Showing posts with label technology. Show all posts
Showing posts with label technology. Show all posts

Sunday, April 25, 2021

First powered flight on another planet !

Even as this pandemic ravages this planet, humans continue to make progress. On Monday the 19th of April, 2021, NASA’s Ingenuity Mars Helicopter became the first aircraft in history to make a powered, controlled flight on another planet. NASA’s Ingenuity helicopter achieved the first powered and controlled flight on another planet. Ingenuity is a small, lightweight, drone-like helicopter that was carried on the Perseverance rover. They launched from Earth together in July 2020 and landed on Mars on Feb. 19, 2021. To me, this is one of those historic moments, when the entire civilization can be proud that humanity’s quest for searching life beyond our own shores is slowly bearing fruits. Even as a vast majority of us are fighting one of the worst pandemics in recent memory, our thirst for science and the discoveries it affords us has not been extinguished. And just like that, humans can now fly on other planets!

Ingenuity’s initial flight demonstration was autonomous – piloted by onboard guidance, navigation, and control systems running algorithms developed by the team at JPL. It had to be this way, because data must be sent to and returned from the Red Planet over hundreds of millions of miles using orbiting satellites and NASA’s Deep Space Network, and hence Ingenuity cannot be flown with a joystick, and its flight was not observable from Earth in real-time. While this may sound very disappointing to sci-fi fans, this technological demonstration will help humans create new missions to Mars and other places in the solar system using not just rovers, but helicopters as well. We are informed that humans are already planning similar flying crafts to be deployed on one of the largest satellites of Saturn which is popularly called Titan. Achieving flight on another planet means that our approach to planetary exploration will change.

According to NASA Associate Administrator for Science (https://www.nasa.gov/press-release/nasa-s-ingenuity-mars-helicopter-succeeds-in-historic-first-flight) “Now, 117 years after the Wright brothers succeeded in making the first flight on our planet, NASA’s Ingenuity helicopter has succeeded in performing this amazing feat on another world,” Zurbuchen said. “While these two iconic moments in aviation history may be separated by time and 173 million miles of space, they now will forever be linked. As an homage to the two innovative bicycle makers from Dayton, this first of many airfields on other worlds will now be known as Wright Brothers Field, in recognition of the ingenuity and innovation that continue to propel exploration.”

Ingenuity’s sole mission is to demonstrate that flight on another planet is feasible. This first flight was full of unknowns. The Red Planet has a significantly lower gravity – one-third that of Earth’s – and an extremely thin atmosphere with only 1% the pressure at the surface compared to our planet. This means there are relatively few air molecules with which Ingenuity’s two 4-foot-wide (1.2-meter-wide) rotor blades can interact to achieve flight. In the early morning of April 19, Ingenuity spun up its rotors, climbed to a height of three meters where it hovered for about 30 seconds, performing a rotation while doing so, and then safely landed back on the surface of Mars. The helicopter contains unique components, as well as off-the-shelf commercial parts that were tested in deep space for the first time with this mission.

It’s incredible to see how much technology has changed in just over a century and a half. From coal-burning steam-powered engines and using whale oil to landing on other planets and flying through their thin atmosphere. What will the next century look like? Will we finally break the light speed barrier and visit nearby stars and hundreds of exoplanets that have been discovered?

Thursday, December 17, 2020

Covid -19 and its impact on the Workforce in BPO industry

Global lockdowns have severely disrupted the life of the traditional BPO industry. However, at the same time, it has also been opening new avenues. Will the changes in the Digital workforce management play out the escalating challenges faced by the traditional BPO industry during the COVID-19 global lockdown?

Some of the following notions will be challenged severely over the coming months:

·      A wide belief that one simply can’t move thousands of agents into a work-at-home model without a massive disruption

·      Remote work may not be productive enough

·      Security is a major challenge

·      GIG may not stand as a serious option for the BPO industry.

It was widely believed that one simply can’t move thousands of agents into a work-at-home model without massive disruption. Especially when call volumes in some industries are going through the roof. When COVID hit India, the scramble was on to move workers out of densely packed contact centers to their homes. Stretched managers had even more loaded on their shoulders to make it happen, and quickly. To use a metaphor; BPOs had to deliver an oil and filter change to an engine whilst they were still running... during mid-flight.

Also, prior to 2020, there was a lot of skepticism in some circles about the value of digitization and digital transformation; the rapidness of this change is the key highlight. Pandemic changed things overnight. For example, a certain organization went from 500 odd VPN users to over 9000 in a matter of a couple of weeks. COVID-19 pandemic has made us learn, the hard way, that technology will aide us in fighting any future disasters.

How will these changes play out in the Covid-19 world?

A critical step for BPOs is to develop clear workforce strategies to help determine the digital skills and capabilities that they currently have—and will need—to meet their future goals

Digital driven re-skilling of the Workforce is necessary along with an opportunity for BPOs to conduct an organizational transformation & re-framing of their pre-COVID business model, behaviors & practices. As it turns out, in coming months we will see that to manage and mitigate the impact on their workforces, businesses must see that:

       Digital technology will improve people’s ability to work from home or anywhere. New Geographies will open for BPOs to source talent from.

       At many companies’ employees may not commute all the time. It’s widely expected that many will have at least a hybrid virtual component, even when the industry goes back to in-person or “in-office”.

       Digital has created seismic shifts in the mix of skills required to succeed in the labour market. It has also changed the terms of work, giving rise to work from anywhere, short-term assignments, aiding the rise of GIG economy and its foray into BPO space.

       Automation and related technologies will help the organization become resilient to future pandemics. Optimizing the processes helps make the operations flexible

We believe that digital transformation, pervasive connectivity, and openness to “try” GIG will be a game-changer for BPO in the coming months and years


Sunday, April 07, 2019

How would a billion year old civilization look like?


One of the most ancient and perhaps the most enduring questions that humankind has been asking since picking up the first stone and striking fire has been around the topic – are we alone? Why does loneliness bother us is very simple – we evolved as social creatures, comforted in each other’s company and yet prone to slaughter each other if things get too crowded either physically or intellectually…

But the question does keep us engaged – are we alone? And what if we are not, and then what would other intelligent life look like. Would we even recognize it if it was sufficiently advanced? Would it even be biological in nature anymore? What kind of energy would it be harnessing? Oh, there are so many questions and the exciting part is that we are at least now beginning to be able to “speculate” about it. With only a couple of centuries out of savagery (some argue that we are not come out of that even today), we have indeed covered much ground in terms of being at least able to think about it.
Most the general chatter on the net seems to suggest that we would, in all probability, be unable to recognize it for what it was… and that should not come as much of a surprise to many people. Would a bacterium be able to speculate regarding the thought processes of a human? Personally, I doubt it.

Chris Manning opines – “All sorts of things that we assume without even realizing that we are doing so may no longer be true. Civilization may not consist of discrete entities. They may not exist in a well-defined region of space. They may not even be in space as we understand it. In Isaac Asimov’s short story “The Last Question”, the super-computer gets more and more advanced. It reaches a stage at which it is located in hyperspace and made of something which is neither matter nor energy. Perhaps the billion-year-old civilization will be something like this

SUSAN SCHNEIDER – thinks – “I do not believe that most advanced alien civilizations will be biological. The most sophisticated civilizations will be postbiological, forms of artificial intelligence or alien superintelligence.” Mysterious universe presents an interesting view based on her work - https://mysteriousuniverse.org/2017/10/aliens-may-actually-be-billion-year-old-robots/

According to EarthMysteryNews.com – The astrobiologist Paul Davies of Arizona State writes in The Eerie Silence “I think that biological intelligence is a short-lived phenomenon. If we ever face artificial intelligence, I believe it is post-biological in nature”.

With the advances in technology, it seems that most of the thinkers and those who bother to opine on the net seem to be gravitating towards the “beyond biological, immortal, beyond matter” kind of beings so much beyond our comprehension as to be incomprehensible… well almost!


And then there are others who are speculating about a billion-year-old civilization on earth itself although, in my opinion, that is a separate issue altogether. What do you think? Let me know with your comments!

Sunday, October 11, 2009

End of an Era – Geocities!

Last week, Yahoo finally announced the end of Geocities…

Before Twitter, before Facebook, before MySpace – heck, even before Friendster, there was a service known as GeoCities. For those who grew up on the Net in the 90s, it was about as close as you get to what we know today as social networks. It was essentially an organization of like-minded user-created homepages in different topical communities like sports, entertainment, and tech.

Back in the proverbial day, GeoCities was the place where many a modern-day internet nerd cut his or her teeth. After a spectacular dot com purchase of $3.65 billion and an equally spectacular dot com bust, its closure marks the end of one of the earliest ages of the social web.

I remember starting my first page with Geocities. Although, with the Yahoo’s focus elsewhere, it makes sense to shut down what is essentially an internet relic. Still, to those who look back with nostalgia, October 26 could well be a wistful day.

If you don’t know what Geocities is, or rather was, then here’s a wikipedia link for you!

But if you are familiar with it, it’s official end is certainly a bit nostalgic. When every thought that just by making a web page, one would get rich overnight. Was something like the completely misunderstood business of AMWAY :-)

Without a sound business model, people were thinking that just by making some loose web pages sticking together, they could make millions.

Of course there were always those enthusiasts who were doing it for the fun (like me).

GeoCities began in mid-1995 as BHI, which stood for "Beverly Hills Internet," a small Web hosting and development company in Southern California.

The company also created its own Web directory, organized thematically in six "neighborhoods." The neighborhood included "Colosseum," "Hollywood," "RodeoDrive," "SunsetStrip," "WallStreet," and "WestHollywood." In mid-1995, the company decided to offer users (thereafter known as "Homesteaders") the ability to develop free home pages within those neighborhoods. Chat, bulletin boards, and other elements of "community" were added soon after, helping foster rapid growth. On July 5, 1995 Geocities added additional cities, including "CapitolHill," "Paris," "SiliconValley," and "Tokyo." By December 1995, the company, which now had a total of 14 neighborhoods, was signing up thousands of Homesteaders a day and getting over six million monthly page views. The company decided to focus on building membership and community, and on December 15, 1995, BHI became known as GeoCities after having also been called Geopages.

Whatever said, the closure of Geocities marks the end of an era!

Monday, October 27, 2008

Virtual worlds and their evolution…

As humankind progresses, there are different avenues for social interaction which are becoming possible. The basic intrinsic need of human beings – is to interact. Higher from basic food and nourishment needs, arise the need to interact with fellow beings or fellow intelligences…

The need to interact with intelligence or sentient being is progressively seen in our search for intelligences from beyond our own world. Search for extra-terrestrial life is an extension of humankind’s desire to seek intelligence. In a manner, this direct result of our deep seated, is almost base fear of being alone.

Earlier, the speed of communication was as fast as one could run or as far as one could shout and carry his own voice – of course I am not counting telepathy here since majority of human beings are denied this facility. This changed with the technological revolution (not OUR technological revolution) in form of mastery of fire. This afforded, among other things, the ability to send out signals through fire and smoke which could be seen over large distances. Domestication of horses also helped to a large extent. The speed of communication was the speed of the fastest horse!

Things have advanced consideration from that point. Today, we have reached a stage where we have almost instantaneous communication with anyone on the planet is possible. First the telegraph, then the radio and telephone brought about an unprecedented revolution in the way people communicated.

They coupled with email (considerably later), were in fact, the ‘killer applications” of the 19th and 20th century!

Development and literal explosion of computing age coupled with networking capabilities have taken this to the next level. Now we have computers talking to other computers – almost instantaneously and the social consequences could not be far behind.

With the coming of gaming industry onto computer platform, we have witnessed another social revolution, of a sort, in terms of virtual worlds.

A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.

According to an article on Wikipedia – “The concept of virtual worlds predates computers and could be traced in some sense to Pliny. The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality device. This form of virtual reality is characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar inspiration. While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an immersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive experience.

I won’t go much into the detailed history of virtual worlds – there is sufficient literature already available in the article quoted above. But the core philosophy behind virtual worlds is that the computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree.

As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:

- massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example).

- massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles

Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.

Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance senses.

There are many different types of virtual worlds; however there are six features all of them have in common:

1. Shared Space: the world allows many users to participate at once.

2. Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments.

3. Immediacy: interaction takes place in real time.

4. Interactivity: the world allows users to alter, develop, build, or submit customized content.

5. Persistence: the world's existence continues regardless of whether individual users are logged in.

6. Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc

There is a virtual plethora of information available on virtual worlds at the virtual worlds review.

The use of virtual worlds in training arena is picking up fast, including military training. Simulators for various types of aircrafts are, at the end of the day, a kind of virtual world only.

If we speculate further, the kind of social revolution that has come about due to virtual worlds is tremendous. People can meet over media which is more immersive than ever and I think I have seen the future of virtual worlds as well – for those who are followers of the Star Trek – holodeck is the ultimate expression of virtual world!

Personally, I eagerly await the development of virtual world technology to holodeck level. It would afford those who are infirm or otherwise unable to travel due to certain kind of disability – to visit people, culture and places they would otherwise have never dreamt of…