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.