (once
mature) technology, to help people who are paralyzed
due to nerve damage, is dramatic and obvious, and in
my mind almost guarantees that this and/or similar
research will continue and flourish.
But there's more generalized
potential to this line of research, as Steve Pitcher
begins:
"They're talking about helping the physically
disabled… but heck… they're also talking about
playing computer games. Forget the joystick! Just
plug yourself in!
I
almost can't imagine this stuff NOT becoming the
norm at some point… likely within our lifetimes.
I've always viewed our current human interface
technologies (keyboard, monitor, mouse) to be …
adequate. But no more than that. This stuff holds
the promise for MUCH IMPROVED user interfaces.
But
still, more than a little scary."
I agree with Steve on both the
good and the bad potentials of this line of
development -- and that it will almost surely
happen, and that it will surely spread beyond its
medical uses -- and far beyond video games for
monkeys and kids.
There's too much potential
"competitive advantage" in being able to
dramatically minimize the "hand-eye" coordination
time for fighter pilots, gunners, and even
commanders in the military genre. Plus for
surgeons, and for others practicing fine motor
skills, or simply for those performing
information-driven tasks (imagine a stock trader who
could trade far faster than the others around her).
[Update: This research is about to begin on
humans: Cyberkinetics Inc. has received FDA
approval to implant chips, conceptually similar to
the monkeys' chips, into five paralyzed human
volunteers, hoping to be able to replicate the
monkeys' success. Eventually, they hope to be able
to allow severely communications-challenged people
to "brain-type" at up to 30 words per minute! See
the April 13, 2004 New York Times article "With
Tiny Brain Implants, Just Thinking May Make It So"
at
http://www.nytimes.com/2004/04/13/
health/13BRAI.html?th .]
Eventually, perhaps, such
"direct I/O" technology will be used by
businesspeople to let them sift through and deal
with data relevant to their jobs far-faster than
their 'unconnected' competitors. Over time, it will
be the 'connected' who get the promotions, which
will lend additional legitimacy to the practice of
"plugging-in," which will encourage other
competitive individuals to "have to" do so as well
-- the end result of this cycle could, eventually,
make "plugging-in" a realistic competitive necessity
-- and the norm. Don't think so? How many
business people do you know who now use wirelessly
connected notebooks to grab data and facts right in
the midst of a business meeting, while their
unconnected brethren have only their notes to rely
upon? That's now the norm, even though when I first
began bringing a new-fangled notebook into meetings,
the mere act of my typing in the meeting often
earned me an evil eye (but I kept typing...).
(Oh,
and to Steve's point that "gamers" would flock to
such an interface, and probably early-on, I must
agree. Throughout the computer age it has been
"games" that have consistently pushed the frontiers
of computing (graphics displays, color,
sophisticated sound, many new I/O devices (tens or
hundreds of "joysticks" and other specialized
interface devices), and more...)
This same "necessity-spiral"
around adopting new technology has already happened
many times -- think of the advent of electricity,
the telephone, and more recently the cell phone.
All were once rare, expensive, and looked down upon
-- until they each became a competitive necessity.
And I anticipate that it will happen again, once
humans can "plug in" to better control their
environment. (At least once the direct
human-machine interface becomes NON-INVASIVE, unlike
these monkeys' physical electrode arrays or the even
worse illustration from The Matrix."
It's just never safe to say
'never,' or to assume that we'll always do things
the way we do today...
Back to Table of Contents
Finally, GPS (Global
Positioning System) is a truly wonderful technology,
allowing any specialized receiver with a good view
of the sky to determine exactly where it is in 3D
space relative to the Earth. It enables everything
from cruise missiles to commercial and private
aircraft, your car, and even your pocket to locate
you, display your location on a detailed map, and
find the best way from here to there. But you'd
never expect to find a GPS receiver plus a cell
phone in a can of soda!
Until now.
Because, as described in the
May 12 Space.com (http://www.space.com/astronotes/astronotes.html)
and brought to our attention by reader Elliot
Wheelere, about 100 Coca Cola cans will sport this
high tech gadgetry this summer, leading a Coke team
to find you and award prizes (even a new car).

Kind of a neat promotion, and a
dramatic example of how inexpensive, and tiny, such
high technology has become. (I have no affiliation
with Coke other than as an occasional drinker.)
Wouldn't you like to come
across THIS Coke can on a hot day! Although if
you're thirsty, you'll certainly hope that it
contains Coke as well as the active components...
Back to Table of Contents
About
"The
Harrow
Technology Report."
"The Harrow Technology Report" explores the innovations and
trends of many contemporary and emerging technologies, and then draws some less
than obvious connections between them, to help us each survive and prosper in
the Knowledge Age.
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