Showing posts with label Technology. Show all posts
Showing posts with label Technology. Show all posts

Listen to David Bowie's First Album in 10 Years for Free Online (Legally)











You don’t have to wait until March 12 to find out whether David Bowie’s first album in a decade is more Tin Machine than Low; the long-awaited The Next Day is already available, streaming in full on iTunes for a limited period pre-release.


The stream continues Bowie’s current interest in previewing content from the album for free online before release; videos for both “Where Are We Now?” and “The Stars (Are Out Tonight)” debuted on YouTube in the last month with little fanfare, like this stream. Although iTunes’ page for the stream lacks any information about the individual songs, The Next Day’s track listing is as follows:


01. The Next Day 3:51
02. Dirty Boys 2:58
03. The Stars (Are Out Tonight) 3:56
04. Love Is Lost 3:57
05. Where Are We Now? 4:08
06. Valentine’s Day 3:01
07. If You Can See Me 3:16
08. I’d Rather Be High 3:53
09. Boss Of Me 4:09
10. Dancing Out In Space 3:24
11. How Does The Grass Grow 4:33
12. (You Will) Set The World On Fire 3:30
13. You Feel So Lonely You Could Die 4:41
14. Heat 4:25


Deluxe version bonus tracks:
15. So She 2:31
16. Plan 2:34
17. I’ll Take You There 2:44


The stream will remain available until March 11.






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Verbal Java: Meaning-Based Language Can Be Instantly Translated



LONG BEACH, California — Software written in the Java programming language can be written once and then run on all sorts of computers without being recompiled. An emerging system for human communication, Free Speech, performs a similar trick: Encode information once in Free Speech and it could be instantly rendered into any language.


Using Free Speech, a news publisher could disseminate articles capable of adapting themselves to the native tongue of whomever is reading them; since Free Speech records meaning rather than words, it can easily be converted into idiomatic speech or writing in any number of human languages.


At the moment, Free Speech is mainly to teach English in India, whose citizens famously speak a wide array of regional languages, and to help teach speech to children with autism and other disabilities. But its creator, Ajit Narayanan, sees big possibilities, which he described at the TED conference here Thursday.


Narayanan hit upon the idea for Free Speech while developing techniques, including an iPad app “Avaz,” to teach verbal skills to autistic children. There were established techniques for teaching vocabulary, like pairing words with pictures, but grammar presented a major stumbling block.


“Grammar is incredibly powerful,” Narayanan told the TED audience. “It is one component of language that takes finite vocabulary and allows an infinite amount of ideas to be conveyed.”


But finding ways to abandon grammar has its benefits as well. After watching the mother of an autistic child convert the ambiguous exclamation “Eat” into a meaningful sentence via questions – “Eat what? Eat when? Who eats?” – he upgraded Avaz with its own question and answer system, as well as with filters for tense and other bits of information conveyed with grammar. The result was Free Speech, an engine that produces a sort of intermediate data structure between thought and words. Narayanan says the meaning-based system, and the interface to it provided by Avaz, has proven a faster way for many autistic children to communicate than any spoken language.


It remains to be seen whether there is general utility in a grammar-free linguistic engine like Free Speech. Narayanan’s Invention Labs will, presumably, be investigating that issue further. But for many children in India, letting go of grammar has, counterintuitively, been a great way to come back around and fully comprehend grammar, along with the rest of an unknown language.


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LaserOrigami Turns Your Laser Cutter Into a Folding Factory



Researchers at the Hasso Plattner Institute have worked out a way to make 3-D objects using only a 2-D laser cutter. They call it LaserOrigami.


When you own a laser cutter, careful calibration is key. Get the focal length wrong and, instead of a nice clean cut, you end up with a blurry burn pattern. LaserOrigami takes this problem and turns it into a feature. By aiming a de-focused laser at a section of plastic, it can heat it just enough to allow it to bend. By alternating between cutting, bending, and turning the sheet, the application can make remarkably complicated objects.



Want to see a magic trick? Watch this 2-D laser cutter make 3-D objects.


The project is a joint effort between Stefanie Mueller, Bastian Kruck, and supervisor Patrick Baudisch, members of the human computer interface lab at the Hasso Plattner Institute, who developed Constructable, the system to let you whittle with lasers. They’ll be presenting their findings at CHI 2013 in May.


Is it possible to be a laser cutter virtuoso? The team seems intent on finding the limits of the tool. “With both Constructable and LaserOrigami we try to push the boundaries of what is possible with laser cutting,” says Mueller. “While laser cutters are already a great tool for rapid prototyping today, we believe there is a large space for improvement: on the interaction side as well as on what laser cutters can fabricate.”


Mueller says their focus on laser cutters is all about making a great tool even better. “In our lab we have a 3-D printer and a laser cutter for prototyping. One might expect that the 3-D printer is the most used device since it offers the most freedom of shapes, but the opposite is true,” she says. “While the laser cutter runs several times a day, the 3-D printer is barely used because printing is so slow. If we need to iterate on a design, we can do this within one to two hours with a laser cutter, but with a 3-D printer this takes us several days.”



LaserOrigami’s implementation is quite simple. All it needs is a laser cutter and the ability to raise and lower the cutting table. Once a section is heated, gravity pulls it down and the plastic cools. A servo motor can be used to rotate the sheet for more precise angles.


On the software side, LaserOrigami can either be controlled using a set of master shapes in a custom Microsoft Visio library, or using the same suite of laser pointers used in constructable. “Our goal is to create systems that are particularly easy and intuitive to use, kind of how 1-year-olds can already control an iPad,” says Mueller. “Our approach is to unify the virtual world of the computer with the physical world of the user into a single space.”


“If you sift through our projects you will see how this desire for unification and simplification drives all projects in the group.”


Photos: Courtesy Hasso Plattner Institute


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The Strange Beauty of Historic Computers Brought Back From the Dead

When you open the door and walk into the room, it even smells like the 1960s. It reminds you of the old garage where your grandfather kept his twin Chevrolet Corvairs. But those aren't cars you smell. Those are computers.


This is the "1401 Room" on the first floor of the Computer History Museum in Mountain View, California — the room where Robert Garner and his motley crew of amateur technicians have spent the last decade reviving two of the massive IBM 1401 mainframe computers that littered the business world throughout the '60s and on into '70s.


As the door opens, you can see not only the 1401s themselves, but the mechanical punch-card machine where they take instructions from the outside world, the towering drives where they store data on spinning spools of tape, and even the desk-sized printer where they funnel information onto good old-fashioned paper. There's a gentle hum in the room. You can feel the heat coming off the machines. And, yes, you can smell them too. Garner says it's the odor of the oils used in some of the mechanical equipment, including the printer and the punch-card reader.


This assault on your senses is one of the chief reasons Garner and his cohorts have spent all these years restoring the two IBMs. They want to show a new generation what these machines were like -- and they want to show it as completely as possible. "This is the creation of a time machine," Garner says. "When people are here, experiencing this, it sparks their imagination. It transfers them back in time, but it also takes them forward in time. It makes them feel like they too can build new things."


Garner and his team also work on the IBMs because it's fun. "Though you might say that people who do this kind of thing are crazy — and you'd wouldn't be wrong — we enjoy doing it together," says Stan Paddock, another member of the group. But Garner is right: there's a larger payoff. And you feel it as soon as you step into the room.


In short, Garner and his team are historians — in the purest sense of the word. And thankfully, they're not alone.


At the Computer History Museum, volunteers have toiled to revive a wide range of artifacts from an earlier age of American computing, including the IBM 1620 and the DEC PDP-1. Across the Atlantic, in Great Britain, the Computer Conservation Society has sponsored an even longer list of restoration projects, overseeing the revival of such seminal machines as the WITCH (the world's oldest digital computer) and the Colossus (used to crack German codes during the Second World War). And then there are hobbyists like Bill Degnan, people across the globe who spend their free time rebuilding whatever old machines they can get their hands on — and occasionally flaunting their work at events like the Vintage Computer Festival.


Sadly, we can't show you what these machines smell like. Or what they sound like. Or what they feel like. But we can show you what they look like — or at least try. With the gallery of images above, we give you a few of our favorites.


Above


Behold, the 1401 Room. You can see the punch-card machine on the right, the tape drives against the wall at the back, the printer in the middle of the frame, and the 1401 itself on the left, with the blue stripe running across its top edge. This massive collection of machinery was the most popular business computer of the 1960s.


Robert Garner — a modern-day IBM researcher who has also worked for such tech giants as Xerox and Sun Microsystems — bootstrapped the restoration project in 2008 when the Computer Museum History acquired the remnants of a 1401 from an outfit in Germany. He sliped an ad into a Silicon Valley newsletter for IBM retirees, and soon, he had a team of technicians with the know-how to rebuild the thing.


A few years later, Garner was contacted by a man who who had a 1401 in his Connecticut home. This machine was built in 1961, but the man's family had used it to track expenses for the local country club through the mid-'90s. It was in slightly better shape than Garner's german 1401, so the museum bought it too.


If you're a Stanley Kubrick fan, the printer may look familiar. It's an IBM 1403, which makes a cameo in Kubrick's Cold War black comedy, Dr. Strangelove. There's a 1403 at the Air Force Base where Sterling Hayden's General Jack D. Ripper unilaterally launches a nuclear attack on the Soviet Union, and his second in command, played by Peter Sellers, doesn't realize what has happened until he finds a transistor radio tucked inside the lip of the printer.


If you visit the 1401 Room at Computer History Museum, you too will find a transistor radio — right where Sellers did.



Images: Computer History Museum

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The Ugly, Corrupted, Brilliant Games of Michael Brough



I’d never heard of Michael Brough when I downloaded his iPhone game Corrypt, and my first impression of it wasn’t entirely positive. It had stark, surrealist pixel graphics and very little animation. After solving the first couple of simplistic puzzles, I found myself hopelessly stuck on an early challenge involving lots of boxes in a cramped room. Frustrated, I quit the game and quickly forgot about it.


But Corrypt refused to go away. IndieGames.com hailed the PC version as the best free puzzle game of 2012, and another of Brough’s games, VESPER.5, was nominated for the 2013 Independent Games Festival’s prestigious Nuovo award for innovation.


What finally snared me was a glowing review of Corrypt penned by Frank Lantz, creator of Drop7 and the director of New York University’s Game Center. “This small game, with its rough edges and its cryptic, self-consuming typography,” Lantz wrote, “will repay the attention you give it a thousandfold.”


I decided to take another look. Corrypt, upon proper exploration, revealed itself to be a brilliantly designed puzzle game, unforgiving and unwilling to accommodate players who refuse to give it their full attention. Peel back one layer, and it reveals another more surprising one. Then it does that again, and again, then it flips itself inside out and laughs at your expectations.


“The way [it] works, you’re not sure if it’s something wrong with the game, or if it’s something intentional,” Brough says. His smile fills my Skype window. “I’ve had people e-mail me saying ‘there’s a bug in your game,’ and then describing it exactly as it’s meant to work.”


Brough, a 27-year-old New Zealand native, makes games that confound players’ expectations. Brough has grabbed numerous awards and captured the attention of the indie gaming community, but many respected developers say his games are too ugly to catch on with a mainstream audience. His games might be too weird, his style too divisive, for him to make any money in the ruthless games business.


Around the time Brough turned 11, his family bought a Tandy computer with BASIC installed. Brough spent countless hours of his childhood mucking about with the programming language, making text adventures and other simple games that he’d share with his parents.



While he tinkered with BASIC, Brough often encountered bugs. He’d make a small change in the code, and a game would break in an interesting way. But instead of immediately fixing the error, Brough became fascinated with the bugs themselves.


“The idea that a bug could produce strange and interesting effects,” he says, “is a mythology that I like.”


“If, when something goes wrong, it just crashes, that tells you nothing,” Brough explains. “If something goes wrong and it keeps going, that reveals something to you about how it works, and how the computer thinks.”


With modern hardware like the iPad, Brough complains that the fun of toying around with computers, “that feeling of being at a low level, feeling close to the way computers work,” is gone. For him, the oft-touted “magical” consumer-friendliness of Apple’s devices is a restriction on learning opportunities.


“Now you have an iPad, and you don’t know what’s going on under the screen,” he says. “It’s basically a piece of magic.”


After completing a degree in math and computer science at the University of Auckland, Brough moved to London and began working towards a Ph.D. He landed a decent-paying programming job while continuing his scholastic work, but continued making games, including the beautiful, abstract strategy game Vertex Dispenser, which even Brough admits may have been too esoteric. It combined elements of shooters and real-time strategy games with a complex puzzle system, and many players felt overwhelmed. “I just could not get my head around those concepts at the same time,” said one.


Halfway through the Ph.D., Brough burned out. He quit both his job and his schooling, becoming a full-time game developer. He followed his wife, now the family’s principal breadwinner, to Scotland, and has for the previous year worked tirelessly on his games, producing a diverse portfolio of Technicolor puzzlers, roguelikes and multiplayer games.


Take for example Helix, another Independent Games Festival nominee. It’s a space shooter in the vein of Geometry Wars, but without any shooting. Instead, players defeat enemies by carefully flying around them in circles.


Glitch Tank, an iPad game for two players, is an obvious manifestation of Brough’s lifelong appreciation of glitches. Its fat, stark pixel art pops and crackles on the screen, always seemingly on the verge of falling apart completely. Each player’s controls, a panel of four buttons, is unreliable, with new buttons shuffling in and out with use. It plays like a Game Boy cartridge that’s been dropped in a puddle and trampled by schoolchildren, but it’s all carefully, intentionally designed.


Even the game’s marketing seems glitchy. Brough uses the App Store product description space to describe it as “A digital board %ame⚡⌁ Competitive retro action/strate%* for two pla*ers░.”


Zaga-33, a roguelike with permadeath, is much more subdued, although it does its best to confuse players. Each time the game is played, the effects of all its items are randomized. What was once a teleport skill in one game becomes a deadly laser in the next, and a result each playthrough inspires the same sense of careful curiosity that an entirely new game would.


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You Wish Your Neurons Were This Pretty

When Greg Dunn finished his Ph.D. in neuroscience at Penn in 2011, he bought himself a sensory deprivation tank as a graduation present. The gift marked a major life transition, from the world of science to a life of meditation and art.

Now a full-time artist living in Philadelphia, Dunn says he was inspired in his grad-student days by the spare beauty of neurons treated with certain stains. The Golgi stain, for example, will turn one or two neurons black against a golden background. "It has this Zen quality to it that really appealed to me," Dunn said.



What he saw under the microscope reminded him of the uncluttered elegance of bamboo scroll paintings and other forms of Asian art, and he began to paint neurons in a similar style. He supplements traditional brush painting with methods he's developed on his own, such as blowing a drop of ink across a surface. The ink spreads much as a neuron grows, Dunn says, propelled by a natural force, but forming random branches as it finds its way around microscopic obstacles. "I like the concept of drawing on similar forces to produce the art," he said.



Dunn has sold commissioned works to research labs and hospitals, and he says his prints are popular with neuroscientists, neurologists, and others with a special interest in the brain, including people with neurodegenerative disorders. "I think it helps them come to terms or appreciate this thing they've been so vexed by," Dunn said.



The images in this gallery are drawn from his imagination, but they're informed by his knowledge of neuroanatomy. "One of my frustrations with grad school was the necessity for absolute adherence to truth, and principles, and facts," Dunn said. "I'm inspired by anatomy but not a slave to it."



Above:

This painting depicts a cross section of the motor cortex, a region involved in planning movements, illustrating the prominent layer V pyramidal neurons.


21K gold, palladium, mica, enamel, and dye on aluminized panel (2012) (High-resolution version)


Image: Greg Dunn
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Wired Space Photo of the Day: Glowing Gas in Omega Nebula


This image is a colour composite of the Omega Nebula (M 17) made from exposures from the Digitized Sky Survey 2 (DSS2). The field of view is approximatelly 4.7 x 3.7 degrees.


Image: ESO/Digitized Sky Survey 2. Acknowledgment: Davide De Martin. [high-resolution]


Caption: ESO

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That Syncing Feeling



“Smart, or stylish?” That’s the question facing casual watch aficionados looking for a new, high-tech addition to their collection.

On one hand (er, wrist), you’ve got the Pebble and other smartwatch upstarts, which come with built-in smartphone connectivity, customizable screens, and burgeoning developer communities eager to feed their app ecosystems. They also, by and large, look like uninspired pieces of mass-produced Chinese plastic, and that’s because they are.


On the “stylish” end of the spectrum is … not much. Except this: Citizen’s Eco-Drive Proximity.


The Citizen learns the current time from your phone, and the watch’s hands spin around to the correct positions.


By all outward appearances, the Proximity looks like any another chronograph in a sea of handsome mechanical watches. It has all the features you’d expect, including a 24-hour dial, day and date, perpetual calendar and second time zone. But housed within its slightly oversized 46mm case is a Bluetooth 4.0 radio, so it’s capable of passing data over the new low-energy connectivity standard appearing in newer smartphones, including the iPhone 5 and 4S. And for now, the Promixity is only compatible with those Apple devices.


Initial pairing is relatively easy. After downloading Citizen’s notably low-rent iOS app, you can link the watch to your phone with a few turns and clicks on the crown.


The gee-whiz feature is the automatic time sync that takes place whenever you land in a different time zone. Once connected, the Citizen learns the current time from your phone, and the watch’s hands spin around to the correct positions — a welcome bit of easy magic, considering the initial setup is a tedious finger dance.



The watch can also notify you of incoming communications. Once you’ve configured the mail client (it only supports IMAP accounts), you’ll get notified whenever you get a new e-mail — there’s a slight vibration and the second hand sweeps over to the “mail” tab at the 10-o’clock position. If a phone call comes in, the second hand moves to the 11-o’clock marker. If the Bluetooth connection gets lost because the watch or phone is outside the 30-foot range, you get another vibration and the second hand moves to the “LL” indicator. And really, that’s the extent of the functionality around notifications.


But notable in its absence is the notification I’d like the most: text message alerts. And it’s not something Citizen will soon be rectifying because the dials and hardware aren’t upgradable.


I also experienced frequent connection losses, particularly when attending a press conference with scads of Mi-Fis and tethered smartphones around me. This caused dozens of jarring vibrations both on my wrist and in my pocket, followed by a raft of push notifications on my phone informing me of the issue. Reconnecting is easy (and generally happens automatically), but the lack of stability in certain environments matched with the limited capabilities of the notifications had me forgetting to reconnect and not even worrying about it later on.



But actually, I’m OK with that. I still like the fact that it never needs charging. Even though there aren’t any solar cells visible on the dial, the watch does have them. They’re hidden away beneath the dial, and yet they still work perfectly. And even when its flagship connectivity features aren’t behaving, it’s still a damn handsome watch. It feels solid, and it looks good at the office, out to dinner, or on the weekend — something very few other “smart” watches on the market can claim.


However, those things can be said of almost all of Citizen’s EcoDrive watches. The big distinguishing feature here is the Bluetooth syncing and notifications, and they just don’t work that well.


WIRED A smart watch you won’t be embarrassed to wear. Charges using light. Combines classic styling with cutting-edge connectivity. Subtle notifications keep you informed without dominating your attention.


TIRED Loses Bluetooth connection with disturbing frequency. Limited notification abilities. No text message alerts. Janky iPhone app.


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Biggest Ever NBA Data Trove Will Settle Your Next Bar Bet



Say you’re Miami Heat coach Erik Spoelstra. You’re on the road, in the last five minutes of a close game, facing a key decision: Who do you want shooting the ball? Conventional wisdom says get the ball to LeBron James. But data gleaned from a trove released online by the NBA shows that Chris Bosh is a better bet.


In a clutch situation — when leading or trailing by five, in the last five minutes of a road game — Bosh has been nearly perfect this season, making 10 of 11 attempts. That isn’t to say James is a slouch — the man has made 18 of 39 shots in the same situation. But it’s clear who’s better when the pressure’s on. And it’s exactly the type of insights coaches and fans can glean from the deepest set of stats the league has ever released.



More on Sports Data Tracking:









NBA.com/Stats is an amazing treasure chest fans can use to settle a bar bet or analyze their favorite basketball team’s most effective lineup with a few clicks of the mouse. It began as a password-protected tool for journalists and league personnel. But after a design makeover and the addition of a powerful database from SAP, it was ready for a public debut during All-Star Weekend. The league began by digitizing the box score of every NBA game ever played, so it’s as easy to find details on Wilt Chamberlain’s 100-point game in 1962 as it is to find last week’s Lakers’ score.


Such information will no doubt be a huge hit with fans who still debate whether the 1992 Chicago Bulls were better than the 1996 Chicago Bulls. But it also will be a powerful tool that scouts and coaches can use to evaluate players and make tactical decisions. In addition to Bosh’s sharpshooting prowess in tight road games, the site reveals that the Houston Rockets’ James Harden has nearly 100 more fast-break points than anyone else in the league, and his inside-outside skills make him the only player so far this season to score 200 baskets from inside five feet and 50-plus baskets from 25 to 29 feet away.


The filters and splits in the tool let you take deep dives into the data and come up with some esoteric results. Want to know who led all rookies in the 2002-03 season in three-point percentage? Boston’s J.R. Bremer, an undrafted free agent from St. Bonaventure, hit 35.3 percent of his three-pointers. After two seasons in the NBA, Bremer went on to a long career in the European pro leagues.


Inside the site, you’ll will find shooting charts for each player, showing both where they like to shoot from and where they’re most successful. (Not always the same thing.) Other statistical breakdowns for players and team include performances per possession, in the clutch, team performance when a particular player is in the game and on the bench, and each team’s best combination of players over the past seasons.


It’s all built on SAP’s HANA database, chosen for its speed and flexibility in handling queries. Capable of handling even larger data sets than all NBA stats from the past 67 years, HANA’s strength lies in providing quick responses to a nearly unlimited combination of stats. League officials estimated that if the site were built with flat files to accommodate all the potential permutations of data, they’d need 4.5 quadrillion pages to hold them.


“The NBA has had all of this data, but there really wasn’t a technology out there that was going to allow them to get it out there in a way that could scale,” said Steve Peck, senior vp of global strategic initiatives at SAP. “Our in-memory database lets people go in there in real time and come up with a new idea.”


Updated stats will be available about 15 minutes after each game and any page can be shared on Twitter, Facebook, or Google+.


While there’s plenty to appeal to stat heads, the NBA has built in a few learning tools that open the door to more casual fans. The home page lists the league’s top five scorers, but also spotlights and explains a deeper stat known as true shooting percentage (TS%): a percentage that takes in account the value of free throws, regular two-point baskets, and three-point shots.


Ken Catanella, the director of basketball operations for the Detroit Pistons, said the site’s features could help team officials evaluate players and help coaches with tactical decisions. For example, a chart of shots taken this season by Boston Celtics star Paul Pierce confirms that his favorite spot on the court is the right elbow, where the free-throw line and lane marker come together. Heading into the All-Star break, Pierce was shooting 45.4% (50 of 110) from that area. If you force him a step or two back, however, Pierce’s shooting percentage drops to 29.7% (25 of 84).


“We’d look at a team’s or player’s tendencies: What’s their comfort zone and how can we get them out of their comfort zone?” Catanella said. “If somebody’s used to going to their sweet spot to score, you might want to consider putting them in a different spot they don’t feel so comfortable in.”


Other sites, including Basketball-Reference.com, HoopData.com, and 82games.com, have had these comprehensive stats available for some time, but Steve Hellmuth, the NBA’s executive vice president for operations and technology, believes NBA.com/stats has the edge with better tools for fans to analyze what’s happening on the court.


“I was talking with someone the other day who said he expects coaching staffs to hear a lot from NBA fans after this,” said Hellmuth, who added that video will soon be added to the site so fans can see the game action behind the numbers. “This is a whole new category for fans to see what is going on on the court.”


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Paradise Backdrops Turn Prison Walls Into Fantasy Escapes


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Secret Lives of Wild Animals Captured by 1 Million Camera-Trap Images











All images courtesy of the TEAM Network






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Watch a Robot Interview <em>Portlandia'</em>s Fred Armisen











Here at Wired we don’t fear losing our jobs to robots – in fact, we advocate for it.


So when Fred Armisen stopped by the Wired office after the SF Sketchfest tribute to his Peabody Award-winning show Portlandia, we decided to let our robot Rob-EE do the talking. Armisen and Rob-EE even had a heart-to-android-heart. Rob-EE also managed to get some dirt about Armisen’s thoughts on the end of 30 Rock, working on both Portlandia and Saturday Night Live, and the very-prescient subject of a robot’s right to comedy.


“Hopefully there will be a day when all comedy is all robots,” Armisen says. “There should be comedians who perform only for robots – I’m saying human comedians that only perform for robots.”


Find out what else happened when Rob-EE sat down with Armisen in the video above. Portlandia airs Fridays at 10 p.m./9 p.m. Central on IFC.






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Pondering the Point of Snow Bikes While Riding With Wolves


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Wired Science Space Photo of the Day: Ancient Water Flows on Mars


High-Resolution Stereo Camera nadir and colour channel data taken during revolution 11497 on 13 January 2013 by ESA’s Mars Express have been combined to form a natural-colour view of the region southeast of Amenthes Planum and north of Hesperia Planum. The region imaged, which lies to the west of Tinto Vallis and Palos crater, is centred at around 3°S and 109°E, and has a ground resolution of about 22 m per pixel.

The image features craters, lava channels and a valley from which water may have once flowed. Dark wind-blown sediments fill the valleys and the floors of the craters.


Image: ESA/DLR/FU Berlin (G. Neukum) [high-resolution]


Caption: ESA

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The Quirky World of Competitive Snow Carving Comes to California



The weekend at Northstar ski resort in Truckee, California, is beautiful, sunny, and in the 30s. For eight teams of snow carvers from around the world, though, it’s terrible — the melty snow is sloppy, hard to carve, and even dangerous.

Teams of three from Finland, Japan, Germany, Canada, and the U.S. were selected from more than 40 applicants for the inaugural Carve Tahoe, a five-day competition to hew works of art from 14-foot-high, 20-ton blocks of snow. But despite the bad snow, the teams rely on decades of experience, handcrafted tools, and creative techniques to fashion their massive sculptures. The team members are sculptors and artists and designers, but also doctors and lawyers. Though they spend weeks each year carving, nobody makes a living doing it.


“Everyone seems to have their own method of doing things,” says Team Wisconsin’s Mark Hargarten. “It’s amazing how different they are.”


The Wisconsin team uses a grid system for their carving — a Native American wearing an eagle costume, its feathers turning to flames, called “Dance of the Firebird.” The polyurethane model they built is scaled so 1/2 inch equals one foot on the finished snow sculpture. They cut a copy of the model in four, and covered each section with clay, sectioned in 1/2 inch increments. They etch corresponding lines in the snow, one foot to a side, and they peel off one piece of clay, carve the part of the sculpture they can see, and move on to the next.


“You never get lost using the method,” says Dan Ingebrigtson, a professional sculptor from Milwaukee. “Three or four guys can work from different angles, and meet in the middle.”


Wisconsin’s got several other strategies behind their carving as well. From the south, it looks like they haven’t even started; they left the southern side of the block intact to protect the rest of it from the sun, and the wall has been decimated by the heat. More than 20 percent of its thickness has melted by Sunday night, three days in. After the sun goes down, the team is hollowing out the interior of the structure, so it will freeze faster overnight.


Other teams are relying on nighttime freezing as well. A team partly from the U.S. and partly from Canada carves spires from blocks they removed from the sculpture, and plans to attach them to the top of their sculpture, “The Stand,” which incorporates four interwoven trees. They’ll use melty snow pulled from the middle of the block right when the sun goes down to cement the tops onto the trees, says team member Bob Fulks from the top of a stepladder as he cuts away at the sculpture with an ice chisel.


Fulks’ team is leaving Tahoe after the competition to go straight to Whitehorse, in the Yukon, for another competition, where he anticipates no problems with warm weather.


“It’s a good gig, you can travel all over the world doing it,” he says. “You go around and see the same people.”


Many of the carvers know each other from previous competitions.


“We’ve sculpted with almost everybody here before,” says Team Idaho-Dunham’s Mariah Dunham, who is working on “Sweet House (of Madness)” with her mother, Barb. The creation is a beehive, with the south side as the exterior, and the north side (intentionally placed out of the sun) as a representation of the comb, including hexagonal holds that perforate all the way to the hollow interior.


Though Carve Tahoe is new, snow carving is not. Many of the sculptors have been at it for more than 20 years, traveling around the world and meeting and competing against many of the same people — though each competition demands unique new designs from all the sculptors. Kathryn Keown discovered snow carving while Googling something completely different, and decided she wanted to host an international event.


“First we fell in love with the sculptures, then we fell in love with the sculptors,” says Keown, who founded the competition with Hub Strategy, the ad agency where she works.


Keown contacted several ski areas before Northstar, but the resort was on board right away; its owner, Vail Resorts also owns Breckenridge, where one of the biggest and most prestigious snow carving competitions is held.


But Keown wanted to commit to the design of the competition, not just the sculptures. Applicants submitted their designs last summer, and Keown enlisted Lawrence Noble, chair of the School of Fine Art at the Academy of Art University to help choose modern, complex, realist designs. She wanted no artsy, kitschy snowmen.


Then she chose a design-friendly logo and judges. In addition to Noble, the panel of judges features a sushi chef from Northstar, two interior designers, a photographer from nearby Squaw Valley, and Bryan Hyneck, vice president of design at Speck, which makes cases for mobile devices and was one of the event’s sponsors.


“The level of complexity and sophistication in this type of sculpture is just amazing,” says Hyneck, who has judged industrial and graphic design competitions, but never snow carving. “It’s amazing how organic some of the shapes can be.”


As a judge, Hyneck says he’ll focus on the craft and the execution of the sculptures, and how the sculptors use particular techniques to take advantage of the snow’s properties. But he adds that subject matter, point of view, message, and relationship to a theme are all important points as well.


“Anybody that is really going to push the limits of the capabilities of the media is going to get a lot of my attention,” he says.


For some, like the Germans, that means suspending massive structures made completely of snow. Their sculpture, titled “Four Elements”, features four large spires encircled by a tilted disc. Despite a trickle of melted snow dripping off the bottom edge, one — or even two — of the German carvers frequently stand atop the sculpture, using saws or chisels to shape the towers.


Sunday evening, after the sun has gone down and the temperature dropped, Josh Knaggs, bearded, with a cigarette in his mouth, is sitting in the curve made by the largest bear from the Team Idaho-Bonner’s Ferry sculpture, “Endangered Bears.” Wearing a blue event-issued jacket, he’s brushing out the hollow loop made by mama and papa bear.


Three days later, the judges award Knaggs and his team third prize, with Japan’s modern work, “Heart to Heart” coming in second and Germany’s gravity-defying “Four Elements” taking first. The teams disperse, and after a few more sunny days, Northstar tears down the structures before they get too soft and fall — all except the German piece, which can’t bear its own weight and collapses after judging is complete. But the ephemeral nature of the snow is part of what attracts the competitors.


“It’s for the moment, and it’s a beauty all in itself, creating something that’s gonna be disappearing, you know, it’s okay that it disappears,” says Team Truckee’s Ira Kessler. “We are making it for the moment.”


All Photos: Bryan Thayer/Speck


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Where Will All the Female <em>Star Wars</em> Characters Go?



Yes, Princess Leia was a smart, resourceful woman who had action hero chops of her own. She wasn’t just a princess waiting around in a castle for men to save her — despite the infamous scene where she ended up in a metal bikini as a sexy slave to a giant space slug.


But the fact remains: If you count up all the significant female characters who appear in the original Star Wars trilogy, the list reads as follows … Princess Leia. The only other two women with names and speaking parts in all three movies are Aunt Beru, and that Rebel Alliance representative at the end (who no one remembers until they’re forced to come up with more women).


As great a character as Leia was, however, she was functionally the lone representative of the female gender in a larger Star Wars universe where every other character moving the plot forward was a man. It’s even sadder when you consider that the dearth of women who play important roles (or any role at all) in the classic George Lucas films from the late ’70s and early ’80s echoes a problem we still have today: Women are dramatically under-represented in films and media.


And they’re even more poorly represented in roles where they are driving forces, not just ancillary characters or love interests for male heroes.


If you’ve never really noticed the absence of women in Star Wars (or movies at large), consider yourself living proof of how the limiting narratives of culture and media can warp our expectations. To the point where the presence of one woman in a cast of dozens of memorable male characters can seem like perfect equality.




Women accounted for a mere 33 percent of the roles in the top 100 Hollywood films in 2011, according to a study commissioned by the Center for the Study of Women in Television and Film. When it came to the leading characters, women were even more dramatically under-represented, comprising only 11 percent of identifiable protagonists.


It gets even worse when you look at all-ages entertainment. Women — who, by the way, make up half the human population — comprised only 28 percent of speaking roles in top-grossing family films last year. And when women did appear, they were far less likely to hold roles of power or influence: making up only 3 percent of executive portrayals, for example, compared to 25 percent in real life.


Consider also how many Hollywood films — including the original Star Wars trilogy — fail the Bechdel Test, which asks only that a film contain two women who talk to each other at some point about something besides a man.


While not necessarily an indicator of quality, the Bechdel Test recognizes another uncomfortable truth: that women are most often portrayed in media primarily in terms of how they relate to men. I doubt the people who made these movies don’t believe they don’t value women as discrete human beings independent of men. But it’s the story the media shows if not tells.


It’s the narrative we’re all exposed to, over and over, whether we realize it or not.


Just look at the formidable female character Amidala, portrayed by Natalie Portman in the Star Wars prequel trilogy. She takes the throne of Naboo as queen at the age of 14, knows her way around a blaster to lead and win a war, and later steps into the role of a wise and far-seeing senator.


But ultimately, her narrative arc proves far less empowering than that of her daughter’s. Where Leia at least remained the same powerful, determined woman from beginning to end — and won Han’s heart regardless — Amidala crumbled emotionally and physically in Episode 3 after the loss of Anakin. She died not because of medical complications during childbirth or Anakin’s Force-choking domestic abuse, but because (according to the droid doctor) “she lost the will to live” after Anakin turned to the Dark Side. A reason so lame that it sounds like a futuristic version of “the vapours.”



Criticisms about representations of gender (or race and other diversity) are often countered in fandom by sociological or scientific analyses attempting to explain why the inequality happens according to the internal logic of the fictional world. As though there is any real reason that anything happens in a story except that someone chose to write it that way.


Fiction is not Darwinian.


Fiction is not Darwinian: It contains no impartial process of evolution that dispassionately produces the events of a fictional universe. Fiction is miraculously, fundamentally Creationist. When we make worlds, we become gods. And gods are responsible for the things they create, particularly when they create them in their own image.


Science fiction in particular has always offered a vision of the world not myopically limited by the world as it exists, but liberated by the power of imagination. Perhaps more than any genre of storytelling, it has no excuse to exclude women for so-called practical reasons — especially when it has every reason to imagine a world where they are just as heroic, exceptional, and well-represented as men.


More than any genre of storytelling, science fiction has no excuse.


Yes, many franchises are locked into demographic and historical legacies that make it difficult to introduce new characters that develop the iconic power or fan following of characters like Superman or Spider-Man. This makes women unlikely to play big roles in the important stories, and more likely to be killed, de-powered, or demoted. But the good news for Star Wars is that while these grandfathered gender dynamics may weigh heavy on stories that are still trapped in the past, they need not hinder the future.


Close your eyes, for a moment, and imagine a version of the Star Wars universe full of rich female characters who play diverse roles ranging from Jedi warriors to military leaders to bounty hunters.


Here’s the exciting news: It already exists. It’s called the Star Wars Extended Universe, a world developed through the officially licensed novels and other media outside the feature films. And it’s rife with excellent female characters who have already been embraced by Star Wars fandom, notably: Mara Jade, who appears at different times as an assassin, smuggler, Jedi Master (and Luke Skywalker’s wife); and Jaina Solo, a Rogue Squadron fighter pilot and Jedi Knight (and, you guessed it, Leia’s daughter with Han).


With a brand new film trilogy on the way from new Lucasfilm head Kathleen Kennedy and director J.J. Abrams — famous not only for his sci-fi success with the Star Trek reboot but also female-lead TV fare like Alias — there’s no reason new Star Wars movies can’t aspire to achieve what the Extended Universe already has. A world where the other half of the human race is not only visible to movie-goers of all genders and ages, but equally capable of astonishing and inspiring feats of heroism.


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<cite>The Monitor</cite> Heads to a Galaxy Far, Far Away











Not sure if you noticed, but it’s Star Wars Week on Wired. We’ve already dealt with the old movies and what the new movies will need, but it’s time to leave the big screen and get a handle on the best of the ancillary Star Wars products out there. To that end, we’ve got a new comic book that takes place between installments of the Original Trilogy, and two analog (or at least analog-inspired) games to take you back to your childhood. Beware, because we are descending to levels of Deep Nerd heretofore unplumbed.


Tasting notes for this week’s show:


  • Brian Wood, the writer of Dark Horse’s new Star Wars ongoing comic, is also the man behind The Massive — the trade paperback of which is coming out next month. Highly recommended.

  • Game publisher Fantasy Flight, maker of X-Wing Miniatures, also has a card game that’s pretty great. It’s a “living” card game rather than a conventional collectible game, meaning that you don’t have to pay through the nose chasing the best cards (though expansion packs are released periodically).

  • A minute isn’t really enough to get across a full description of all the tables in Zen Studios’ new Star Wars Pinball, so here’s a deeper rundown.



Working on the Play section and editing features, Peter handles Wired magazine‘s pop culture and entertainment coverage: movies, TV, music, videogames, comic books and anything else that is absolutely integral to the survival of our species.

Read more by Peter Rubin

Follow @provenself on Twitter.







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Giveaway: Win a <em>Robot & Frank</em> DVD and Programmable Rover 'Bot











The unlikely futuristic heist flick Robot & Frank has a quirky premise: The son of a former cat burglar gets his aging father a robot companion, which the dad decides to train in the art of thieving.


It’ a dry comedy with a crime-thriller twist and a bit of romance, with star power from players like Frost/Nixon’s Frank Langella (the Frank of the movie’s title), 30 Rock’s James Marsden (Frank’s son), Susan Sarandon, and Liv Tyler. But the true fun of director Jake Schreier‘s Robot & Frank is conceiving of what our future might entail if everyone begins to live the dream of having their own ‘droid — and then programs them to do mundane, everyday tasks like make food and help old men shave (or, you know, steal jewels). Hey, it beats trying to figure out who is a Cylon and who isn’t.


Win a Copy of Robot & Frank and a ReCon Rover ‘Bot


To commemorate the release of the film on DVD, Wired is giving away a copy Robot & Frank as well a ReCon Rover programmable robot. Five runners-up will receive a copy of the film on DVD. To register for the giveaway watch the exclusive clip from the film above. Then hit the comments to answer the question: If you could program a robot to do whatever you wanted, what would it be?


Deadline to enter is 12:01 a.m. Pacific on Feb. 15, 2013. One randomly selected winner will be notified by e-mail or Twitter. Winners must live in the United States.


Note: If you do not have an e-mail address or Twitter handle associated with your Disqus login, you must include contact information in your comment to be eligible. Any winner who does not respond to Wired’s notification within 72 hours will forfeit the prize.






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A Shockingly Mediocre Backpack and Battery Combo



The North Face has been making mountaineering and hiking gear for years, so you’d think its product designers would know their way around a backpack, right? Well, they do — provided the backpack in question is aimed at folks headed into the wilderness.


But The North Face’s new Surge II Charged Daypack is meant for carrying a laptop instead of a pair of crampons; it can simultaneously protect and charge USB-powered hardware, thanks to a built-in battery pack. Unfortunately, if the time I spent with the Surge II is any indication, the company’s approach to the charge-while-you-schlep concept could use some tinkering.


It can hold 41 liters’ worth of stuff, more than enough space for overnight trip. Or, if you were headed into work, you could fit your lunch, attaché, gym clothes and your laptop and tablet. Its wide, well-padded straps mitigate weight well. No matter what I stuffed into the Surge II Charged Daypack over the week that I tested it, I never felt like the straps were digging into my shoulders.


On the outside of the bag, you’ll find a couple of horizontal stash pockets, a water bottle pocket and a zippered pocket that’s about the right size for a sunglasses case. For the safety-first set, there’s a reinforced loop near the base for a rear bike light, and the chest strap buckle doubles as a rescue whistle.


The Surge II Charged Daypack’s roomy interior is subdivided into three main sections: a laptop/tablet compartment, a central carry-all area, and an compartment full of a gazillion small pockets that also contains the aforementioned removable battery pack (more on that in a bit).


The bag’s laptop compartment can accommodate computers up to 17 inches. In the front of the laptop compartment, there’s an extra smaller sleeve which I found could hold a Nexus 10 tablet snugly. Sounds good right? Well, it would be, if there were adequate padding to protect your hardware from getting knocked around on your commute, or dinged by the rest of the crap in your bag.



The section of bag next the laptop compartment? It’s roomy, and I could fit a change of clothes and a dopp kit into it. But a lack of padding between the interior compartments means any hard or heavy gear you jam into it could wind up damaging your laptop or tablet.


The final large, zippered compartment is taken up by a ton of small pockets sized to accommodate smartphones, cables and the like. I get what The North Face was trying to do here, but unfortunately these pockets are too small to allow for much customization. So if you want to stash anything larger than an iPhone 5 or a small external drive, you’re hosed.


One of these frustratingly small pockets is designed to hold the backpack’s Joey T1 battery: a 5.5-ounce, 5-volt 13Wh lithium polymer battery pack that the company claims can charge a smartphone battery twice, or give a life-extending boost to your tablet or digital camera. (This is the same battery pack Timbuk2 and other bag-makers are using in their charging packs.)


While it was able to power my tablet as advertised, it only managed to charge my iPhone 5′s battery 1.25 times. Not cool. Also, while there’s plenty of cable management for your devices’ charging cables, the Joey T1 battery pack has its own long USB cable for charging it up, and there’s nothing to hold it in place. Opening the pack from the top, I found the cable often got in the way of taking my stuff out of the bag.



I wanted to like the Surge II Charged Daypack, but The North Face made that impossible. Conceptually, it’s a time-tested pack design from a reputable company. But the lackluster aftermarket battery pack seems to have been added as an afterthought, and the interior appears to have been arranged with very little thought at all. Anyone looking for a new bag and battery to carry and power their gear would be better off buying them separately.


WIRED Comfortable, even when carrying heavier loads. 41 liters is more space than most people will ever need on their daily commute or an overnight trip.


TIRED Minimal padding to protect laptops and tablets. Small interior pockets make the pack less versatile than it could be. Battery implementation feels tacked on, because it is.



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Mouse Maker Scurries Away From PCs Toward iPad Future



The struggles of personal computer giants like Dell, Hewlett-Packard, Microsoft and Intel to adapt to a world driven by smartphones and tablets can be viewed clearly through slumping sales and falling share prices. But if you go out one orbit, to a company like Logitech, which makes the add-ons for PCs – the mice, keyboards and speakers – the rapid decline of the personal computer ecosystem is especially stark.


In the past two years the California and Switzerland-based company has seen its stock slide 62 percent in value. Sales in the most recent quarter, which ended December 31, were down 14 percent as Logitech posted an operating loss of $180 million. “Continued weakness in the global PC market was the primary factor in our disappointing Q3 results,” is how newly installed CEO Bracken Darrell summed it up.


Not exactly the way you want to kick off your first earnings call as the boss of the $2.3 billion company. But even as Darrell, the former head of Whirlpool’s business in Europe, has been busy paring down business lines, he’s surprisingly upbeat about what he plainly describes as a Logitech turnaround. And in what he’s dropping and what he’s kept, you can see where Darrell believes Logitech and consumer tech is headed.


First, what is gone. Darrell plans to wind down Logitech’s Harmony remote control, digital video security gear, speaker docks and console gaming peripherals by the end of this year. He doesn’t think consoles are going away, but he is more enamored of the premium prices that gamers pay for high-end gaming mice and other gadgets. Clearly Darrell believes speaker docks have been supplanted by Bluetooth speakers, and Logitech is pushing hard there with its UE (Ultimate Ear) boom box offerings.


As to remote controls and video security gear, both its Harmony business and security business never reached a size that could make a dent in Logitech’s bottom line. More importantly, Darrell says, neither remotes nor video security plugged easily into the distribution and scale advantages Logitech has in the PC world – and as grim as the news from PC-land is, Logitech is staying in the game.


Darrell argues that while consumers are flocking to tablets and smartphones for all kinds of computing tasks, at work you are still going to need either a desktop or notebook PC. “The PC industry will always be important to us,” Darrell says. “It’s not going to be something for us to brag about, but it’s going to be a profitable thing for us to do.”



The things Darrell does want to brag about he pulls from a canvas bag. There is a mobile-friendly version of the UE Bluetooth boom box, a metal and rubber-clad competitor to Jawbone’s Jambox.


Next, there is an ultrathin keyboard cum cover that clips magnetically to an iPad mini. Its standard iPad-sized counterpart has been a hit, and Darrell expects the same from the smaller version.


Clad in aluminum, the mini version has a fit and finish that pairs well with Apple’s sleek hardware. Design has to be a differentiator for Logitech going forward, Darrell says, but so does speed – especially when you are operating in Apple’s world. Logitech’s first ultrathin keyboard for the standard iPad took 13 months to develop and get to store shelves. The mini version took three months, Darrell says. Certainly Logitech learned a fair bit from the first iteration that it could apply to the second, but Darrell has also made changes, moving a core team of designers and engineers closer to manufacturing in Asia, for example, to speed things up.


The team anticipates the dimensions of follow-up Apple products, following rumors and its own gut to guess at thinness, width and length. As much as it can, it preps a product for manufacture, and then waits on Apple. “I don’t know about other companies, but Apple doesn’t share anything with us in advance,” Darrell says. “We have to have these workarounds, and just be ready to hit the start button as fast as we can. I think we can get down to a three-week turnaround with our current approach.”


When asked whether some manufacturing for Logitech could move to the United States, as Apple’s Tim Cook has suggested Apple will be looking to do more of, Darrell pauses. At Whirlpool, and before that Procter & Gamble, Darrell has spent a career shifting manufacturing to the lowest cost parts of the globe. “But then General Electric put water heater manufacturing back in Kentucky,” Darrell says. “I put G.E. into that business years ago, and I never would have guessed it was coming back to the United States, but it did. I honestly don’t know what to think about where manufacturing is headed next.”


Darrell does know where he’s taking Logitech next, deep into a design-driven world that revolves around smartphones and tablets. And while he’s not boastful, he’s confident in Logitech’s chances. “We are in the biggest revolution in computing since (Steve) Jobs and (Bill) Gates,” Darrell says. “Ultrabooks, notebooks, tablets, they are all going to blend together. But at the end of the day, all those devices are going to need some kind of keyboard, and that starts to look like a world we know.”


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