Εμφάνιση αναρτήσεων με ετικέτα Science. Εμφάνιση όλων των αναρτήσεων
Εμφάνιση αναρτήσεων με ετικέτα Science. Εμφάνιση όλων των αναρτήσεων

Σάββατο 3 Δεκεμβρίου 2016

What Is The Singularity And Will You Live To See It?

If you read any science fiction or futurism, you've probably heard people using the term "singularity" to describe the world of tomorrow. But what exactly does it mean, and where does the idea come from? We answer in today's backgrounder.

What is the singularity?

The term singularity describes the moment when a civilization changes so much that its rules and technologies are incomprehensible to previous generations. Think of it as a point-of-no-return in history.
Most thinkers believe the singularity will be jump-started by extremely rapid technological and scientific changes. These changes will be so fast, and so profound, that every aspect of our society will be transformed, from our bodies and families to our governments and economies.
A good way to understand the singularity is to imagine explaining the internet to somebody living in the year 1200. Your frames of reference would be so different that it would be almost impossible to convey how the internet works, let alone what it means to our society. You are on the other side of what seems like a singularity to our person from the Middle Ages. But from the perspective of a future singularity, we are the medieval ones. Advances in science and technology mean that singularities might happen over periods much shorter than 800 years. And nobody knows for sure what the hell they'll bring.
Talking about the singularity is a paradox, because it is an attempt to imagine something that is by definition unimaginable to people in the present day. But that hasn't stopped hundreds of science fiction writers and futurists from doing it.

Where does the term "singularity" come from?

Science fiction writer Vernor Vinge popularized the idea of the singularity in his 1993 essay "Technological Singularity." There he described the singularity this way:
It is a point where our old models must be discarded and a new reality rules. As we move closer to this point, it will loom vaster and vaster over human affairs till the notion becomes a commonplace. Yet when it finally happens it may still be a great surprise and a greater unknown.
Specifically, Vinge pinned the Singularity to the emergence of artificial intelligence. "We are on the edge of change comparable to the rise of human life on Earth," he wrote. "The precise cause of this change is the imminent creation by technology of entities with greater than human intelligence."

Author Ken MacLeod has a character describe the singularity as "the Rapture for nerds" in his novel The Cassini Division, and the turn of phrase stuck, becoming a popular way to describe the singularity. (Note: MacLeod didn't actually coin this phrase - he says he got the phrase from a satirical essay in an early-1990s issue of Extropy.) Catherynne Valente argued recently for an expansion of the term to include what she calls "personal singularities," moments where a person is altered so much that she becomes unrecognizable to her former self. This definition could include posthuman experiences.

What technologies are likely to cause the next singularity?

As we mentioned earlier, artificial intelligence is the technology that most people believe will usher in the singularity. Authors like Vinge and singulatarian Ray Kurzweil think AI will usher in the singularity for a twofold reason. First, creating a new form of intelligent life will completely change our understanding of ourselves as humans. Second, AI will allow us to develop new technologies so much faster than we could before that our civilization will transform rapidly. A corollary to AI is the development of robots who can work alongside - and beyond - humans.
Another singularity technology is the self-replicating molecular machine, also called autonomous nanobots, "gray goo," and a host of other things. Basically the idea is that if we can build machines that manipulate matter at the atomic level, we can control our world in the most granular way imaginable. And if these machines can work on their own? Who knows what will happen. For a dark vision of this singularity, see Greg Bear's novel Blood Music or Bill Joy's essay "The Future Doesn't Need Us"; for a more optimistic vision, Rudy Rucker's Postsingular.
And finally, a lot of singularitarian thought is devoted to the idea that synthetic biology, genetic engineering, and other life sciences will eventually give us control of the human genome. Two world-altering events would come out of that. One, we could engineer new forms of life and change the course of human evolution in one generation. Two, it's likely that control over our genomes will allow us to tinker with the mechanisms that make us age, thus dramatically increasing our lifespans. Many futurists, from Kurzweil and Steward Brand, to scientists like Aubrey De Gray, have suggested that extreme human longevity (in the hundreds of years) is a crucial part of the singularity.

Have we had a singularity before?

The singularity is usually anticipated as a future transformation, but it can also be used to describe past transformations like the one in our example earlier with the person from 1200. The industrial revolution could be said to represent a singularity, as could the information age.

When will the singularity happen?

In 1992, Vinge predicted that "in 30 years" we would have artificial intelligence. We've still got 12 years to go - it could happen! In his groundbreaking 2000 essay for Wired, "The Future Doesn't Need Us," technologist Joy opined:
The enabling breakthrough to assemblers seems quite likely within the next 20 years. Molecular electronics - the new subfield of nanotechnology where individual molecules are circuit elements - should mature quickly and become enormously lucrative within this decade, causing a large incremental investment in all nanotechnologies.
And in the 2005 book The Singularity Is Near, Ray Kurzweil says the singularity will come "within several decades."
Longevity scientist De Gray says that our biotech is advanced enough that a child born in 2010 might live to be 150, or 500 years old. MIT AI researcher Rodney Brooks writes in his excellent book Flesh and Machines that it's "unlikely that we will be able to simply download our brains into a computer anytime soon." Though Brooks does add: 

The lives of our grandchildren and great-grandchildren will be as unrecognizable to us as our use of information technology in all its forms would be incomprehensible to someone form the dawn of the twentieth century.

So when will the singularity really happen? It depends on your perspective. But it always seem like it's just a few decades off.

Πηγή: https://goo.gl/c0pDPX

Παρασκευή 25 Μαρτίου 2016

Killer Application, Marketing

In marketing terminology, a killer application (commonly shortened to killer app) is any computer program that is so necessary or desirable that it proves the core value of some larger technology, such as computer hardware, gaming console, software, a programming language, software platform, or an operating system. In other words, consumers would buy the (usually expensive) hardware just to run that application. A killer app can substantially increase sales of the platform on which it runs.
 

Examples
 

One of the first examples of a killer application is generally agreed to be the VisiCalc spreadsheet for the Apple II series. Because it was not available on other computers for 12 months, people spent $100 for the software first, then $2,000 to $10,000 on the Apple computer they needed to run it. BYTE wrote in 1980, "VisiCalc is the first program available on a microcomputer that has been responsible for sales of entire systems", while Creative Computing's VisiCalc review was subtitled "reason enough for owning a computer". Others also choose to develop software, such as EasyWriter, for the Apple II first because of its higher sales, helping Apple defeat rivals Commodore International and Tandy Corporation.

Lotus 1-2-3 similarly benefited sales of the IBM PC and compatibles, including to Apple owners. Noting that computer purchasers did not want PC compatibility as much as compatibility with certain PC software, InfoWorld suggested "let's tell it like it is. Let's not say 'PC compatible,' or even 'MS-DOS compatible.' Instead, let's say '1-2-3 compatible.' "Another killer app is WordStar, the most popular word processor during much of the 1980s. Once the Internet became more widely available to consumers, email was seen as a killer app that drove people to purchase computers, even though email is a genre of applications rather than a single "app."
 

Usage

The first recorded use of the term in print was 1987, in PC Week 8 Sept. 107/2. "Everybody has only one killer application. The secretary has a word processor. The manager has a spreadsheet."

The definition of "killer app" came up during Bill Gates's questioning in the United States v. Microsoft antitrust suit. Bill Gates had written an email in which he described Internet Explorer as a killer app. In the questioning, he said that the term meant "a popular application", and did not connote an application that would fuel sales of a larger product or one that would supplant its competition, as the Microsoft Computer Dictionary defined it.
 

Selected applications for computer systems

    AmigaOS: Deluxe Paint, Video Toaster
    RISC OS: Sibelius (before 1998)

Video games

The term has also been applied to computer and video games that cause consumers to buy a particular video game console or gaming hardware over a competing one. Examples of a video game killer applications are:

1.) The first generally agreed example of a "killer app" in gaming is Space Invaders, released for arcades in 1978 and ported to the Atari VCS (Atari 2600) console in 1980, quadrupling sales of the then three-year-old Atari 2600 platform.
2.) Star Raiders, released in 1979 on cartridge for the Atari 8-bit computer, was considered to be a "killer app" for a computer platform.

3.) Donkey Kong was the killer app for the ColecoVision console in 1982.
4.) The video gaming website GameTrailers considers the Super Mario Bros. games to be the killer app for nearly all Nintendo home consoles, Tetris as the killer app for the Game Boy, Grand Theft Auto III for the PlayStation 2, Super Smash Bros. Melee for the GameCube, and Wii Sports for the Nintendo Wii.

5.) Computer Gaming World stated that The Legend of Zelda on the Nintendo Entertainment System, Phantasy Star II on the Sega Genesis, and Far East of Eden for the NEC TurboGrafx-16 were killer apps for their consoles.
6.) John Madden Football's popularity in 1990 helped the Genesis gain market share against the Super Nintendo.
7.) Sonic the Hedgehog, released in 1991, was hailed as a killer app as it revived sales of the (by then) three-year-old Genesis.

8.) Street Fighter II, originally released for arcades in 1991, became a system-seller for the Super Nintendo when it was ported to the platform in 1992, boosting the console's sales.
9.) Myst and The 7th Guest, both released in 1993, could be considered killer apps for their influence on CD-ROM drive sales for personal computers, leading to widespread market adoption of the format.
 10.) Final Fantasy VII is considered a "killer app" that the original PlayStation had along with Metal Gear Solid. These were immensely popular exclusives for the system. Other games that could be considered killer apps for the system included Resident Evil, Gran Turismo and Crash Bandicoot.
11.) Pokémon Red and Blue could be classified a "killer app" for the seven-year-old Game Boy as a craze evolved around the series in the late 1990s, and it was only available on that platform.
12.) Pokemon Gold and Silver were released at the height of the Pokemon craze alongside the Game Boy Color, and fueled the sales for the console all the way to the release of the Game Boy Advance two years later.
13.) Super Mario 64, GoldenEye 007 and The Legend of Zelda: Ocarina of Time could be considered killer apps for the Nintendo 64, with Super Mario 64 being one of two launch titles for the console and the main factor behind the platform's initial success.
14.) Quake could be considered the killer app for 3dfx's Voodoo Graphics 3D accelerator card for home computers.
15.) Halo and Gears of War are considered to be the killer apps for the Xbox and Xbox 360.


(Source Wikipedia)

Πέμπτη 25 Σεπτεμβρίου 2008

Το πρώτο μου βιβλίο: Μαθηματικά Μοντέλα!!

Το βιβλίο αυτό αφορά μία πλούσια συνδυαστική θεμάτων, σεναριακής χροιάς καθώς διαπραγματεύεται το αντικείμενο των εφαρμοσμένων μαθηματικών. Πρόκειται δηλαδή για μαθηματικές μετρικές σχέσεις ή διαφορετικά μαθηματικά μοντέλα τα οποία χρησιμοποιούνται στην επίλυση πρακτικών εφαρμογών σε θέματα οικονομικών εφαρμογών, φυσικής, καθαρά εφαρμοσμένων μαθηματικών αλλά και βιολογίας. Το βιβλίο αυτό αποτελεί μία πρωτότυπη ιδέα με πολλαπλούς στόχους:
1.) να αναδείξει τον τρόπο με τον οποίο συγκεκριμένα μαθηματικά εργαλεία χρησιμοποιούνται για τη μελέτη εξειδικευμένων εφαρμογών.
2.) να προωθήσει την ανεξάντλητη ποικιλία των θεμάτων στην οποία βρίσκουν εφαρμογή τα μαθηματικά μοντέλα
3.) να διακριθεί για την αθωράκιστη αλλά και πειθαρχημένη αποκαλυπτικότητά του
Αυτή η συγγραφική δραστηριότητα απευθύνεται σε όλους εκείνους οι οποίοι, έχοντας επαρκείς γνώσεις μαθηματικών, αναζητούν ένα ποιοτικό βιβλίο. Περιλαμβάνει ένα πλούσιο θεματολόγιο το οποίο πραγματεύεται εφαρμογές των μαθηματικών, τόσο στις θετικές και κοινωνικές επιστήμες όσο και στις επιχειρήσεις γενικότερα. Άξια λόγου στο βιβλίο αυτό είναι η ποιότητα και η συνδυαστική των θεμάτων του. Ενδεικτικά αναφέρουμε μοντέλα ετήσιου κόστους καυσίμου ενός μαχητικού αεροσκάφους, ένα μοντέλο κέρδους σε σχέση με μία αλυσίδα κρεπερί, ένα μοντέλο μάθησης, μοντέλο ποσότητας υλικού για την κατασκευή μίας γέφυρας, μαθηματικά μοντέλα που λειτουργούν ως περιβαλλοντικά κριτήρια, κατανάλωση πετρελαίου, ένα κρουαζιερόπλοιο, μία μετρική σχέση ελαστικότητας ζήτησης, αξιοποίηση συναρτήσεων παραγωγής, εκθετικές μεταβολές, ένταση φωτεινότητας, μοντέλα αντοχής, ανάλυση και περιγραφή συγκοινωνούντων δοχείων, εξέλιξη πληθυσμών, παραστατική ανάλυση ενός έργου τέχνης, ένας βακτηριακός πληθυσμός, μελέτη πολλαπλασιαστικότητας των μικροβίων, μία αποικία βακτηρίων και άλλα. Από τη θέση αυτή θα ήθελα να ευχαριστήσω θερμά των καθηγητή μου των μαθηματικών Θανάση Σκύφα. Ο καθηγητής αυτός, ως καταξιωμένος μαθηματικός, ικανός επιχειρηματίας, έμπειρος συγγραφέας αλλά και ιδιαίτερα καλλιεργημένος άνθρωπος, μου πρόσφερε με απλό και αποτελεσματικό τρόπο τις κατάλληλες υποδείξεις που με βοήθησαν ουσιαστικά στη διαμόρφωση αυτού του βιβλίου. Καλή αρχή!!