Friday, May 23, 2008

RACETRACK-More Data in Smaller Space

‘Racetrack’ is a new generation of memory technology which could begin to replace flash memory in three to five years, scientists say. The commercially available flash drives with multiple memory chips store up to 64 gigabytes of data. Capacity is expected to reach about 50 gigabytes on a single chip in the next half-decade.

Although flash drives can read data quickly, it is very slow at storing it. That has led the industry on a hysterical hunt for alternative storage technologies that might unseat flash.

The storage devices built on “Racetrack technology” will have the ability to store 100 times more data than is possible today, by consuming less power and generate much less heat, lightning fast boot times, low cost and unprecedented durability and stability. It shrank the mainframe computer to fit on the desktop, shrank it again to fit on our laps and again to fit into our shirt pockets.

IBM who is the real inventor of this technology says this technology could enable a handheld device such as an mp3 player to store around 500,000 songs or around 3,500 movies - 100 times more than is possible today. This data storage medium is based on spintronics-a phenomenon that uses quantum spin states of electrons and their charge to store data. Since racetrack memory has no moving parts, it has no wear-out mechanism and so can be rewritten endlessly without any wear and tear.

For nearly fifty years, scientists have explored the possibility of storing information inside the walls that exist between magnetic domains (called magnetic domain wall), but to date manipulating such walls has been too expensive and used significant power to generate the fields necessary to do so. In the paper describing their milestone, “Current Controlled Magnetic Domain-Wall Nanowire Shift Register,” Dr. Parkin(IBM research center) and his team describe how this long-standing obstacle can be overcome by taking advantage of the interaction of spin polarized current with magnetization in the domain walls; this results in a spin transfer torque on the domain wall, causing it to move. The use of spin momentum transfer considerably simplifies the memory device since the current is passed directly across the domain wall without the need for any additional field generators.

His idea is to stand billions of ultra fine wire loops around the edge of a silicon chip — hence the name racetrack — and use electric current to slide infinitesimally small magnets up and down along each of the wires to be read and written as digital ones and zeros.

Since the tiny magnetic domains have to travel only sub molecular distances, it is possible to read and write magnetic regions with different polarization as quickly as a single nanosecond — far faster than existing storage technologies.

Friday, May 16, 2008

WHOLE BODY GAMING

Softkinetic, a company based in Belgium, is working to let video-game players use a wider range of more-natural movements to control the on-screen action. Softkinetic's software is meant to work with depth-sensing cameras, which can be used to determine a player's body position and motions. In this whole body gaming, there is no need to wear a special outfit.Designing programs that work with the cameras, however, is difficult: translating depth measurements into a map of a human figure, and determining what motions that figure is making, are computationally daunting tasks. This is where Softkinetic comes in.

Softkinetic's technology started out as research at the University of Brussels, in Belgium, aimed at exploring the user interfaces made possible by stereoscopic cameras, which sense depth by using two input sources, in much the way that the human brain perceives depth by comparing data from two eyes. The group created Softkinetic in mid-2007 and has adapted its research to work with newer depth-sensing cameras as well.

The new cameras sense depth by using infrared light in one of two ways. First, the camera might send out infrared light and receive the reflections of that light off objects in a room. The sending and receiving information can be compared to determine details of position and depth around the camera. Alternatively, the camera could project a grid of infrared light onto a room, and calculate the positions of objects based on how the grid is distorted.

Whatever the specific depth-sensing tactics of a given camera, Softkinetic aims at developing a software which is built to work with the four major depth-sensing cameras on the market, including the ZCam from 3DV Systems, With Softkinetic's software, game designers can avoid retooling their applications to work with each of those cameras.

Interpreting data from different types of hardware isn't the toughest part that Softkinetic does. To classify the scene and how to find the player and remove the rest, and reconstruct the person's structure is the difficult part regarding the developing of software. The first half of that task involves filtering out a great deal of noise from the signal. For this it’s need to zoom in on the important thing i.e. the player, and not the person next to you sitting on the couch and making fun of you. Secondly, the software creates a 3-D volume from the fuzzy cloud of points the camera detects and identifies body parts important to an application. So instead of interacting directly with the depth map produced by the camera, designers get information from Softkinetic's software about which body parts are moving and how quickly. The company has also identified sets of gestures people commonly make when trying to control a program in a particular way.

It’s a really exciting thing for the field, and not just for gaming. For example: knowing a person's body position could help with applications such as health-care monitoring in the home, or other
applications in the field of ubiquitous computing.