Computer Networking

Computer networking is a way of connecting several computers. It allows several computers to communicate with each other. There are two different ways in which this can happen. It can be set up to be a permanent arrangement that is fixed with cables or it can be done through a temporary situation such as that of modems.

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Get Connected To Wi-Fi  

Wi-Fi, short for wireless fidelity refers to a set of wireless networking technologies more specifically referred to as any type of 802.11 network, 802.11b and 802.11a, dual band. The word Wi-Fi was built by an organization called the Wi-Fi Alliance. They overlook tests that confirm the production.

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Video: To Enable the Robo-Insects of the Future, Researchers Capture Butterfly Flight at 3,000 FPS

Thu, 02 Feb 2012 13:04:38 -0500

Neither bio-mimicking robots nor insect-analog micro aerial vehicles (MAVs) are new concepts. But where super high-speed video capture, competitive figure skating, and lepidopterology collide, there PopSci shall be. Today, that means turning our attention to Johns Hopkins University, where engineering undergrad Tiras Lin is potentially shaking up insect-like aerial robot design.

For a proper visual explanation of what Lin and colleagues are up to, the video below is thorough. But briefly: DARPA and other defense- and public safety-related research entities in both the public and private sectors have been exploring the idea of tiny, sensor-capable drones the size of aircraft for years now (regular readers have read about many of them on this site). But actually recreating mechanically the kind of flight achieved by insects is notoriously difficult.

Users want MAVs they can pilot through complex urban environments, where the variables--obstacles, tight spaces, variable air pressure and wind speeds--make it difficult to fly. Wishing to tap real insects’ tricks, mechanical engineering junior Lin crossed over into entomology, using a high-speed camera array to capture butterfly flight--wing flapping, body deformation, and anything else that contributes to mass distribution as a butterfly moves through the air.

His high-speed rig allowed him to capture 3,000 one-megapixel images per second (compare that to 24 frames per second for standard video), allowing him to dissect the forces at play as the butterflies flapped their wings roughly 25 times per second. Using three cameras, he was able to capture three dimensional data and analyze the way butterflies’ bodies and wings move in sync to provide them with their maneuverability.

His findings? Butterflies appear to be very much like figure skaters, using angular momentum as they flap their wings to modify their moments of inertia (this is akin to figure skaters tucking their arms to increase the speed of their spins and outstretching them to slow their rotation--essentially manipulating their rotation by redistributing mass). This refutes earlier assumptions that a butterfly’s wings don’t have enough mass relative to their bodies to be a factor in maneuverability. And it just might change the way roboticists approach robo-insect design going forward.

Much more via the video below.

[JHU]


The PopSci Flash Arcade

Mon, 06 Feb 2012 10:32:20 -0500

Five web-based games—all playable right here—that are redefining the way we have fun with video games online

In our February issue, Popular Science explores the Future of Fun. Here on PopSci.com, we've teamed up with the video game experts at Kill Screen to bring you a week-long special feature exploring the unexpected ways we have fun with games today—and how what's even considered a "video game" is ever-changing.

In our first feature this week, Kill Screen's Felipe Salgado pulls together five web-based Flash games (all playable right here) that showcase this new creativity.

On November 8th, 2011, Activision released the latest entry in the popular Call of Duty series, Modern Warfare 3. It sold 6.5 million copies in its first day, and stands as the highest-grossing entertainment launch of all time. The game was well received, but in almost every review a lack of innovation is brought up. The game iterates instead of innovates. It still remains a military shooter set in a present-day conflict. Its look and the way you play it remain largely the same as its predecessors. Big explosions and big setpieces, like videogames Michael Bay would make. And why change? With a budget in the millions, there is little room for experimentation. Game makers have found a recipe that sells well. Deviating from it can only hurt.

While big-budget games get further entrenched in big returns and big budgets, a lot of innovation has shifted to the internet. Developers, by themselves or in small teams, have turned the small scale of the browser into an asset, creating little Flash-based distractions that don't have to worry about commercial viability, and that innovate excitingly, either through theme, subject matter, or game play. They work outside the system. And the best part? They're all free.

PoleRiders

Launch the game in a new window

If you don't know Bennett Foddy by name, perhaps you've played his games, or at the very least, had an overzealous aunt forward you the link. The Oxford professor's first game, QWOP, has been played by millions. While walking is one of the most basic activities in a typical game, QWOP turns it into a daunting challenge. You play a track runner, and use four keys to control each of his calves and thighs separately so he can move down the track. It's even harder than it sounds.

His latest project, PoleRiders, is a two-player game involving competitive combat pole vaulting. A ball is suspended above the players' heads. The goal is to pole vault and hit it into the opponent's castle to score a point. Another case of easier said than done. The left and right keys control the players legs, but up and down control the pole. The fast and frantic play harkens back to competitive arcade game classics like Joust. The counter-intuitive controls create panic and chaos enough that newcomers can laugh with their friends when they accidentally land on each other's pole, and that seasoned players can enjoy as a genuine game of skill.

"It's definitely true that mainstream videogame publishers have made a radical, drastic push towards making games easier and less frustrating." But Bennett Foddy has been frustrating millions of players for years.

"I think of my games as being incredibly hostile to the player, but I hope they are also respectful of the player." says Foddy. "For me personally, frustration is part of what I want out of a game. Without that slowly building feeling of frustration, and subsequent relief, there would be no sense of mastery. And that sense of mastery is, I think, one of the most valuable things a skill-based videogame can offer the player."

Sweatshop

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Flash games have the ability to tax not only a player's skill, but also a player's principles. In Sweatshop, an educational game from Littleloud, you place workers on the assembly line to make clothes. Water coolers and repairmen are costly necessities to be placed sparingly. Your desire to save money and get a high score puts your workers at risk. As time goes on you start to realize that the urge to do well in the game is at odds with your compassion.

Oiche Mhaith

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Oiche Mhaith, by developers Terry Cavanagh and Stephen Lavelle, has you playing a young girl. Her mother is overbearing and abusive, her father ignores her, and her dog doesn't like her. When she retreats into her room, she takes out the abuse onto her pet doll. When her family dies, she tries to resurrect them using a computer program. Following the girl's wishes, we're complicit in her quest. Even if we think she's better off without her awful family, playing the game makes us accomplices in the cycle of abuse she's a part of.

Both Oiche Mhaith and Sweatshop ask the player to take an active part in something they might object to, just to progress and get some closure. These games aren't as disposable as simple games of desktop solitaire. Although they take as much or as little time, they cannot be shrugged off as casual diversions. They make you think about them long after you've finished playing.

One Chance

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One Chance, by the artist "Beans," also deals with mature subject matter, but allows for more freedom. Many games offer moral choices, but the choices themselves tend to feel simplistic and flatten morality into an easy and obvious good-and-evil pet-or-kick-the-puppy dichotomy. One Chance's choices are more ambiguous. You play as a scientist who ends up creating a lifesaving vaccine with an unforeseen deadly side effect. Each day you're given a choice of what to do. You can walk to your car and go to work. Try to work on a cure that might not come? Spend time with your family? Have an affair with a co-worker? All the choices are tinged with the underlying question: how would we spend our last days on earth?

Another problem with moral choices is that restarting a game can undermine their impact. Uniquely, One Chance doesn't allow players to restart. Try playing again after reaching an ending and you find that it's not possible. Whatever ending you received the first time is the ending you're stuck with, its static image lingering every time you try to restart the game.

Realm of the Mad God

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Years ago the thought of creating an independent massively multiplayer game would be laughable. It was a genre reserved for the big leagues. World of Warcraft, the most popular massively multiplayer game, has over 10 million subscribers, with each player paying a monthly fee, and has been the subject of a South Park episode.

When Rob Shillingsburg and Alex Carobus started Wild Shadow Studios after leaving Google in 2007, they decided to go big right away with Realm of the Mad God. Big studio games like World of Warcraft or Everquest demand large amounts of the players' time to learn all the nuances and methodically increase characters' power. Shillingburg and Carobus wanted to make their game as easy to get into as possible.

"We picked Flash as the client platform for two related reasons. First, it had the greatest reach: 99 percent of computers have Flash installed (compared to 73 percent for Java, for example). Second, it runs in the browser so players could simply navigate to a web page and start playing. There was no need for any software to be installed on the user's computer." Carobus says.

The game is also tremendously flexible. Anybody can play the game right away. It plays fast too, with arcade-like controls and less reliance on grinding, or repetitive gameplay, to advance a character. Characters die and stay dead. If World of Warcraft is a long marathon, Realm of the Mad God is a sprint. All of these features go against the conventional wisdom of the genre, which demands a slow and steady approach, yet they have been able to attract and keep an audience.

Carobus says, "WoW is like a Hollywood blockbuster. It has a huge budget and a huge number of people working on it and generally polishes and revises an established formula until it is very refined. RotMG is like an indie movie. We have a tiny budget and small number of people so it may not impress with its special effects, but competes instead by showing you something you haven't seen before. "

Like all of these developers, Wild Shadow works in the shadow of the big developers. But their small scale makes them agile, able to try new things and offer unique experiences. That, rather than following in the footsteps of Hollywood-style behemoths, may be the direction to the future.


DARPA Invests In Megapixel Augmented-Reality Contact Lenses

Wed, 01 Feb 2012 17:24:48 -0500

The augmented reality future we were long ago promised has been slow to come around, perhaps restrained most by the basic biology of our own eyes, which are unable to properly see detailed images placed very near the pupils. But via technology developed in part with a certain government agency, Washington-based Innovega has created a unique contact lens technology that allows the eye to focus on images projected very close to the eyes as well as objects in the real world beyond.

Simply put, the technology opens the door to augmented reality systems that don’t require some kind of bulky, virtual-reality-headset-from-the-‘90s peripheral visor or helmet. Instead, Innovega’s tech relies on images protected on a normal-looking set of specs and a pair of nanotechnology-infused contact lenses that provide megapixel clarity of that up-close imagery while still allowing the eye to focus on the world beyond.

At least, so goes the company’s CES pitch, which you can judge for yourself below. We haven’t tested the product, so we can’t really speak to its awesomeness. But DARPA can. The Pentagon’s blue-sky research wing announced yesterday that Innovega has developed for the agency a new breed of contact lenses that allow “a wearer to view virtual and augmented reality images without the need for bulky apparatus” and that allow users to focus on both faraway objects and images placed very close to the eye.

For DARPA’s part, Innovega is working as part of the Soldier Centric Imaging via Computational Cameras (SCENICC) program, which aims to eliminate the intelligence, surveillance, and reconnaissance capability gap at the individual soldier level. Read: AR setups that plug individual soldiers right into drone feeds and other intel streams while still allowing them to maintain their peripheral vision and situational awareness. Meanwhile that could lead to more immersive 3-D television and gaming experiences for the rest of us. More tech detail via the video below.

[DARPA, Innovega]


State of Play: The World's Most Amazing Playgrounds

Mon, 06 Feb 2012 10:05:33 -0500

Architecture and design firms are remaking the playground in ways you'd never expect

Playgrounds are competing for kids’ time and losing. Nearly 25 percent of children ages 9 through 13 have no free time for physical activity, and a child is six times as likely to play a videogame as to ride a bike. The playgrounds of tomorrow must offer something that even the most enticing virtual offerings cannot: real spaces that look at least as amazing as anything virtual. Architects and design firms are remaking the playground by taking virtualization head on. These spaces are complex and engaging, and some even have buttons to push.


Chili Crab Dinner Inspires Robot That Crawls Down Your Throat To Grab Your Cancer

Thu, 02 Feb 2012 16:11:51 -0500

Who ever doubted an amazing meal could change your life? Researchers in Singapore have developed a robotic surgery device inspired by the country’s famous national dish, chili crab. The mini crab robot crawls down your throat and into the stomach, where its pincers grab onto a cancerous mass and a hook slices it away.

It could help patients with early-stage gastrointestinal cancer and is far less invasive than other surgical options — since it enters through your mouth, it leaves no visible scars.

Enterologist Lawrence Ho of Singapore’s National University Hospital co-designed the robot and said it has already been used to remove early-stage stomach cancers in five patients in India and Hong Kong, according to Reuters. Other existing methods to excise these types of cancers require cutting a patient open, either through a large-scale invasive surgery or a keyhole surgery, in which smaller incisions can still enable surgical access. But those methods are both quite painful and invasive.

Instead, this device enters through a patient’s mouth and is attached to an endoscope, through which a surgeon can watch and control the robot’s actions. A hook attached to the crab bot is used to remove the cancerous tissue, and it also coagulates the blood to stop internal bleeding.

Ho and Louis Phee, associate professor at Singapore's Nanyang Technological Institute, decided to build the robot after a 2004 chili crab dinner with a well-known Hong Kong surgeon named Sydney Chung. Chung apparently suggested the crab as a prototype. “The crab can pick up sand and its pincers are very strong,” Ho noted.

The team formed a company in October and hopes to commercialize the crab bot within three years, Reuters reported.

[International Business Times]


Gallery: The Playgrounds of Tomorrow

Mon, 06 Feb 2012 10:06:03 -0500


Video: PopSci's Favorite Japanese Fembot Gets a Modeling Job at the Mall

Fri, 03 Feb 2012 10:10:09 -0500

Add 'mannequin' to the list of jobs being replaced by robots

In this economy, a job is a job. And while we await the day that we can hire our robot companions to handle our household duties, humanoid semi-celeb Geminoid-F is exploring other possibilities at a Takashimaya department store in Tokyo. Here, Geminoid is blazing a trail for androids everywhere by taking a job in a storefront window to see how the humans passing by respond.

The idea, according to Geminoid-F’s creator, is to see how people respond to an android in the window rather than the usual mannequin. Mannequins, after all, are static and don’t show off clothing in a real-world, kinetic way. Ideally a store would have live models in their displays, but that’s simply impractical. But he thinks androids can fill that role admirably, interacting with passersby while showing off clothing worn by a real human analog.

So Geminoid-F sits there coyly, acting as though she’s waiting for a friend. She’s programmed with emotions and 65 different actions triggered by her sensor data. She doesn’t speak to anyone, but occasionally she will look up at viewers, and perhaps return a friendly smile. But mostly she just ignores you and stares at her mobile device. These robots are getting more and more realistic all the time.

[DigInfo News]


The Future of Fun Is Repetitive Drudgery

Fri, 03 Feb 2012 17:13:12 -0500

Look at this video game. It's a great motivator to keep your monitor spotlessly clean -- go on, get your chemical-impregnated microfiber cloth and give it a wipedown right now -- but is it actually fun? I contend not.

Next week on PopSci.com we investigate, adumbrate, and celebrate the Future of Fun, including a tour of modern playgrounds, an online arcade of the most innovative games you can play in your browser, and yes, the contention that fun is becoming more and more quotidian and effortful as it gets repurposed for dubious utilitarian ends.

(After playing for an hour, my score is now averaging under 3 seconds on Where's the Pixel -- can you beat that?)

See you next week.


A Modern Super Bowl Sunday Is Nothing Without Puffed Cheese-Flavored Snacks

Fri, 03 Feb 2012 15:47:58 -0500

Here's how to make your own, with just three kinds of food starch

The creators of Modernist Cuisine are getting ready to watch the big game just like anybody else: infusing water with cheddar cheese, blending an emulsified sauce with engineered tapioca starch, and deep-frying delicious snacks for all to enjoy.

Chris Young and team have made the Wylie Dufresne-inspired recipe available on their site, and it looks delicious. You mix the cheese-infused water with starches to make a paste, which you then dry and fry till puffy. ("The residual water expands 1,600 times in volume as it turns to steam, forming bubbles in the gel that harden when cooked.") Meanwhile you've made a cheese sauce, and turned it into a powder using a miraculous ingredient called N-Zorbit which turns oils into fluffy dust. The latter gets dusted on the puffs, and the game is on.

[Modernist Cuisine]


Cool Plasma Torch Kills Germs on Raw Chicken

Fri, 03 Feb 2012 12:04:31 -0500

We've seen the plasma beam toothbrush, where a blast of room-temperature plasma destroys plaque and bacteria in your mouth. Now researchers at Drexel University have applied the technology to raw chicken and found that the gentle blue blast of ionized matter effectively removes pathogens on the poultry's surface.

When raw chicken breasts had a normal amount of pathogens (Salmonella enterica and Campylobacter jejuni were the culprits that were tested), the plasma almost completely eliminated them. The technology is still too expensive to fit into the highly streamlined production lines that bring skinless, boneless, sanitized poultry to your table, but -- not least because it is equally effective on antibiotic-resistant strains of bacteria -- the proof of concept is an intriguing one.

The researchers suggest that the treatment could significantly increase the shelf life of raw meat by removing microorganisms responsible for spoilage. They don't mention, though, the first idea that popped into my mind: delicious chicken sashimi.




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