miércoles, 30 de noviembre de 2011

The End of 'Cheap Food'?

From the end of World War II until now, most nations have enjoyed plentiful and relatively inexpensive food supplies. But now, according to the well-known futurist think tank Global Business Network, that era may be ending.

GBN cites the near doubling of corn prices on the world market in the past year as evidence that this trend has already begun. Factors that are driving up prices include increased demand by the growing world population, as well as the growth of Asian economies. The latter is significant because, as economies prosper, meat consumption increases... and with it, the need for livestock feed. Increasing consumption of bio-fuels will stress grain supplies even further. Throw global warming into the mix (crop yields can fall by up to 5% for every 0.9 degree F rise in temperature) , and the stage is set for possibly much higher food prices worldwide, shortages, and ultimately, mass starvation in the poorest countries.

Writes GBN's Gwynne Dyer, PhD, 'In the early stages of this process, higher food prices will help millions of farmers who have been scraping along on very poor returns for their effort because political power lies in the cities, but later it gets uglier. The price of food relative to average income is heading for levels that have not been seen since the early 19th century, and it will not come down again in our lifetimes.' [Emphasis added]

Source: Arlington Institute

MIT Demonstrates 'Wireless Electricity'

The ability to direct and transmit electrical power through the air, without wires, took a further step from the theoretical to the practical in June when a group of MIT researchers demonstrated their 'WiTricity' concept.

The technology works by transmitting electricity as a magnetic field oscillating at a specific frequency. Through 'magnetically coupled resonance,' the 'receiver' can capture the electricity, making for an efficient and safe method of over-the-air transfer.

Wireless transmission of electricity has been understood in theory since the work of Nikolai Tesla in the 19th Century. Safe, efficient and cost-effective wireless electricity could hold countless beenfits, from eliminating the need to install costly copper wiring to lowered reliance on batteries for small devices. However, despite the success of WiTricity, the technology has a long way to go before it is deployed commercially... not to mention the need to better understand side effects such as interference and possible effects on health and the environment.

Source: Self Service World

martes, 29 de noviembre de 2011

M-Commerce Usage Grows According to PriceGrabber

According to a new report from PriceGrabber.com, the increased popularity of Web-enabled phones in the United States has helped online shoppers become mobile Internet shoppers. One in 10 online consumers said they purchase online from their mobile device, 16% compare prices and another 16% research product details/specifications. Of the online consumers making purchases from their mobile phones, 58% have purchased digital content for their phone, 51% have purchased consumer electronics, 37% have purchased computers, 36% have purchased books, and 31% have purchased clothing.

Smartphone and iPhone owners are comfortable using the mobile Internet to make purchases. 56% of Apple iPhone owners and 28% of smartphone owners already are comparing prices online with their mobile phones. Additionally, 27% of iPhone owners and 35% of smartphone owners anticipate that they will be comparing prices within two years.

Click here to read the full report.

The report is based on a survey of 3,305 U.S. online consumers with mobile phones, which was conducted from March 10-31, 2009.

Cell Phone Gaming Taking Off

According to a new consumer study conducted by research firm Information Solutions Group on behalf of casual games publisher PopCap Games, 57% of AT&T wireless subscribers play mobile games.

The advent of the iPhone and its App Store have made the download and usage of mobile games easier than ever, and the mobile gaming industry is expected to grow more than 10% per year to hit $6.3 billion in user spending by 2011, according to a report from Gartner.

52% of gamers cited 'distraction from daily life issues' as the top benefit derived from mobile gaming, followed by 'relaxation and stress relief' (40%) and 'improved mood' (12%)--in addition, 52% of gamers said they play mobile titles during work hours, and 14% selected 'during my work day, when I need a short break' as the time when they most often play games on their phone.

60% of all mobile gamers cited 'while waiting for an appointment' as a time when they play mobile games, with 'during the day on weekdays' selected by 34% of respondents and 'when traveling on vacation' and 'on the weekend' tying for third at 25% each.

The Information Solutions Group study reports that 59% of AT&T gamers play games on their phone at least once a month, and 40% said they play weekly or more often--41% said they played less than once per month. 91% of mobile gaming sessions last fewer than 30 minutes, and 62% extend fewer than 15 minutes. In all, 71% of mobile gamers play games on their phone for less than an hour per week, although 52% of those who play daily said they play for three or more hours per week.

Asked to name 'games you enjoy playing on your cell phone,' 20% of AT&T gamers cited Tetris, followed by Bejeweled at 18% and Solitaire at 17%. Puzzle games topped popular genres at 66%, followed by card/casino titles at 51%--board games earned 15% of the vote, with action/adventure trailing at 11%.

86% of mobile gamers also play video games on one or more other devices, with 76% of gamers playing on computers, 41% on consoles and 24% on handheld game devices.

17% of mobile gamers consider their mobile handset their primary gaming device.

Stem-Cell Treatment Cures Type 1 Diabetes

A clinical trial involving patients with type 1 diabetes (aka: juvenile diabetes) and stem cell therapy has shown that treatment with stem cells can help such patients produce their own insulin.

The stem cells, created from the patients' own blood, proved effective in 13 of 15 subjects in the trial, who no longer need daily insulin injections. However, more studies are needed to verify the findings and learn more about exactly how the therapy works. Experts believe that a widely-available stem cell treatment for type 1 diabetes is at least five years away. The research, furthermore, does not address type 2 diabetes.

The findings were published in the most recent edition of the Journal of the American Medical Association.

Source: London Times

iPhone Game Review - Parachute Panic


I was poking around the iTunes AppStore this week and took a $.99 chance on a recently launched game from FDG Entertainment called Parachute Panic.

This fun casual game requires you to successfully land a host of parachutists into passing boats while trying to avoid obstacles such as helicopters, U.F.O´s, sharks and thunder clouds.

The game play is reminiscent of the vintage Nintendo Game & Watch handheld parachute game that I used to love to play back in the early 80's.

The game has very cool hand drawn graphics, smooth animations, catchy music and awesome sound effects. The game has been getting good reviews in the App Store and I have to agree - it is very well done and lots of fun.

Check out a video of the game here.

The only slightly negative comment I will make is that this game is not easy. It takes a little while to get used to the controls and even after mastering the techniques, the action picks up fast and furious. My 7 year old lost interest pretty quickly as it was too hard, but personally, I love the game, and for a buck it's well worth it. Click here to get it now.

lunes, 28 de noviembre de 2011

M-Commerce Usage Grows According to PriceGrabber

According to a new report from PriceGrabber.com, the increased popularity of Web-enabled phones in the United States has helped online shoppers become mobile Internet shoppers. One in 10 online consumers said they purchase online from their mobile device, 16% compare prices and another 16% research product details/specifications. Of the online consumers making purchases from their mobile phones, 58% have purchased digital content for their phone, 51% have purchased consumer electronics, 37% have purchased computers, 36% have purchased books, and 31% have purchased clothing.

Smartphone and iPhone owners are comfortable using the mobile Internet to make purchases. 56% of Apple iPhone owners and 28% of smartphone owners already are comparing prices online with their mobile phones. Additionally, 27% of iPhone owners and 35% of smartphone owners anticipate that they will be comparing prices within two years.

Click here to read the full report.

The report is based on a survey of 3,305 U.S. online consumers with mobile phones, which was conducted from March 10-31, 2009.