jueves, 28 de marzo de 2013

Biostamps





Esto es algo extraño para cualquiera, la tecnologia consiste en tattoo impresos en la piel que en realidad son chips, con la capacidad de collectar informacion de tu cuerpo y retransmitirla a centros de monitoreo. La idea en principio para  monitoreo medico pero la posibilidades son increibles. 

Nota completa en Dezzen.com. 

Materials scientist John Rogers and his firm MC10 have developed flexible electronic circuits that stick directly to the skin like temporary tattoos and monitor the wearer's health.

The Biostamp is a thin electronic mesh that stretches with the skin and monitors temperature, hydration and strain.

Rogers suggests that his "epidermal electronics" could be developed for use in healthcare to monitor patients without tethering them to large machines. Not only would this be more convenient, but the results could be more accurate if patients were examined in their normal environment doing usual activities rather than on the hospital ward.

Other applications could include a patch that lets an athlete know when and how much to hydrate for peak performance, or one that tells you when to apply more suncream.

MC10 overcame the rigidity of normal electronic components made from brittle silicon-based wafers by printing them in very small pieces, arranged in wavy patterns.

Earlier versions were applied on an elastomer backing patch, but the latest prototype is applied directly to the skin using a rubber stamp. It can be covered with spray-on bandage available from pharmacies to make it more durable and waterproof enough to withstand sweating or washing with soapy water. It lasts up to two weeks before the skin's natural exfoliation causes it to come away.

The team are now working on the integration of wireless power sources and communication systems to relay the information gathered to a smartphone.

Other wearable monitoring technology we've reported on includes the Nike+ FuelBand and Jawbone UP wristbands that monotor health and fitness, plus a wearable camera that uses sensors and GPS technology to decide which moments of your life are worth photographing.

lunes, 25 de marzo de 2013


Tarea 2. Definiciones Yabeth. 

CPU
A central processing unit (CPU), also referred to as a central processor unit,[1] is the hardware within a computer that carries out the instructions of a computer program by performing the basic arithmetical, logical, and input/output operations of the system. The term has been in use in the computer industry at least since the early 1960s
The fundamental operation of most CPUs, regardless of the physical form they take, is to execute a sequence of stored instructions called a program. The program is represented by a series of numbers that are kept in some kind of computer memory. There are four steps that nearly all CPUs use in their operation: fetch, decode, execute, and writeback
en.wikipedia.org/wiki/Central_processing_unit
Cyberspace.
 “England writes, is “a global domain within the information environment consisting of the interdependent network of information technology infrastructures, including the Internet, telecommunications networks, computer systems, and embedded processors and controllers.”
It is a far cry from the prose Gibson used in his 1984 novel “Neuromancer” to describe cyberspace: “A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding.”
Technology
Technology is the making, modification, usage, and knowledge of tools, machines, techniques, crafts, systems, methods of organization, in order to solve a problem, improve a preexisting solution to a problem, achieve a goal, handle an applied input/output relation or perform a specific function. It can also refer to the collection of such tools, machinery, modifications, arrangements and procedures. Technologies significantly affect human as well as other animal species' ability to control and adapt to their natural environments. The word technology comes from Greek τεχνολογία (technología); from τέχνη (téchnē), meaning "art, skill, craft", and -λογία (-logía), meaning "study of-".[1] The term can either be applied generally or to specific areas: examples include construction technology, medical technology, and information technology
1) The application of science, math, engineering, art, and other fields of knowledge to create tools and implementations deemed useful by a society.
2) Anything that has to do with computers. Often misused by stupid people and corporations that market to said stupid people.
During the 20th century, humanity demonstrated that it had achieved the technology to leave its home planet's atmosphere, land on and explore its moon, and return safely to its homeworld.
Telecommunications
Also called telecommunication, is the exchange of information over significant distances by electronic means. A complete, single telecommunications circuit consists of two stations, each equipped with a transmitter and a receiver. The transmitter and receiver at any station may be combined into a single device called a transceiver. The medium of signal transmission can be electrical wire or cable (also known as "copper"), optical fiber or electromagnetic fields. The free-space transmission and reception of data by means of electromagntetic fields is called wireless.
The simplest form of telecommunications takes place between two stations. However, it is common for multiple transmitting and receiving stations to exchange data among themselves. Such an arrangement is called a telecommunications network. The Internet is the largest example.
Informatica
Conjunto de conocimientos científicos y técnicas que hacen posible el tratamiento automático de la información por medio de ordenadores.
http://buscon.rae.es/drae/?type=3&val=inform%C3%A1tica&val_aux=&origen=REDRAE
Conceptualmente, se puede entender como aquella disciplina encargada del estudio de métodos, procesos, técnicas, desarrollos y su utilización en ordenadores (computadoras), con el fin de almacenar, procesar y transmitir información y datos en formato digital. En 1957 Karl Steinbuch acuñó la palabra alemana Informatik en la publicación de un documento denominado Informatik: Automatische Informationsverarbeitung (Informática: procesamiento automático de información). En ruso, Alexander Ivanovich Mikhailov fue el primero en utilizar informatika con el significado de «estudio, organización, y la diseminación de la información científica», que sigue siendo su significado en dicha lengua.[cita requerida]. En inglés, la palabra Informatics fue acuñada independiente y casi simultáneamente por Walter F. Bauer, en 1962, cuando Bauer cofundó la empresa denominada «Informatics General, Inc.». Dicha empresa registró el nombre y persiguió a las universidades que lo utilizaron, forzándolas a utilizar la alternativa computer science. La Association for Computing Machinery, la mayor organización de informáticos del mundo, se dirigió a Informatics General Inc. para poder utilizar la palabra informatics en lugar de computer machinery, pero la empresa se negó. Informatics General Inc. cesó sus actividades en 1985, pero para esa época el nombre de computer science estaba plenamente arraigado. Actualmente los angloparlantes utilizan el término computer science, traducido a veces como «Ciencias de la computación», para designar tanto el estudio científico como el aplicado; mientras que designan como information technology ( o data processing, traducido a veces como «tecnologías de la información», al conjunto de tecnologías que permiten el tratamiento automatizado de información.



The Internet.
Sometimes called simply "the Net," Internet is a worldwide system of computer networks - a network of networks in which users at any one computer can, if they have permission, get information from any other computer (and sometimes talk directly to users at other computers). It was conceived by the Advanced Research Projects Agency (ARPA) of the U.S. government in 1969 and was first known as the ARPANet. The original aim was to create a network that would allow users of a research computer at one university to be able to "talk to" research computers at other universities. A side benefit of ARPANet's design was that, because messages could be routed or rerouted in more than one direction, the network could continue to function even if parts of it were destroyed in the event of a military attack or other disaster.
Today, the Internet is a public, cooperative, and self-sustaining facility accessible to hundreds of millions of people worldwide. Physically, the Internet uses a portion of the total resources of the currently existing public telecommunication networks. Technically, what distinguishes the Internet is its use of a set of protocols called TCP/IP (for Transmission Control Protocol/Internet Protocol). Two recent adaptations of Internet technology, the intranet and the extranet, also make use of the TCP/IP protocol.
Realidad Virtual
Virtual reality is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. On a computer, virtual reality is primarily experienced through two of the five senses: sight and sound.
The simplest form of virtual reality is a 3-D image that can be explored interactively at a personal computer, usually by manipulating keys or the mouse so that the content of the image moves in some direction or zooms in or out. More sophisticated efforts involve such approaches as wrap-around display screens, actual rooms augmented with wearable computers, and haptics devices that let you feel the display images.
The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s; however, the origin of the term "virtual reality" can be traced back to the French playwright, poet, actor, and director Antonin Artaud. In his seminal book The Theatre and Its Double (1938), Artaud described theatre as "la réalité virtuelle", a virtual reality in which, in Erik Davis's words, "characters, objects, and images take on the phantasmagoric force of alchemy's visionary internal dramas".[1] Artaud claimed that the "perpetual allusion to the materials and the principle of the theater found in almost all alchemical books should be understood as the expression of an identity [...] existing between the world in which the characters, images, and in a general way all that constitutes the virtual reality of the theater develops, and the purely fictitious and illusory world in which the symbols of alchemy are evolved"

Computador
Technically, a computer is a programmable machine. This means it can execute a programmed list of instructions and respond to new instructions that it is given. Today, however, the term is most often used to refer to the desktop and laptop computers that most people use. When referring to a desktop model, the term "computer" technically only refers to the computer itself -- not the monitor, keyboard, and mouse. Still, it is acceptable to refer to everything together as the computer. If you want to be really technical, the box that holds the computer is called the "system unit."
Some of the major parts of a personal computer (or PC) include the motherboard, CPU, memory (or RAM), hard drive, and video card. While personal computers are by far the most common type of computers today, there are several other types of computers. For example, a "minicomputer" is a powerful computer that can support many users at once
 Multimedia
The use of computers to present text, graphics, video, animation, and sound in an integrated way. Long touted as the future revolution in computing, multimedia applications were, until the mid-90s, uncommon due to the expensive hardware required. With increases in performance and decreases in price, however, multimedia is now commonplace. Nearly all PCs are capable of displaying video, though the resolution available depends on the power of the computer's video adapter and CPU
Hypermedia
Hypermedia is used as a logical extension of the term hypertext in which graphics, audio, video, plain text and hyperlinks intertwine to create a generally non-linear medium of information. This contrasts with the broader term multimedia, which may be used to describe non-interactive linear presentations as well as hypermedia. It is also related to the field of electronic literature. The term was first used in a 1965 article by Ted Nelson.[1]
The World Wide Web is a classic example of hypermedia, whereas a non-interactive cinema presentation is an example of standard multimedia due to the absence of hyperlinks.
The first hypermedia work was, arguably, the Aspen Movie Map. Atkinson's HyperCard popularized hypermedia writing, while a variety of literary hypertext and hypertext works, fiction and nonfiction, demonstrated the promise of links.






Wiki
Wiki is a piece of server software that allows users to freely create and edit Web page content using any Web browser. Wiki supports hyperlinks and has a simple text syntax for creating new pages and crosslinks between internal pages on the fly.
Wiki is unusual among group communication mechanisms in that it allows the organization of contributions to be edited in addition to the content itself.
Like many simple concepts, "open editing" has some profound and subtle effects on Wiki usage. Allowing everyday users to create and edit any page in a Web site is exciting in that it encourages democratic use of the Web and promotes content composition by nontechnical users.

Microelectronica
La microelectrónica es la aplicación de la ingeniería electrónica a componentes y circuitos de dimensiones muy pequeñas, microscópicas y hasta de nivel molecular para producir dispositivos y equipos electrónicos de dimensiones reducidas pero altamente funcionales.

Email
Electronic mail, commonly referred to as email or e-mail, is a method of exchanging digital messages from an author to one or more recipients. Modern email operates across the Internet or other computer networks. Some early email systems required that the author and the recipient both be online at the same time, in common with instant messaging. Today's email systems are based on a store-and-forward model. Email servers accept, forward, deliver and store messages. Neither the users nor their computers are required to be online simultaneously; they need connect only briefly, typically to an email server, for as long as it takes to send or receive messages.

Historically, the term electronic mail was used generically for any electronic document transmission. For example, several writers in the early 1970s used the term to describe fax document transmission.[2][3] As a result, it is difficult to find the first citation for the use of the term with the more specific meaning it has today.

An Internet email message[NB 1] consists of three components, the message envelope, the message header, and the message body. The message header contains control information, including, minimally, an originator's email address and one or more recipient addresses. Usually descriptive information is also added, such as a subject header field and a message submission date/time stamp.

Originally a text-only (7-bit ASCII and others) communications medium, email was extended to carry multi-media content attachments, a process standardized in RFC 2045 through 2049. Collectively, these RFCs have come to be called Multipurpose Internet Mail Extensions (MIME).

Electronic mail predates the inception of the Internet and was in fact a crucial tool in creating it,[4] but the history of modern, global Internet email services reaches back to the early ARPANET. Standards for encoding email messages were proposed as early as 1973 (RFC 561). Conversion from ARPANET to the Internet in the early 1980s produced the core of the current services. An email sent in the early 1970s looks quite similar to a basic text message sent on the Internet today.

La piratería puede aumentar las ventas de música legal

Esto ciertamente no es tan facil asi, pero segun este estudio la pirateria de hecho puede incrementar las ventas de musica legal. Aunque el estudio no se atreve a afimar nada, yo si, suelo bajar contenido ilegal y si realmente me gusta voy y lo compro legal, o voy al cine veo la pelicula y luego la baja y veo otra vez en casa. Ciertamente no para todo pero hasta cierto punto pirateria puede funcionar como priview del contenido que luego voy a consumir. 

Aqui la nota de BBCmundo. 

La piratería puede aumentar las ventas de música legal

Durante años la industria musical ha arremetido contra la piratería digital alegando que vulnera sus intereses y los derechos de autor de los artistas. Pero un nuevo informe indica todo lo contrario: la piratería podría estar de hecho estimulando las ventas.

No es el primer estudio que deja entrever esta realidad, pero en esta ocasión quien lo dice es el Instituto de Prospectiva Tecnológica (IPTS, por sus siglas en inglés), que forma parte del Centro Común de Investigación de la Comisión Europea.
Tras analizar el comportamiento de 16.000 europeos en cinco países, concluyeron que "la piratería musical no debería ser vista con preocupación por aquellos que ostentan los derechos de autor en la era digital".
A más piratería, ¿más ventas?

El trabajo analiza el impacto de la reproducción en línea y descargas de música, legales e ilegales, sobre las ventas de música digital en España, Francia, Alemania, Italia y Reino Unido.

Según destacaron, el incremento en un 10% de descargas ilegales llevó a un aumento del 0,2% en compras de música legal. Mientras que un aumento del 10% en la reproducción de música en línea legal, llevó a un incremento del 0,7% en ventas.

Los investigadores afirman que esto evidencia una cierta complementariedad entre estas dos vías de consumo digital, dado que el consumo ilegal permitiría al usuario probar el producto antes de efectuar la compra.

También señalaron que la industria vive un excelente momento gracias a la introducción de los sistemas de compra en línea como iTunes.
Relativo

No obstante, advierten que ninguna de las conclusiones de este estudio debe tomarse como una prueba definitiva sobre los "beneficios de la piratería".

El motivo es que los datos, proporcionados por la firma de medición Nielsen, podrían tener una fiabilidad limitada, debido a que las personas que realizan actividades ilegales en la red tienden a cubrir sus rastros en internet.

Además sólo se refiere a ventas digitales (su impacto en las ventas físicas no se pone en duda), ya que si se tuviera en cuenta el impacto de la piratería sobre las ventas físicas éste "podría ser negativo".


Los mejores clientes
Estas conclusiones coinciden en cierto modo con las de un reporte emitido en octubre por el foro de la American Assembly, vinculado a la Universidad de Columbia (Estados Unidos), en el que se concluyó que los "ladrones de música" son de hecho los mejores clientes de las grandes firmas musicales.

El motivo es que estos son los que disponen de mayores colecciones de música y, por lo tanto, compran más a menudo que los que no piratean y a menudo se limitan a escucharla legalmente en línea.

Los resultados de estos estudios generan toda una paradoja en la industria musical, en un momento en que el sector del entretenimiento presiona a gobiernos para establecer mayores medidas de control sobre la descarga ilegal de contenidos con polémicas leyes como Pipa, Sopa, propuestas y por el momento rechazadas en Estados Unidos, o la ley ACTA en Europa.

Por supuesto, estas conclusiones sólo atañen a la industria de la música y no existe sugerencia alguna de que sean extrapolables a otros contenidos como películas, videojuegos o programas informáticos.

Siga la sección de tecnología de BBC Mundo a través de clic
@un_mundo_feliz


miércoles, 20 de marzo de 2013


This is Awesome and Creepy.

The project may feel like a creepfest--and to some extent, maybe it is. Because data visualization guru Santiago Ortiz mapped the relationships between every Twitter employee by mere eavesdropping, and he rendered the results in a stunningly detailed interactive graph.

View the project Here.
http://moebio.com/newk/twitter/