Monday, November 17, 2014

Google began in January 1996 as a research project by Larry Page and Sergey Brin when they were both PhD students at Stanford University in Stanford, California
While conventional search engines ranked results by counting how many times the search terms appeared on the page, the two theorized about a better system that analyzed the relationships between websites. They called this new technology PageRank; it determined a website's relevance by the number of pages, and the importance of those pages, that linked back to the original site.
A small search engine called "RankDex" from IDD Information Services designed by Robin Li was, since 1996, already exploring a similar strategy for site-scoring and page ranking. The technology in RankDex was patented in July 1999and used later when Li founded Baidu in China Page and Brin originally nicknamed their new search engine "BackRub", because the system checked backlinks to estimate the importance of a site. Eventually, they changed the name to Google, originating from a misspelling of the word "googol", the number one followed by one hundred zeros, which was picked to signify that the search engine was intended to provide large quantities of information. Originally, Google ran under Stanford University's website, with the domains google.stanford.edu and z.stanford.edu.
The domain name for Google was registered on September 15, 1997,  and the company was incorporated on September 4, 1998. It was based in the garage of a friend (Susan Wojcicki) in Menlo Park, California. Craig Silverstein, a fellow PhD student at Stanford, was hired as the first employee.
In May 2011, the number of monthly unique visitors to Google surpassed one billion for the first time, an 8.4 percent increase from May 2010 (931 million). In January 2013, Google announced it had earned US$50 billion in annual revenue for the year of 2012. This marked the first time the company had reached this feat, topping their 2011 total of $38 billion.
In March 1999, the company moved its offices to Palo Alto, California, which is home to several prominent Silicon Valley technology startups. The next year, against Page and Brin's initial opposition toward an advertising-funded search engine, Google began selling advertisements associated with search keywords. In order to maintain an uncluttered page design and increase speed, advertisements were solely text-based. Keywords were sold based on a combination of price bids and click-throughs, with bidding starting at five cents per click.
This model of selling keyword advertising was first pioneered by Goto.com, an Idealab spin-off created by Bill Gross. When the company changed names to Overture Services, it sued Google over alleged infringements of the company's pay-per-click and bidding patents. Overture Services would later be bought by Yahoo! and renamed Yahoo! Search Marketing. The case was then settled out of court; Google agreed to issue shares of common stock to Yahoo! in exchange for a perpetual license.

In 2001, Google received a patent for its PageRank mechanism. The patent was officially assigned to Stanford University and lists Lawrence Page as the inventor. In 2003, after outgrowing two other locations, the company leased an office complex from Silicon Graphics at 1600 Amphitheatre Parkway in Mountain View, California. The complex became known as the Googleplex, a play on the word googolplex, the number one followed by a googol zeroes. The Googleplex interiors were designed by Clive Wilkinson Architects. Three years later, Google bought the property from SGI for $319 million. By that time, the name "Google" had found its way into everyday language, causing the verb "google" to be added to the Merriam-Webster Collegiate Dictionary and the Oxford English Dictionary, denoted as "to use the Google search engine to obtain information on the Internet."

Monday, November 3, 2014

Bitcoins:

Bitcoin can be used to buy things electronically. In that sense, it’s like conventional dollars, euros, or yen, which are also traded digitally. However, bitcoin’s most important characteristic, and the thing that makes it different to conventional money, is that it is decentralized. No single institution controls the bitcoin network. This puts some people at ease, because it means that a large bank can’t control their money. A software developer called Satoshi Nakamoto proposed bitcoin, which was an electronic payment system based on mathematical proof. The idea was to produce a currency independent of any central authority, transferable electronically, more or less instantly, with very low transaction fees. No one prints it. This currency isn’t physically printed in the shadows by a central bank, unaccountable to the population, and making its own rules. Those banks can simply produce more money to cover the national debt, thus devaluing their currency. You can’t churn out unlimited bitcoins. The Bitcoin protocol – the rules that make bitcoin work – say that only 21 million bitcoins can ever be created by miners. However, these coins can be divided into smaller parts. Conventional currency has been based on gold or silver. Theoretically, you knew that if you handed over a dollar at the bank, you could get some gold back (although this didn’t actually work in practice). But bitcoin isn’t based on gold; it’s based on mathematics. Around the world, people are using software programs that follow a mathematical formula to produce bitcoins. The mathematical formula is freely available, so that anyone can check it. The software is also open source, meaning that anyone can look at it to make sure that it does what it is supposed to.

Thursday, October 9, 2014

Wireless Battery Technology
Small, battery-powered gadgets make powerful computing portable. Unfortunately, there’s still a continual need to recharge the batteries of phones, laptops, cameras, and MP3 players by hooking them up to a tangle of wires. Now researchers at MIT have proposed a way to cut the cords by wirelessly supplying power to devices. “We are very good at transmitting information wirelessly,” says Marin Soljačić, professor of physics at MIT. But, he says, historically, it’s been much more difficult to transmit energy to power devices in the same way. Soljačić, who was a 2006 TR35 winner (see “2006 Young Innovator”), and MIT colleagues Aristeidis Karalis and John Joannopoulos have worked out a theoretical scheme for a wireless-energy transfer that could charge or power devices within a couple of meters of a small power “base station” plugged into an electrical outlet. They presented the approach on Tuesday at the American Institute of Physics’s Industrial Physics Forum, in San Francisco.
The idea of beaming power through the air has been around for nearly two centuries, and it is used to some extent today to power some types of radio-frequency identification (RFID) tags. The phenomenon behind this sort of wireless-energy transfer is called inductive coupling, and it occurs when an electric current passes through wires in, for instance, an RFID reader. When the current flows, it produces a magnetic field around the wires; the magnetic field in turn induces a current in a nearby wire in, for example, an RFID tag. This technique has limited range, however, and because of this; it wouldn’t be well suited for powering a roomful of gadgets.
To create a mid-range wireless-energy solution, the researchers propose an entirely new scheme. In it, a power base station would be plugged into an electrical outlet and emit low-frequency electromagnetic radiation in the range of 4 to 10 megahertz, explains Soljačić. A receiver within a gadget–such as a power-harvesting circuit–can be designed to resonate at the same frequency emitted by the power station. When it comes within a couple of meters of the station, it absorbs the energy. But to a nonresonant device, the radiation is undetectable.

Importantly, the energy that’s accessed by the device is nonradiative–that is, it doesn’t propagate over great distances. This is due to the low frequency of the radio waves, says John Pendry, professor of physics at Imperial College, in London. Electromagnetic radiation comes in two flavors: near-field and far-field. The intensity of low-frequency radiation drops quickly as a person moves farther away from the base station. In other words, the far-field radiation that propagates out in all directions isn’t very strong at low frequencies, hence is essentially useless. (Wi-Fi signals, in comparison, are able to remain strong for tens of meters because they operate at a higher frequency of 2.4 gigahertz.) 

http://www.verizonwireless.com/insiders-guide/tech-smarts/battery-life-wireless-charging-technology-inductive-charging-phones/

http://en.wikipedia.org/wiki/Inductive_charging

http://www.technologyreview.com/news/406878/charging-batteries-without-wires/

Wednesday, October 1, 2014

Gaming technology
SMI has created a set of specs that combine eye tracking, active shutter 3D and head tracking – and they’re compatible with Microsoft’s Xbox Kinectq too. Basically, these glasses are virtual reality on steroids, as the eye tracking knows exactly what you’re looking at within the 3D environment and can make objects react accordingly – a process known as “gaze interaction”. An example would be an adventure game with interactive objects within the environment that glow or otherwise react when you look directly at them. Virtual Reality is coming back in a huge way because of 3D gaming glasses. One of the most successful Kick starter projects of all time (it raised over US$2.4 million) Oculus Rift will use two HD screens, one for each eye, and will provide a much wider field of view than the VR goggles of yesteryear to really make you feel like you’re inside the game you’re playing. And without games, of course, the concept falls flat on its face – so the fact that the developers like Valve, ID and Epic Games have all endorsed Oculus Rift suggests that won’t be an issue here. Nor will the price: while it hasn’t been set, the makers have promised it’ll be within the budget of the average gamer. With luck, it could be released this year. Leap Motion is a motion controller with incredible amounts of accuracy: it’s able to track the movements of ten fingers in 3D space. Furthermore it’s affordable, open source and works with pretty much any USB device, so it can be turned to almost any task – and gaming is definitely one of them. Leap CEO Michael Buckwald has said he sees the controller being used for RTS games, and we’ve seen it used to control FPS titles like Half-life 2 with impressive results: your right hand controls the gun, while your left movement and other actions. Expect to see it in the shops later this year.





Tuesday, September 30, 2014

Medical Technology
Medical Technology (MT), also called Clinical Laboratory Science, is a paramedical field for which the student prepares in chemistry, microbiology, hematology and related disciplines. Well trained and certified Medical Technologists, or Clinical Laboratory Technicians, can enter careers in clinical laboratory work, academic research, public health, teaching and the pharmaceutical industry.  The medical technologist not only contributes to the study, diagnosis and treatment of diseases but is of increasing importance in the evaluation of established technical procedures and in the use of new, increasingly complex instruments.  At this time, job availability to qualified candidates is relatively good.                                  
Medical technology students will develop academic skills during the core curriculum and elective courses enabling them to smoothly transition from an academic environment to professional training in the senior phase of their schooling.  The academic emphasis will be on a skill set required for future success in the field of medical technology, including preparation for the national certification exams, in conjunction with a broad liberal arts foundation.  In addition, medical technology students will also be encouraged to simultaneously develop a strong, independent scientific framework encompassing the necessary mindset to continue their academic studies at a higher level, if so desired. To develop academic skills, nurtured within the liberal arts environment provided by Rutgers-New Brunswick School of Arts & Sciences, that will provide a foundation for success in advanced courses, clinical laboratory education, national certification exams, and encourage life-long learning.
To acquire the factual and conceptual knowledge needed to pursue and benefit from the clinical laboratory education, succeed on national certification exams, and ultimately pursue a career in medical technology.
To provide, through our dedicated New Jersey Medical Technology training hospitals, the clinical laboratory skills and experience required to function as highly qualified bench technologists.
To provide students with the skills to evaluate laboratory methods, critically analyze data, and effectively communicate their findings in both a written and oral format such that outstanding patient care is ensured in a professional manner consistent with established ethical guidelines.

http://en.wikipedia.org/wiki/Health_technology
http://www.apsu.edu/medical-technology
http://www.sciencedaily.com/news/matter_energy/medical_technology/