Thursday, January 21, 2010

Quantum Computing Closer To Reality

 The ability to exploit the extraordinary properties of quantum mechanics in novel applications, such as a new generation of super-fast computers, seems to come closer following with recent breakthroughs by an international team led by researchers from the University of New South Wales.
quantum_dot1_inside
A colour-enhanced Scanning Electron Microscope image of a quantum dot
In the two breakthroughs, written up in the international journals Nano Letters and Applied Physics Letters, researchers have for the first time demonstrated two ways to deliberately place an electron in a nano-sized device on a silicon chip.
The achievements set the stage for the next crucial steps of being able to observe and then control the electron’s quantum state or “spin”, to create a quantum bit. Multiple quantum bits coupled together make up the processor of a quantum computer.

A graphic explaining the quantum dot
A graphic explaining the quantum dot
Professor Andrew Dzurak, the NSW Node Director of the Australian National Fabrication Facility at UNSW and Dr Andrea Morello, Manager of the Quantum Measurement and Control Chip Program at the ARC Centre of Excellence for Quantum Computer Technology, were leaders in the breakthrough work.
Quantum computing’s power comes from the fact that electrons can have a “spin” pointing in one of two directions. The spin position can be used in the same way that zeroes and ones represent data in today’s computers.
However electrons can also hold intermediate spin positions, or quantum states, which is what gives quantum computing its power.
While today’s computers increase their power linearly with the number of bits added, quantum bits, when coupled together, can deliver an exponential increase in their ability to represent data.
The other leaders of the research team are Professor David Jamieson at the University of Melbourne, and Dr Mikko Möttönen at the Helsinki University of Technology. Students Wee Han Lim and Kuan Yen Tan have just completed their PhD degrees in the UNSW School of Electrical Engineering and Telecommunications.

FIFA Soccer 10

We expect the new physics system to be contentious issue. Last year, almost every attack could be nipped in the bud with a simple block tackle, but now there’s no such guaranteed save. When the attacker and defender jostle for the ball, one misplaced touch can send it spinning away form the pair. If your man’s not got the strength to ride out the bumps and challenges during his run he’ll soon end up on his back. Similarly, unless a player’s ready to receive an incoming ball it will careen off his shin and into the path of the opposite. In the final third spells one thing: goals.

Even though shots leave Rooney’s foot as though he’d struck a medicine ball, the back of net bugles much more than last year. Put it down to the keeper Al; they’re much more liable to palm the ball away rather than catch it, and a carefully placed shot can easily wrong-foot the keeper and sneak in. We’d still take PES’s belters that soar in form 40 yards over cumbersome strikes that rely on delayed keeper reactions any day, but whenthe ball’s in the 18-yard box literally anything can happen, and that makes for one hell of exciting game.

Outside the area it’s much more tactical affair. Passes need to be weighted if they’re to find their man, although your team mates now help you out by actively searching forthe ball . Your wingman often point in the direction they want a pass before darting into space, allowing you to cut open defensive lines with ease. And thanks to a greater selection of tactical options on the D-Pad, along with new team management options pre-kick 0ff, it’s possible to plan and enact a variety of unique strategies.

Panasonic SC-SP100 compact audio system

Stylish, compact, powerful; the Panasonic SC-SP100 is the freshest audio system of the block! The high-quality 2.1channel audio system has been optimized for music playback from iPod and iPhone. Besides entertaining you by playing your favorite music, it also charges the iPod battery for non-stop music access while on the go. The ultra-compact device is easy to accommodate and conveniently fits in the minimal space requirement.
Panasonic-SC-SP100-Compact Audio-System
Panasonic’s SC-SP100 employs high-end proprietary technology for delivering superb audio output from your iPod. The device generates sub-bass and robust frequency sounds with equal clarity through the integrated Dual Passive Radiator and a subwoofer. Its uniquely designed Down-Firing structure scatters the sound downward thereby producing dynamic bass.

Utilizing the mini USB port, the SC-SP100 can be directly connected to a computer. This would facilitate easier data transfer between the iPod and the computer. Moreover, you won’t need to undock the iPod for synchronization with the PC. Just plug the cable in the audio system and transfer data while enjoying your favourite number.

Key Features:
  • Unique Down Firing Framework
  • 20W (RMS) Output Power
  • PC Synchronization with iPhone / iPod (USB Mini Type B)
  • 1.5-inch Cone Full Range x2 Speaker
  • Music Port for Analog Audio Input
  • 2.5-inch Cone Sub-Woofer with Dual Passive Radiators
  • High Fidelity Surround Sound
  • Integrated Universal Dock for iPod (Works with iPhone)
The Panasonic SC-SP100 Compact high-quality audio system will be available by the end of this month for purchase.

Video Gamers: Size of Brain Structures Predicts Success


Researchers can predict your performance on a video game simply by measuring the volume of specific structures in your brain, a multi-institutional team reports this week.
The new study, in the journal Cerebral Cortex, found that nearly a quarter of the variability in achievement seen among men and women trained on a new video game could be predicted by measuring the volume of three structures in their brains.
The study adds to the evidence that specific parts of the striatum, a collection of distinctive tissues tucked deep inside the cerebral cortex, profoundly influence a person's ability to refine his or her motor skills, learn new procedures, develop useful strategies and adapt to a quickly changing environment.
"This is the first time that we've been able to take a real world task like a video game and show that the size of specific brain regions is predictive of performance and learning rates on this video game," said Kirk Erickson, a professor of psychology at the University of Pittsburgh and first author on the study. Ann Graybiel, an Institute Professor at the Massachusetts Institute of Technology and Investigator in the McGovern Institute for Brain Research; and Arthur Kramer, a professor of psychology at the Beckman Institute for Advanced Science and Technology at the University of Illinois, were co-principal investigators on the study. Walter Boot, of Florida State University, also contributed to the research.
The study was conducted at the University of Illinois.
Research has shown that expert video gamers outperform novices on many basic measures of attention and perception, but other studies have found that training novices on video games for 20 or more hours often yields no measurable cognitive benefits.
These contradictory findings suggest that pre-existing individual differences in the brain might predict variability in learning rates, the authors wrote.
Animal studies conducted by Graybiel and others led the researchers to focus on three brain structures: the caudate nucleus and the putamen in the dorsal striatum, and the nucleus accumbens in the ventral striatum.
"Our animal work has shown that the striatum is a kind of learning machine -- it becomes active during habit formation and skill acquisition," Graybiel said. "So it made a lot of sense to explore whether the striatum might also be related to the ability to learn in humans."
The caudate (CAW-date) nucleus and putamen (pew-TAY-min) are involved in motor learning, but research has shown they are also important to the cognitive flexibility that allows one to quickly shift between tasks. The nucleus accumbens (ah-COME-bins) is known to process emotions associated with reward or punishment.
The researchers began with a basic question about these structures, Kramer said: "Is bigger better?"
They used high-resolution Magnetic Resonance Imaging (MRI) to analyze the size of these brain regions in 39 healthy adults (aged 18-28; 10 of them male) who had spent less than three hours a week playing video games in the previous two years. The volume of each brain structure was compared to that of the brain as a whole.
Participants were then trained on one of two versions of Space Fortress, a video game developed at the University of Illinois that requires players to try to destroy a fortress without losing their own ship to one of several potential hazards.
Half of the study participants were asked to focus on maximizing their overall score in the game while also paying attention to the various components of the game.
The other participants had to periodically shift priorities, improving their skills in one area for a period of time while also maximizing their success at the other tasks.
The latter approach, called "variable priority training" encourages the kind of flexibility in decision-making that is commonly required in daily life, Kramer said. Studies have shown that variable priority training is more likely than other training methods to improve those skills people use every day.
The researchers found that players who had a larger nucleus accumbens did better than their counterparts in the early stages of the training period, regardless of their training group. This makes sense, Erickson said, because the nucleus accumbens is part of the brain's reward center, and a person's motivation for excelling at a video game includes the pleasure that results from achieving a specific goal. This sense of achievement and the emotional reward that accompanies it is likely highest in the earliest stages of learning, he said.
Players with a larger caudate nucleus and putamen did best on the variable priority training.
"The putamen and the caudate have been implicated in learning procedures, learning new skills, and those nuclei predicted learning throughout the 20-hour period," Kramer said. The players in which those structures were largest "learned more quickly and learned more over the training period," he said.
"This study tells us a lot about how the brain works when it is trying to learn a complex task," Erickson said. "We can use information about the brain to predict who is going to learn certain tasks at a more rapid rate." Such information might be useful in education, where longer training periods may be required for some students, or in treating disability or dementia, where information about the brain regions affected by injury or disease could lead to a better understanding of the skills that might also need attention, he said.