sábado, 26 de noviembre de 2011

IBM's 'Five in Five'

IBM has released a report outlining 'five innovations that will change our lives over the next five years.' The 'big five' concepts -- though not completely new -- are:


  • We will be able to access healthcare remotely, from just about anywhere in the world
  • Real-time speech translation-once a vision only in science fiction-will become the norm
  • There will be a 3-D Internet
  • Technologies the size of a few atoms will address areas of environmental importance
  • Our mobile phones will come close to reading our minds

miércoles, 23 de noviembre de 2011

MIT Demonstrates 'Wireless Electricity'

The ability to direct and transmit electrical power through the air, without wires, took a further step from the theoretical to the practical in June when a group of MIT researchers demonstrated their 'WiTricity' concept.

The technology works by transmitting electricity as a magnetic field oscillating at a specific frequency. Through 'magnetically coupled resonance,' the 'receiver' can capture the electricity, making for an efficient and safe method of over-the-air transfer.

Wireless transmission of electricity has been understood in theory since the work of Nikolai Tesla in the 19th Century. Safe, efficient and cost-effective wireless electricity could hold countless beenfits, from eliminating the need to install costly copper wiring to lowered reliance on batteries for small devices. However, despite the success of WiTricity, the technology has a long way to go before it is deployed commercially... not to mention the need to better understand side effects such as interference and possible effects on health and the environment.

Source: Self Service World

martes, 22 de noviembre de 2011

Sutures from Bacteria

Sounds icky, but it's true -- the FDA has approved a polymer suture made from modified bacteria using recombinant DNA technology.

The material in Tepha Medical Devices' TephaFLEX Absorbable Suture breaks down in the body as a deep wound or surgical incision heals, improving the healing process and preventing infection. Recombinant DNA allows the manufacture of materials from organisms that would be difficult if not impossible to produce otherwise.

domingo, 20 de noviembre de 2011

Interesting iPhone Data from Nielsen


Consumer research firm, The Nielsen Company, released some interesting data on the iPhone this week. The study found:

- As of April 2009, there are 6.4 million active iPhone users in the U.S., up from 2.1 million a year prior.

- 37% watch video on their phone (6x as likely as the typical subscriber).

- There are roughly as many iPhone users 55 and older as there are 13-24. (see chart)

- 98% of iPhone users use the data features of their phone, services that should improve with the enhanced speed promised by the iPhone 3G S.

- 88% use the Internet (4x as likely as the typical subscriber).

- 75% download apps (5x as likely as the typical subscriber).

- 72% use location based services (7x as likely as the typical subscriber).

None of this data is overly surprising but it is good news for all of us in the mobile data market as more and more consumers will be buying iPhones (and other smartphones) so overall usage of applications, mobile web, mcommerce, etc. is about to explode.

sábado, 19 de noviembre de 2011

Capcom Mobile Launches KENKEN for iPhone


Capcom Mobile, a leading developer and publisher of mobile games, and NEXTOY today announced the launch of the hit puzzle game KENKEN on the Apple App Store for the iPhone and iPod touch. KENKEN: Train Your Brain!, features stunning graphics, intuitive controls and 250 new puzzles to challenge puzzle masters and casual gamers alike.

KENKEN has become a certified phenomenon with more that 1.5 million puzzle books sold and regular puzzles appearing in The New York Times, Boston Globe, Detroit Free Press, Readers Digest and on NYTimes.com.

The brainchild of Japanese Math teacher Tetsuya Miyamoto and made famous by puzzle master Will Shortz, KENKEN requires simple arithmetic calculations and logic to decipher the ingenious puzzles. Translated as 'wisdom squared' in Japanese, KENKEN involves addition, subtraction, multiplication and division.

With difficulty levels from beginner to advanced, KENKEN puzzles improve logical thinking, concentration and perseverance.

If you've never played KENKEN it is in the same category as Sudoku but with a different twist. You can try it out online here and see what you think, or you can watch a how to play video here.

KENKEN: Train Your Brain is available from iTunes for $4.99.

viernes, 18 de noviembre de 2011

Mossberg Reviews the Palm Pre


Walt Mossberg does a great review of the Palm Pre today. If you're considering the device or just curious, you should read it here.

Couple highlights:

'But on June 6, Apple will get a powerful competitor in this category. It's a beautiful, innovative and versatile hand-held computer that's fully in the iPhone's class. It's called the Pre, and it comes from Palm, the company that pioneered the hand-held computer in the 1990s. I've been testing the Pre for a couple of weeks, and I like it a lot, despite some important drawbacks that will have to be remedied.'

'All in all, I believe the Pre is a smart, sophisticated product that will have particular appeal for those who want a physical keyboard. It is thoughtfully designed, works well and could give the iPhone and BlackBerry strong competition -- but only if it fixes its app store and can attract third-party developers.'

jueves, 17 de noviembre de 2011

Cell Phone Gaming Taking Off

According to a new consumer study conducted by research firm Information Solutions Group on behalf of casual games publisher PopCap Games, 57% of AT&T wireless subscribers play mobile games.

The advent of the iPhone and its App Store have made the download and usage of mobile games easier than ever, and the mobile gaming industry is expected to grow more than 10% per year to hit $6.3 billion in user spending by 2011, according to a report from Gartner.

52% of gamers cited 'distraction from daily life issues' as the top benefit derived from mobile gaming, followed by 'relaxation and stress relief' (40%) and 'improved mood' (12%)--in addition, 52% of gamers said they play mobile titles during work hours, and 14% selected 'during my work day, when I need a short break' as the time when they most often play games on their phone.

60% of all mobile gamers cited 'while waiting for an appointment' as a time when they play mobile games, with 'during the day on weekdays' selected by 34% of respondents and 'when traveling on vacation' and 'on the weekend' tying for third at 25% each.

The Information Solutions Group study reports that 59% of AT&T gamers play games on their phone at least once a month, and 40% said they play weekly or more often--41% said they played less than once per month. 91% of mobile gaming sessions last fewer than 30 minutes, and 62% extend fewer than 15 minutes. In all, 71% of mobile gamers play games on their phone for less than an hour per week, although 52% of those who play daily said they play for three or more hours per week.

Asked to name 'games you enjoy playing on your cell phone,' 20% of AT&T gamers cited Tetris, followed by Bejeweled at 18% and Solitaire at 17%. Puzzle games topped popular genres at 66%, followed by card/casino titles at 51%--board games earned 15% of the vote, with action/adventure trailing at 11%.

86% of mobile gamers also play video games on one or more other devices, with 76% of gamers playing on computers, 41% on consoles and 24% on handheld game devices.

17% of mobile gamers consider their mobile handset their primary gaming device.