Light and Magnets: A New Spin on Chip Technology

What the U.S. Navy and academic researchers have demonstrated -- and what they've filed patents for -- is a way for light traveling over the surface layer of a metal to be turned off and on by manipulating the spin of electrons with magnetic fields. Devices using plasmonic and spintronic technologies will be used in the future to enhance silicon technologies, predicted Navy Labs researcher Mark Johnson.
TechNewsWorld | 06/15/07


A promising technology that involves controlling light with magnets could improve the speed and reduce the juice requirements of future computer chips Latest News about computer chips.

The technology, developed by researchers at the U.S. Navy Research Laboratory in Washington, D.C., and the University of Alberta in Edmonton, Canada, combines knowledge from two budding research fields -- plasmonics and spintronics -- that may open the door to future development of small, fast electronic devices with low power consumption requirements.

Plasmonics involves small volume transfers of light in electromagnetic form to produce intense electrical fields.

Spintronics entails harnessing the magnetic quantum properties of an electron's spin. Although the field is only slightly more than 10 years old, it has already produced promising products, most notably in the area of high-density data storage.

Both fields are seen as important if computer electronics is to enter the realm of nanoelectronics, where the rules of quantum physics make designing devices a whole new ball game.

Enhancing Silicon

What the Navy and academic researchers have demonstrated -- and what they've filed patents for -- is a way for light traveling over the surface layer of a metal to be turned off and on by manipulating the spin of electrons with magnetic fields.

Devices using plasmonic and spintronic technologies will be used in the future to enhance silicon technologies, predicted Navy Labs researcher Mark Johnson.

"I see this as augmenting semiconductor electronics, not competing with it," he told TechNewsWorld.

For example, an electronics package might have a silicon device that receives radio waves, turns those waves into digital information and transfers that information to a display.

"What we're talking about is the front end of that package," Johnson said. "What we're talking about is something that will increase the efficiency of receiving the radio waves and working with it before it gets to the semiconductor."

By reducing how hard a semiconductor has to work, spinplasmonic devices can create benefits for an entire system Manage remotely with one interface -- the HP ProLiant DL360 G5 server., the Navy researcher noted.

"If you're reducing the burden on the semiconductor, maybe you're reducing its power consumption, that keeps it a little cooler and that extends the battery life," he reasoned.

Data Bottleneck

Another fertile area for plasmonics is in improving moving data on and off chips, observed Jonathan Gorrell, CEO and founder of Applied Plasmonics in Gainesville, Fla.

His company has developed a plasmonic technology for enabling silicon to generate any color of light using an nanoatenna array and electron beam.

"If you were to pull a Pentium chip from a circuit board, you'd see that the whole thing is covered with pins," he told TechNewsWorld. "That limits how much data they can get on to and off of a chip."

"That's creating a problem for them," he continued, "because they can increase processor speed, but what good does that do if you're waiting for the data arrive?"

Let There Be Light

The bottleneck, he explained, has become so bad that chipmakers have found it easier to design redundancy into their wares than try to move data around on them.

"They're taking the same circuitry and putting it on multiple locations just because it's easier for them to put another 5,000 transistors some place multiple times than it is to get data from point A on the chip to point B on the chip and back."

One way to improve the spreed of data on the chip is to move it with light instead of wire. "The problem is silicon doesn't produce light," Gorrell said.

His company's technology can be overlaid over the existing structure of a silicon chip and produce light that can be controlled by the chip itself, he explained.

"We can increase the bandwidth at which data goes on and off the chip without changing the underlying transistor technology that Intel (Nasdaq: INTC) Latest News about Intel and everybody else knows how to make so well already," he maintained.

IBM's Management Games

While IBM's research may be aimed at helping to build its own consulting business, it comes at a time when there's a flurry of corporate experimentation in games. For example, McKinsey & Co. is using video games to test recruits for leadership potential and assess their team-building style.
Business Week Online | 06/15/07


Thunder crashes, lightning flashes and a camera zooms in on a shadowy, futuristic-looking, gray-and-black office. The camera follows a female avatar in slacks and a button-down shirt as she jogs from one cubicle to the next, up a spiral staircase and across a high gangplank as dramatic classical music plays in the background. This YouTube Latest News about YouTube trailer could easily be a plug for a new shoot-'em-up video game, or a slasher flick. Instead, it's promoting a video game called "Innov8," which IBM (NYSE: IBM) Latest News about IBM will start selling in September.

Yes, IBM. The computer giant says it received dozens of calls from potential customers after showing the video clip at a recent conference for clients. Designed to help tech managers better understand the roles of businesspeople, and vice versa, players go into a virtual business unit to test their hand at ventures such as redesigning a call center, opening a brokerage account or processing an insurance claim.

War of the Worlds

The game will be available free of charge to universities around the world. No price has been set yet for corporate customers because it will depend on how much IBM has to change the game to accommodate a particular business process a client might want to improve. The game will be available online and will also be able to run on standalone PCs.

Innov8 is only one of several initiatives afoot at Big Blue to incorporate features of online games into business. On Friday, IBM will launch an internal competition, dubbed "War of the Worlds," to encourage employees to, for instance, start virtual businesses or meet with real clients through a slew of online games. Each member of the winning team will receive the Nintendo Wii Latest News about Wii. The company hopes to use the exercise to determine which virtual ventures are best for specific business tasks or processes.

Why is one of the world's most buttoned-down organizations encouraging its people -- and customers -- to play games? IBM says that the skills honed playing massive multiplayer dragon-slaying games like "World of Warcraft" can be useful when managing modern multinationals. The company says its research supports that claim and it will release its findings the same day as its "War of the Worlds" contest.

Developing Leadership

While IBM's research may be aimed at helping to build its own consulting business, it comes at a time when there's a flurry of corporate experimentation in games. McKinsey & Co. is using video games to test recruits for leadership potential and assess their team-building style. Royal Philips Electronics and Johnson & Johnson, meanwhile, are using multiplayer games to improve collaboration between far-flung divisions, as well as between managers and their overseas underlings.

What distinguishes the latest corporate forays into the gaming world is the degree to which companies are tapping virtual environments to hone the leadership skills of their workers. By 2011, 80 percent of Internet users will have avatars, or digital versions of themselves, for work and play, according to market researcher Gartner (NYSE: IT) Latest News about Gartner. By the end of 2012, half of all U.S. companies will also have digital offices or "networked virtual environments," adds Gartner. The online game world will become an important place to hold meetings, orient new hires and communicate across the globe.

For IBM's new research, the computer giant tracked the leadership qualities of gamers with the help of Seriosity (a company that develops enterprise software inspired by multiplayer games), Stanford and MIT Latest News about Massachusetts Institute of Technology. IBM also surveyed more than 200 game-playing managers at the company over a seven-month period. Besides IBM, there are several others, such as Joi Ito, a tech entrepreneur, looking at how managing fast-expanding "guilds," or teams, in multiplayer games provides a forum for trying out different corporate management styles.

'Management Flight Simulators'

The IBM researchers found that those who are deeply immersed in online worlds that link millions of players, such as World of Warcraft, were ideally suited to manage in the new millennium. They were particularly savvy at gathering information from far-flung sources, determining strategic risks, failing fast and moving on to the next challenge quickly. "If you want to see what business leadership will look like in three to five years, look at what's happening in online games," says Byron Reeves, a Stanford University communications professor and Seriosity cofounder.

One of the key findings from the research, says Thomas Malone, an MIT professor of management and Seriosity board member, is that companies need to create more opportunities for flexible, project-oriented leadership. In fast-paced games, people can jump in to manage a team for as little as 10 minutes, if they have the needed skills for the task at hand. "Games make leaders from lemmings," says Tony O'Driscoll, an IBM learning strategist and one of the authors of the study. "Since leadership happens quickly and easily in online games, otherwise reserved players are more likely to try on leadership roles."

The study points out that games can become "management flight simulators" of sorts, letting employees manage a global workforce in cyberspace before they do so in the real world. More than half of the managers surveyed say playing massive multiplayer games had helped them lead at work. Three-quarters of those surveyed believed that specific game tools, such as expressive avatars that can communicate via body language, as well as by voice and typing, would help manage remote employees in the real world.

Promoting New Products

IBM, of course, has every reason to stress the importance of online gaming. It's trying to fashion itself as the go-to consultant for business games, working with more than 250 clients. Although best known for its 24 islands in the online universe, Second Life, only 13 percent of all the work IBM does in games and virtual worlds is in Second Life. Earlier this year IBM established a separate unit for 3-D Internet. The results of the "War of the Worlds" contest may be compiled into a catalog to be shared with clients.

For now, IBM's challenge is convincing companies that online games are more than just a frivolous pursuit. That's clearly one desired outcome of the study. However, IBM also is pouring millions into developing what it calls "the 3-D Internet," in the hope that corporate gaming will become the next lucrative online frontier.

Beware of the Pirates!

With the arrival of the original Napster and the other peer-to-peer networks that followed in its footsteps, the music industry was hit hard, and it's still reeling even after implementing DRM systems. Trading movies over P2P networks is not as easy for file sharers, but that doesn't mean Hollywood should sit back and relax. As technology advances, so will piracy.
E-Commerce Times | 06/15/07


In 1998, Napster took college campuses by storm and quickly ushered in an era where anyone could download any song they wanted without paying for it. The record labels were caught off guard and spent years debating the best way to respond.

A flurry of lawsuits directed against consumers generated plenty of ill will and bad press but did not stop the flow of unauthorized tracks. Licensed digital music, conversely, trickled into the market, and it was not until 2002, four years after the advent of peer-to-peer file trading, that authorized digital tracks made their debut on iTunes.

As a result, the recording industry has still not recovered. One in 10 Internet users still downloads music files from P2P (peer-to-peer) networks on a monthly basis, and recording industry revenues remain flat and far from their pre-Napster peak of US$14.5 billion.



Is Hollywood Next?

Music is obviously not the only type of content swapped over peer-to-peer networks. Seven percent of all Internet users download full-length movies from P2P networks on a monthly basis, and six percent download TV programs. Will Hollywood go the way of the music business?

Data indicate Hollywood's problem is much more manageable. For one, online piracy of movies is much more limited. Fewer people download unauthorized copies of movies (10 percent vs. about 7 percent), and the number of titles downloaded is considerably lower. A music downloader will have nearly 75 tracks stored on a computer, on average, while a movie downloader will have just 10 titles.

Music downloaders, in other words, have built up a notable library of tracks, while video downloading appears more experimental. They have a few titles rounding out their video collection, but digital copies have not yet replaced packaged media.



Staying Alert

Video downloads are also less useable than music downloads. Consumers can easily listen to pirated music tracks by transferring them to an iPod or burning them to a CD. On the other hand, few households have digital media adapters (less than five percent at last count), and DVD burning is not as common as CD burning.

Likewise, differences in quality are more apparent with video than music, which discourages the use of pirated video.

Despite these factors, which have helped keep piracy in check thus far, Hollywood should not rest easy. The march of technological progress will inevitably make digital video easier to consume. Hollywood is not yet in the dire straights the music business found itself in the late 1990s, but piracy is a real and growing problem that this industry will have to address ... and the clock is ticking.

Sony Chief Tapdances Around PS3 Price Cut

Howard Stringer, CEO of Sony, acknowledged that there's one thing consumers want that his company's PlayStation 3 doesn't offer: a low price. The console is the most expensive of the three most popular gaming consoles on the market. Competitors include Microsoft's Xbox 360 and Nintendo's Wii, which is the sales leader with the lowest price point.
Xinhua Financial News | 06/15/07


Sony (NYSE: SNE) Latest News about Sony chief executive Howard Stringer says his company is trying to decide by how much it will cut the price of its PlayStation 3 Latest News about PlayStation 3 (PS3) video game console, which consumers want reduced, the Financial Times reported.

"That is what we are studying at the moment. That's what we are trying to refine," the newspaper quoted Stringer as saying.

Buyers Want Cheap

Stringer admitted that Sony faced tough competition from rival Nintendo's Latest News about Nintendo Wii Latest News about Wii video game console, which has been selling better the PS3 and has a lower price.

"Nintendo Wii has been a successful enterprise, and a very good business model, compared with ours," Stringer said, "because it's cheaper."

He added that there was no question that consumers wanted a lower price.

Sony slashed the price of the PS3 by 20 percent in Japan before it was launched there in November, preparing for a fierce fight against cheaper games consoles made by Nintendo and Microsoft (Nasdaq: MSFT) Latest News about Microsoft.

Priciest of the Bunch

Even so, the PS3 is still by far the most expensive of the three main video game consoles on the market, and many analysts say Sony will need to lower the price further.

Sony's video game division suffered a huge operating loss in the fiscal year ended last March and is expected to remain in the red this year.