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CX2SA  > TECHNO   28.12.05 21:07l 115 Lines 6243 Bytes #999 (0) @ WW
BID : 13508_CX2SA
Read: GUEST DL1LCA OE7FMI
Subj: 2005: The year in technology
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Sent: 051228/1926Z @:CX2SA.LAV.URY.SA #:13508 [Minas] FBB7.00e $:13508_CX2SA
From: CX2SA@CX2SA.LAV.URY.SA
To  : TECHNO@WW


                        2005: The year in technology
                        ============================

Many weird and  wonderful new gadgets,  gizmos and inventions  were revealed in
2005. Autonomous cars, robotic assistants and nano-circuitry provided a  bright
view of  the future,  while cellphone  viruses, virtual  crime sprees  and "non
-lethal" crowd control weapons hinted at technological troubles ahead.

The busiest inventor of the  year was almost certainly Google,  which continues
to grow from  a search engine  into a many-tentacled  technological titan. 2005
saw Google launch a service for hosting and searching video clips, an  internet
phone program, a searchable  map of the world  and an effort to  digitise books
from some of the world's largest libraries, to name a few of its projects.

Not everything went so smoothly for  Google though. In January the company  was
forced to release a tool to prevent spammers skewing its search engine results.
Not long after,  computer experts discovered  a potential way  to undermine the
adverts that appear alongside the company's normal search results.

Cellphone virus
---------------
The year  also saw  the cellphone  continue to  reinvent itself.  In January, a
handset controlled by movement was revealed  and in February a device that  can
be swiped at a checkout to pay for shopping was launched.

Japanese researchers  even unveiled  a phone  capable of  identifying its owner
from a  snapshot, as  an added  security feature.  However, the  discovery of a
handful of cellphone viruses during  2005 caused consternation for users,  even
though experts assured us that  the risk to current handsets  remains extremely
low.

In 2005 online computer games became  more popular and immersive than ever.  In
April, Sony helped blur  the line between the  virtual and real world  for many
gamers by launching the first legitimate trading service for the game EverQuest
II. Later in the  year, the realism of  virtual economics was confirmed  when a
counterfeiting scheme  resulted in  rampant inflation  for players  of the same
game. A  man was  also arrested  in Japan  for stealing  other players' virtual
possessions during a violent virtual crime spree in the game Lineage II.

Beaming into the brain
----------------------
Academics also showed new interest in using virtual worlds for their  research.
Experimental code  was released  in May  for apeer-to-peer  virtual game, which
removes the need for any centralised control structure. A group of UK academics
also announced ambitious plans to create a virtual world that could develop its
own cultural practices and traditions. And a US company even launched the first
virtual world for smartphones.

But a patent filed by Sony, revealed in April, provided a disturbing glimpse of
the possible future for virtual  entertainment. Describing a device that  would
transmit sensory data directly into the brain, the invention hints at a  Matrix
-like experience for gamers in decades to come.

Another futuristic vision could be found at the World Expo 2005, held in  Japan
between March and  September. At the  Prototype Robot Exhibition  robotic child
-minders  and receptionists  were demonstrated  to visitors  alongside  android
medics and entertainers.

Robotic racers
--------------
The first robotic camel racers also took  to the track in April, and new  kinds
of artificial muscles promised to  give the next generation of  bots superhuman
strength. The year  ended with Honda's  humanoid robot, Asimo,  showing off his
new office skills.

The field of  artificial intelligence also  made progress in  2005. In October,
several robotic vehicles  managed to complete  DARPA's Grand Challenge  robotic
desert race for the first time.

Scientists also developed an IQ test for artificially intelligent machines  and
created a program capable of developing its own language. IBM also announced an
ambitious effort to create a complete map of the neural circuitry of the  human
brain, using a supercomputer.

Experimental new  types of  computer circuitry  also emerged.  These included a
reconfigurable chip made from living  bacteria as well as nanowires  capable of
powering tiny nano-engines.  In October, researchers  also discovered a  way to
use micro-organisms to construct nano-circuitry.

Growing arsenal
---------------
But the  scary side  of technology  was also  exposed in  2005, in  the form of
several new "non-lethal"  weapons developed by  US military. These  included an
electromagnetic pulse gun,  a microwave weapon,  and a rifle  capable of firing
electric bullets at aggressors. Details of a laser rifle and a helicopter laser
weapon, designed to dazzle targets without permanently blinding them, were also
uncovered.

The year then came  to an end on  a sour note, at  least for Sony BMG.  An anti
-piracy technology bundled with Sony BMG  music CDs caused a storm of  protest,
not to mention lawsuits after  experts discovered that it could  potentially be
hijacked by hackers. The controversy escalated to farcical proportions after it
was  found that  a patch  released by  Sony BMG  to fix  the problem  contained
another  bug. Then  there were  claims that  the original  anti-piracy  program
itself may contain open source code from elsewhere without due acknowledgement.

And among  the wackiest  innovations of  2005 were  a pair  of shoes that limit
television time  for couch  potatoes, a  virtual air  guitar and  a system that
delivers  smells  across  the internet,  for  the  more odour-conscious  online
shopper.

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