A number of life-support machines are connected to each other, circulating liquids and air in attempt to mimic a biological structure.
The Immortal investigates human dependence on electronics, the desire to make machines replicate organisms and our perception of anatomy as reflected by biomedical engineering.
The interpretation of anatomy with a mechanical vocabulary reflects strongly on the Western perception of the body.
Defining the body as a machine – where dysfunctional parts can be replaced by mechanics – speaks of how we understand life.
These objects encompass social debates about the ethics of euthanasia, the quantification of both the value and quality of life, making physical a poetic desire to conquer our own mortality.
The medical machine – whether in use or not – is an object which transcends its materiality. Designed and created to perform a single, most meaningful function, we never subject these devices to a critical investigation as industrial products within the context of material culture.
This work aims to explore the nature of these devices as objects of our times, liberated from their restrained purpose while still charged with its resonance.
Revital Cohenis a designer who develops critical objects and provocative scenarios exploring the juxtaposition of the natural with the artificial. Her work spans across various mediums and includes collaborations with scientists, bioethicists and animal breeders.
If robotic pilots and farmers mean no more underpaid/mistreated immigrants and airplane pilots falling asleep or texting while bored, then I hail. If it means patrolling other countries without their permission and perpetuating pesticide spraying (and several other factors), then I disdain.
Here is what an article at WIRED has to say:
Fighter pilot Mary “Missy” Cummings saw it coming while landing her F/A-18 supersonic jet on a Navy aircraft carrier — the world-changing disruption barreling toward the present.
Instead of landing the multi-million-dollar machine on the small deck of the ship herself in the 1990s, a computer accomplished the tricky feat for her.
“Here the computer was taking off better than I could, landing itself better than I could and doing the mission better than I ever could,” Cummings said Tuesday during the Wired Disruptive by Design business conference. “It was really humiliating. That was what used to make me better than everyone else.”
Eventually Cummings took a step back, told herself the heyday of fighter pilots was over and joined the robots. She’s now an aeronautics professor at MIT working to tackle the monotonous work of flying, farming and other industries with autonomous drones.
Excerpt of an article written by Dave Mosher, at WIRED. Continue HERE
Prospero is the working prototype of an Autonomous Micro Planter (AMP) that uses a combination of swarm and game theory and is the first of four steps. It is meant to be deployed as a group or “swarm”. The other three steps involve autonomous robots that tend the crops, harvest them, and finally one robot that can plant, tend, and harvest–autonomously transitioning from one phase to another.
Prospero is controlled with a Parallax Propeller chip mounted on a Schmart Board. Its body is designed by Lynxmotion and the orginal programming allows it to walk autonomously in any direction while avoiding objects with its duel ultrasonic Ping))) without turning it’s body. Text via YouTube
Drones are planes that fly without a human pilot. The Obama administration has used drones in patrolling Iraq, Afghanistan, Pakistan, Yemen, Ethiopia, Somalia and Libya. PHOTO: Flickr/James Gordon
Casey Reas: This is a 2x time-lapse sequence from software that constructs images from protein relationships within a cell. The image was translated into a mural for building 76 at the Massachusetts Institute of Technology (MIT).
Cell behavior is controlled by interconnected proteins operating in a network to actively transmit instructions. These networks become dysfunctional in cancerous cells. In this image, each graphical cluster represents signals between networked proteins in a cancer cell as they change over time. Individual arcs are signals from one protein to another; the size of an arc corresponds to the magnitude of the signal. Signaling data provided by the laboratory of Professor Michael Yaffe.
Casey Reas is an artist and educator. His software, prints, and installations have has been featured in numerous solo and group exhibitions at museums and galleries in the United States, Europe, and Asia. He is a professor in the department of Design Media Arts at UCLA and the co-founder of Processing with Ben Fry.
A three-week old robot at the MIT Media Lab is weaving a cocoon-like structure with a little programming help from humans. Eventually it will be autonomous.
These images by ZEITGUISED were showcased at the “Graphic Art” Exhibition at the KisstheDesign Gallery in Lausanne, Switzerland.
On her/his website: Material sample interpretations as simulations of macroscopically photographed nano-sculptures. The base for these enlarged tiny grown crystal structures are textile pattern, with two different levels of translation. One is the layer of color, where a scan of the textile is taken directly to color individual parts of the structure. The second layer is a translation of fabric weavings into three dimensional stacks of interlocked platonic bodies. Both layers are in an uneasy, off-set relation with each other. On a meta level, the simulation of photographed space seduces to imagine this setup as an existing material reality.
The Descriptive Camera, created by Matt Richardson, works a lot like a regular camera—point it at subject and press the shutter button to capture the scene. However, instead of producing an image, this prototype outputs a text description of the scene. Modern digital cameras capture gobs of parsable metadata about photos such as the camera’s settings, the location of the photo, the date, and time, but they don’t output any information about the content of the photo. The Descriptive Camera only outputs the metadata about the content.
As we amass an incredible amount of photos, it becomes increasingly difficult to manage our collections. Imagine if descriptive metadata about each photo could be appended to the image on the fly—information about who is in each photo, what they’re doing, and their environment could become incredibly useful in being able to search, filter, and cross-reference our photo collections. Of course, we don’t yet have the technology that makes this a practical proposition, but the Descriptive Camera explores these possibilities.
“At certain points in the history of architecture and urban planning, the disciplinary debate on how to apply new technologies surpasses the boundaries of the professions involved. At those times, the hopes and fears found in the disputes between architects, policy makers, engineers and planners are extended to a broader discussion about urban and societal change. Then, the central issue is not merely how to solve a specific spatial problem or improve a construction method with the help of a new technology. Rather, the debate revolves around its possible impact on urban society at large. What does this new technology mean for urban culture, what impact does it have on how we shape our identities and live together in the city? When those questions surface, Dutch philosopher René Boomkens argues, the professional debate has turned ‘philosophical’. [1]
The discourse on ‘Sentient Cities’, that has arisen over the last few years can be understood as such a philosophical enterprise. [2] What is at stake in the debate is not so much the issue of how to engineer smarter buildings that sense — and adapt to — our daily routines or idiosyncratic preferences. Rather, our in-car navigators, friend finding ‘solutions’, location based information systems and other urban sensing technologies may very well force us to rethink some of the core concepts through which we understand and value urban life.
Here I will show that the debate about the Sentient City can be understood as a dispute concerning the urban public sphere. On the one hand, the rise of sentient technologies is said to contribute to the (already on-going) demise of urban public spaces such as town squares, multifunctional streets and public parks. On the other hand, there is a hope that those same sentient technologies could enable new forms of publicness and exchange. These are no longer based on bringing people with different backgrounds and opinions spatially together (as in coffeehouses or town squares), but on the organization of publics around particular issues of concern.”
Excerpt of a paper written by Martijn de Waal. Continue HERE
Gestalten Books: Thanks to the omnipresence of computers, cell phones, gaming systems, and the internet, a broad audience has traded its past reservations against technology for an almost insatiable curiosity for all things technical. Against this background, unprecedented new tools and possibilities are opening up for the world of design. In addition to sketchbooks and computers, young designers are increasingly using programming languages, soldering irons, sensors, and microprocessors as well as 3D milling or rapid prototyping machines in their work. The innovative use of powerful hardware and software has become affordable and, most of all, much easier to use. Today, the sky is the limit when it comes to ideas for experimental media, unconventional interfaces, and interactive spatial experiences.
A Touch of Code shows how information becomes experience. The book examines how surprising personal experiences are created where virtual realms meet the real world and where dataflow confronts the human senses. It presents an international spectrum of interdisciplinary projects at the intersection of laboratory, trade show, and urban space that play with the new frontiers of perception, interaction, and staging created by current technology. These include brand and product presentations as well as thematic exhibits, architecture, art, and design.
The comprehensive spectrum of innovative spatial and interactive work in A Touch of Code reveals how technology is fundamentally changing and expanding strategies for the targeted use of architecture, art, communication, and design for the future.
data.anatomy [civic] is a new audiovisual installation by the acclaimed Japanese artist Ryoji Ikeda, arising from a unique collaboration with Mitsuru Kariya, the development leader of the new Honda Civic.
Exhibited as a 3-screen video projection, data.anatomy [civic] immerses viewers in an intricate yet vast audiovisual composition derived from the entire data set of the car.
Photo/Nykto is an experimental game conceived by Annelore Schneider and Douglas Edric Stanley as part of the « Unterplay » project at the Master Media Design —HEAD, Genève. It is a game for nyktophobes and photophobes. It is played by switching on and off the lights in order to avoid reaching the edge of the screen. The score increases exponentially near the edges, and speeds up with each change from light to dark and back.
Developed by international ad agency I&S BBDO for the umino seaweed shop, ‘design nori’ is a series of intricately laser-cut seaweed for rolling sushi. each sheet of five designs– ‘sakura’ (‘cherry blossoms’), ‘mizutama’ (‘water drops’), ‘asanoha’ (‘hemp’), ‘kikkou’ (‘turtle shell’), and ‘kumikkou’ (‘tortoise shell’)– is based on an element of Japanese history or symbology, meant to bring beauty, good fortune, growth, happiness, and longevity.
UK government officials have been warned that a “guinea pig” generation of children is becoming addicted to hardcore internet porn.
A cross-party Independent Parliamentary Inquiry Into Online Child Protection concluded in a report on Wednesday that the government and internet service providers need to do more to stop children from easily gaining access to pornography and websites with violent content.
The inquiry found that four out of five 16-year-old boys and girls regularly access porn on the internet and one in three ten-year-old children has seen explicit sexual material, according to a cross party report.
Additionally, the report revealed that more than a quarter of young patients at a leading private clinic are being treated for addiction to online pornography.
One parliament member said that her son had told her that his students at his school frequently traded memory sticks that contained hardcore pornographic images.
Excerpt of an article written by Christine Hsu at Medical Daily
The ExoHand from Festo — an active manual orthosis with sensitive fingers.
The ExoHand from Festo is an exoskeleton that can be worn like a glove. The fingers can be actively moved and their strength amplified; the operator’s hand movements are registered and transmitted to the robotic hand in real time.
CogniGame is a reinterpretation of a well-known video game that was launched on the market in the 1970s. As in table tennis, the players used a joystick in order to move a bar up and down the screen to keep a ball in play. CogniGame – control by thought
A tiny light-emitting diode, or LED, attached to a self-guided bullet at Sandia National Laboratories shows a bright path during a nighttime field test that proved the battery and electronics could survive the bullet’s launch.
Researchers have had initial success testing the design in computer simulations and in field tests of prototypes, built from commercially available parts, Jones said.
While engineering issues remain, “we’re confident in our science base and we’re confident the engineering-technology base is there to solve the problems,” he said.
Sandia’s design for the four-inch-long bullet includes an optical sensor in the nose to detect a laser beam on a target. The sensor sends information to guidance and control electronics that use an algorithm in an eight-bit central processing unit to command electromagnetic actuators. These actuators steer tiny fins that guide the bullet to the target.
Have you ever wondered how dirty your phone is? It is worse than you think. A little over a year ago my cousin, Wes, and I were watching TV when we saw a report stating that our phones have 18 times more harmful bacteria than the handle on a male public toilet. We were shocked! We started to research online to debunk this report, and we only found more proof (some of which was shown in our video above). We saw reports saying that besides the flu, researchers have found staph, E. Coli, and MRSA living on our cell phones! In fact, people are using their phones even before they leave the stall, which led researchers to find that 1 in 6 phones have fecal matter on them. This rang especially true with me – lets just say I had to change some habits. We found out the reason that our cell phones are so susceptible to bacteria is because of the warmth they radiate (especially our smart phones).
We did some tests of our own to find out how our phones compared to things we thought would be filthy. Our results were surprising:
PhoneSoap Overview:
PhoneSoap is a small box that simultaneously charges and sanitizes your cell phone using UV-C light. UV-C light is electromagnetic radiation that’s used in hospitals and clean rooms around the world. This short wavelength of light penetrates the cell wall of the bacteria and disrupts its DNA, effectively killing it. It is 99.9% effective in killing bacteria and virus’. Best of all it is completely safe.The UV-C light is only on for 3-5 minutes at a time and there is no heat or liquid involved so there is no risk of damaging your phone. There is a UV-C light on the top and on the bottom of the box so that the UV rays surround your phone for complete sanitation.
Text and Images via PhoneSoap. See more at KICKSTARTER
The Pentagon hasn’t made much progress in solving the PTSD crisis plaguing this generation of soldiers. Now it’s adding new staff members to the therapy teams tasked with spotting the signs of emotional pain and providing therapy to the beleaguered. Only this isn’t a typical hiring boost. The new therapists, Danger Room has learned, will be computer-generated “virtual humans,” used to offer diagnostics, and programmed to appear empathetic.
It’s the latest in a long series of efforts to assuage soaring rates of depression, anxiety and PTSD that afflict today’s troops. Military brass have become increasingly willing to try just about anything, from yoga and reiki to memory-adjustment pills, that holds an iota of promise. They’ve even funded computerized therapy before: In 2010, for example, the military launched an effort to create an online health portal that’d include video chats with therapists.
Excerpt from an article written by Katie Drummond, WIRED. Continue HERE
Last year physicists commemorated the centennial of the discovery of the atomic nucleus. In experiments carried out in Ernest Rutherford’s laboratory at Manchester in 1911, a beam of electrically charged particles from the radioactive decay of radium was directed at a thin gold foil. It was generally believed at the time that the mass of an atom was spread out evenly, like a pudding. In that case, the heavy charged particles from radium should have passed through the gold foil, with very little deflection. To Rutherford’s surprise, some of these particles bounced nearly straight back from the foil, showing that they were being repelled by something small and heavy within gold atoms. Rutherford identified this as the nucleus of the atom, around which electrons revolve like planets around the sun.
This was great science, but not what one would call big science. Rutherford’s experimental team consisted of one postdoc and one undergraduate. Their work was supported by a grant of just £70 from the Royal Society of London. The most expensive thing used in the experiment was the sample of radium, but Rutherford did not have to pay for it—the radium was on loan from the Austrian Academy of Sciences.
Nuclear physics soon got bigger. The electrically charged particles from radium in Rutherford’s experiment did not have enough energy to penetrate the electrical repulsion of the gold nucleus and get into the nucleus itself. To break into nuclei and learn what they are, physicists in the 1930s invented cyclotrons and other machines that would accelerate charged particles to higher energies. The late Maurice Goldhaber, former director of Brookhaven Laboratory, once reminisced:
The first to disintegrate a nucleus was Rutherford, and there is a picture of him holding the apparatus in his lap. I then always remember the later picture when one of the famous cyclotrons was built at Berkeley, and all of the people were sitting in the lap of the cyclotron.
Excerpt of an article written by Steven Weinberg, The New York Review of Books. Continue HERE
Superconducting Super Collider Laboratory/Photo Researchers. Construction of an underground shaft for the Superconducting Super Collider in Texas. The SSC was supposed to be the largest particle accelerator in the world, but its funding was canceled by Congress in 1993.
Jurema Action Plant is an interactive bio-machine. It consists in a customized machine which interfaces a sensitive plant (Mimosa pudica).
Jurema Action Plant aims to empower plants by enabling them to use similar technologies as humans use. It is also explores new ways of communication and co-relation between humans, living organism and a machine. Much like humans, animals and machines, the plants have an electrical signal traveling inside them, but they do not have nerves like humans and animals; nor wires and cables like machines. This electrical signal travels inside the cells of the plant. Inspired by this phenomenon, I collaborated with professor Bert van Duijn from the Biology University and the Hortus Botanicus, both from Leiden, on a research into the Action Potential of this plant. At V2_ , we settled upon a solution in which a signal amplifier reads the differences in the electromagnetic field around the plant to determine when it is being touched. These electromagnetic variations trigger movement of the robotic structure, on which the plant is situated, by means of a custom-made circuit board. The thresholds for response are set in such a way that only touching the plant makes it move away from the person touching it.
“Their movement however generally remains invisible to us, because their muscle and nerve-like systems operate at a very slow timescale and their rooting in soil confines their motion to the movement of branches and leaves. These restrictions give plants an enormous disadvantage compared to their main aggressors: animals and humans, in many instances resulting in a loss of biodiversity and even extinction.” (Michel van Dartel, curator V2)
To measure the Action Potential from the plant some electrodes are placed in its branches. When the leaves and branches of the plant are touched this signal changes. This electrical signal travels in the plant and the Action Potential can be measured in any part of the plant, not necessarily where the electrodes are placed. If the plants can fell the touch and this signal travels inside the plant and be can be measured in any part, does it means that plants have memory, consciousness?
Computer scientists at Kobe University in Japan have built a computer that draws inspiration from the swarming behavior of soldier crabs.
The computer is based on theories from the early 1980s that studies how it could be possible to build a computer out of billiard balls. Proposed by Edward Fredkin and Tommaso Toffoli, the mechanical computer was based on Newtonian dynamics and relied on the motion of billiard balls in an idealized, friction-free environment instead of electronic signals like a conventional computer.
The model was developed to investigate the relation between computation and reversible processes in physics. A channel in this computational system would carry information encoded in the form of the presence or absence of billiard balls. The information is processed through a series of gates which the balls either bump into and emerge in a predictable direction based on the ballistics of the collision or which they don’t bump into and emerge with the same velocity.
Excerpt of an article written by WIRED UK. Continue HERE
The ultimate dream of flight – soaring through the air, with total freedom in all three dimensions, not within a heavy and complicated machine but with only one’s body and sensations – a dream everybody had at least once in their life.
Neuroscience shows that the adolescent brain is still developing. The question is whether that should influence the sentencing of juveniles.
Advocates for juveniles have been embracing this work as part of a long-term strategy to ensure that young criminals are given less punishment than adults and more opportunities for rehabilitation. And many neuroscientists studying the adolescent brain are gratified that their work is contributing to these efforts. “It’s so satisfying to think that maybe in some minuscule way my work was relevant to society,” says Bea Luna, who studies adolescent brain development at the University of Pittsburgh in Pennsylvania.
But the brain research may not have as great an influence in court as some scientists and advocates like to think. Some say that the neuroscience offers no fresh insight into adolescent behavior, and may serve merely as a rhetorical flourish in judges’ opinions or as a tool that lawyers and advocates exploit to make their case. “The neuroscience is being used for an advocacy position,” says Emily Murphy of Stanford University in California, who was a fellow with the MacArthur Foundation’s Law and Neuroscience Project. “That’s all it’s always been, in a legal context.” Murphy and others worry that the neuroscience currently being used in court may be abused, and might overshadow other research that could make a deeper impact on juvenile crime and punishment.
Excerpt of an article written by Lizzie Buchen, Nature. Read it HERE
Nucleotides, the building blocks of DNA are composed of four bases—A, G, C, and T. Attached to the bases are sugars and phosphates.
First, researchers made XNA building blocks to six different genetic systems by replacing the natural sugar component of DNA with one of six different polymers, synthetic chemical compounds.
The team—led by Vitor Pinheiro of the U.K.’s Medical Research Council Laboratory of Molecular Biology—then evolved enzymes, called polymerases, that can make XNA from DNA, and others that can change XNA back into DNA.
This copying and translating ability allowed for genetic sequences to be copied and passed down again and again—artificial heredity.
Last, the team determined that HNA, one of the six XNA polymers, could respond to selective pressure in a test tube.
Excerpt of an article written by Christine Dell’Amore, National Geographic News. Continue HERE
Transplanting bioengineered stem cells into nude mice enabled them to grow hair.Takashi Tsuji/Tokyo University of Science.
At the turn of the twentieth century, the promise of regenerating damaged tissue was so far-fetched that Thomas Hunt Morgan, despairing that his work on earthworms could ever be applied to humans, abandoned the field to study heredity instead. Though he won the Nobel Prize in 1933 for his work on the role of chromosomes in inheritance, if he lived today, the advances in regenerative medicine may have tempted him to reconsider.
Three studies published this week show that introducing new cells into mice can replace diseased cells — whether hair, eye or heart — and help to restore the normal function of those cells. These proof-of-principle studies now have researchers setting their sights on clinical trials to see if the procedures could work in humans.
Excerpt from an article written by Leila Haghighat, Nature. Continue HERE
Social media—from Facebook to Twitter—have made us more densely networked than ever. Yet for all this connectivity, new research suggests that we have never been lonelier (or more narcissistic)—and that this loneliness is making us mentally and physically ill. A report on what the epidemic of loneliness is doing to our souls and our society.
Yvette Vickers, a former Playboy playmate and B-movie star, best known for her role in Attack of the 50 Foot Woman, would have been 83 last August, but nobody knows exactly how old she was when she died. According to the Los Angeles coroner’s report, she lay dead for the better part of a year before a neighbor and fellow actress, a woman named Susan Savage, noticed cobwebs and yellowing letters in her mailbox, reached through a broken window to unlock the door, and pushed her way through the piles of junk mail and mounds of clothing that barricaded the house. Upstairs, she found Vickers’s body, mummified, near a heater that was still running. Her computer was on too, its glow permeating the empty space.
The Los Angeles Times posted a story headlined “Mummified Body of Former Playboy Playmate Yvette Vickers Found in Her Benedict Canyon Home,” which quickly went viral. Within two weeks, by Technorati’s count, Vickers’s lonesome death was already the subject of 16,057 Facebook posts and 881 tweets. She had long been a horror-movie icon, a symbol of Hollywood’s capacity to exploit our most basic fears in the silliest ways; now she was an icon of a new and different kind of horror: our growing fear of loneliness. Certainly she received much more attention in death than she did in the final years of her life. With no children, no religious group, and no immediate social circle of any kind, she had begun, as an elderly woman, to look elsewhere for companionship. Savage later told Los Angeles magazine that she had searched Vickers’s phone bills for clues about the life that led to such an end. In the months before her grotesque death, Vickers had made calls not to friends or family but to distant fans who had found her through fan conventions and Internet sites.
Excerpt of an article written by Stephen Marche, The Atlantic. Continue HERE
Above Image: Phillip Toledano.
Title of this post by Katie Fahey.
CHALLENGE:
The “nav-u” U35 is a personal navigation device you can put on a bicycle.
We wanted to demonstrate the device by using the attractions of Tokyo, a city whose roads developed in irregular and complex ways.
IDEA:
Using the running log function of the bicycle navigation system, we started the project by drawing gigantic animal geoglyphs over Tokyo. People tweet what animals they want us to draw. From their requests, our staffers draw animals over the map.
The bike group rides all over Tokyo, logs the routes and uploads the drawing to the website immediately. Progress status with drawing and running footage are posted on Twitter in real time every day.
Fifteen animals are completed in 40 days.
RESULT:
The project was featured in TV news shows, newspapers, magazine articles, and over 80 online news articles. In addition, it was mentioned innumerable times on blogs and tweets. Moreover, it was also reported in other countries, and we received lots of positive feedback, support and messages of encouragement.
Before the campaign, Sony held third place in the market for navigation systems, but it rose to the first just two weeks after the start of the campaign.
A promotion for a bicycle navigation system also became a promotion for the city of Tokyo. The Tokyo Zoo Project
Via Popupcity
Bilingual or multilingual friends can be quite annoying. Especially if you’re stuck at a social gathering with the ones who repeatedly mention their language skills and utter phrases such as ”Well, if only you could read this novel in the original, you would have a much more profound understanding of what the author wanted to express…..”. Or the ones who like to cite French, German and Arabic language newspaper articles and then remind you with a thinly veiled pomposity that you may have a very narrow view of the world if you only rely on English-language news.
However, this latter group is becoming more rare, possibly because a formidable foe is taking the wind out of their sails: Google Translate. The excellent book “Is That a Fish In Your Ear” by David Bellos has a chapter entitled “The Adventure of Automated Language-Translation Machines”, which is especially thought-provoking, because it explains some key concepts about Google Translate and the future of automated translation.
No one wants an enemy. Few things could be more stressful and potentially damaging: We dread the nemesis vying for the same job, a rival business trying to steal customers, or the opposing sports team that always sweeps.
A half-century ago, however, a British ornithologist put forth a surprising new idea about enemies in the natural world: Maybe they aren’t always such a bad thing. In a 1954 book chapter, James Fisher suggested that territorial birds might actually gain some advantages from living near threatening rivals. He called it the “dear enemy” phenomenon: Birds that compete with their neighbors would also be bound to them in helpful ways.
Over time, the notion of the dear enemy developed and spread. Naturalists observing birds found that multiple species reserved their fiercest aggression not for next-door rivals, but for strangers. Birds that were enemies in the most obvious sense, neighbors competing directly for territory, seemed to fight less, maintaining a kind of détente with their known rivals. Biologists began to study the effect in other animals, from crabs to beavers. Today, there are dozens of studies that examine what happens when animals keep their enemies close.
Excerpt of and article written by Carolyn Y. Johnson at the Boston Globe. Continue HERE
Marketplace Shanghai Bureau Chief Rob Schmitz is only the second reporter ever to gain access to visit the factory floor at Apple’s Chinese producer Foxconn. See highlights from his tour of the assembly line and the Foxconn facilities and connect to his full audio reports on your public radio station and at http://www.marketplace.org. Marketplace is produced and distributed by American Public Media.
Source Credit – American Public Media’s ‘Marketplace’.
Reporter Credit – Rob Schmitz, Shanghai Bureau Chief
Reliable Internet access on the Moon, near Mars or for astronauts on a space station? How about controlling a planetary rover from a spacecraft in deep space? These are just some of the pioneering technologies that ESA is working on for future exploration missions.
What do observation or navigation satellites orbiting Earth have in common with astronauts sending images in real time from the International Space Station? They all need to send data back home. And the complexity of sharing information across space is set to grow.
In the future, rovers on Mars or inhabited bases on the Moon will be supported by orbiting satellite fleets providing data relay and navigation services. Astronauts will fly to asteroids, hundreds of millions of kilometres from Earth, and they’ll need to link up with other astronauts, control centres and sophisticated systems on their vessels.
All of these activities will need to be interconnected, networked and managed.