Silhouettes
Quick notes and thoughtsArchive for Random Ideas
Designing Solutions for the Global Water Crisis
Over the next 20 years, the world’s population is predicted to increase from 6.4 billion to 7.2 billion, but the average supply of water per person is expected to fall by one-third. Of all the planet’s renewable resources, fresh water is the most difficult to purify, expensive to transport and impossible to substitute. “Water is not like oil. There is no substitute. If we continue to take it for granted, much of the earth is going to run short of water or food – or both,” says the Water World Council.
This is the problem that this project sets its sight on. We need to look at other methods for obtaining water, and the one place that water will always be is in the air. By extracting water from the air, we can lighten the volume of water we use from slow-renewing resources.
This project aims to explore the possibilities of using dehumidification techniques to provide a viable source of clean, drinkable water. It is outside the scope of this project to experiment at a scale large enough for groups of people. This is why I have focused on the individual, and what dehumidification can do for the water needs of a single person….View the full document
Exploring a Mobile-Based Video Game Console
Ever since Atari and Pong became household names, video games have been a way to bring people together. Early generation game consoles used multiple controller connections to connect people playing games, but recently consoles with internet access have allowed people to interact across the world, and in much larger numbers. What has developed as a result of this is a new form of social networking where people can meet, though through avatars, and interact with each other. Of course, this type of networking is not exclusive to game consoles. Home computers with access to the internet can also run multiplayer games, while the internet itself contains countless web browser-based games. The problem with all of these examples is portability and often the skill level required to operate the games. No major console manufacturer can provide a system that allows users to play anywhere and with anybody. This is the problem that the mobile-based video game console sets its sights on.
Background
Every idea has predecessors and the mobile-based video game console is no different. The following contains several case studies of companies, systems, and concepts that will become building blocks for the console.
Build on the prior work of others (whose?) in the field? Address flaws in previous work (again, whose?) Develop infrastructure (instrumentation, methodology, collaborations) that will take science in exciting new directions?
Wii
Blyk
MegaPhone
Social Networking
Video games consol direction and development
Market (x# of cell phones vs. x# of consoles)
Independent game manufacturers
Methodology
Business model (FREE)
Three pillars (Application, Connectivity, and Analytics)
Develop infrastructure (outsource/partner with hardware, sales, marketing)
Collaborate/acquire MegaPhone
MegaPhone model
-a viewer sees the phone number on screen
-they call the number with any phone, and interact using their microphone and keypad their mobile carrier forwards us the call
-the MegaPhone server answers the call and processes the voice and keypress data
-the MegaPhone server sends the data over the internet
-the MegaPhone Flash game displays the updated state on the screen
-the MegaPhone mobile content server can send the caller SMS, MMS, or digital files
New model
-player chooses to play game and dials corresponding phone number from list
-mobile carrier forwards call to main server
-server processes voice and keypress data
-server sends data back to a receiver connected to the users personal tv
-This method differs from the MegaPhone model in that the server sends signals to multiple receivers rather than one main computer. The receivers could be set up to receive signals via internet or cellular phone.
Discussion
Pace of mobile phone feature development eliminates need to develop new controllers. Simply provide software updates for new technology added to phones (accelerometers, jog dials, touch screens, ect.)
-Potential uses for accelerometer enabled cell phones
-Tap accelerometer as a signaling device similar to voice input or button press
-Tip and turn phone for driving, water and snow sports
-Use the existing MegaPhone model
-Adapt to allow server signaling to multiple computers/receivers
-Use buttons for game play and voice data for talking with friends and other gamers
The Movie Virus
The feeling of control is a unique feeling in that it usually entails a physical connection to a mental state. Our minds depend on control to function because control is dependent on prediction (see On Intelligence). Take a movie for example. The first time we see a movie we do not have control because we (hopefully) can’t predict what will be next in the subsequent scenes. Once we have watched a movie, however, we gain a sense of control over the movie, but lose the novelty.
What if a DVD movie had a “virus” that would alter scenes, lines, or even actors in the movie every time we watched it? The film could be set up in layers that each contain tiny variations of the scenes. The layers would slowly form holes or views into the layers below, allowing the film to be distorted and scenes to morph from scenario to scenario. The virus could shatter everything we ever knew about movie control.