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		<title>Ernest Svenson: Poptech 2002</title>
		<link>http://radio.weblogs.com/0104634/categories/poptech2002/</link>
		<description>Ernest Svenson&apos;s blog reports from the conference in Camden, Maine</description>
		<language>en-us</language>
		<copyright>Copyright 2003 Ernest Svenson</copyright>
		<lastBuildDate>Fri, 06 Jun 2003 03:20:22 GMT</lastBuildDate>
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			<link>http://radio.weblogs.com/0104634/categories/poptech2002/2002/10/20.html#a1251</link>
			<description>&lt;STRONG&gt;PopTech is about over&lt;/STRONG&gt; - &lt;A href=&quot;http://www.poptech.org/new_speakers_detail.jsp?speaker_id=24&amp;amp;speaker_img=images/pics/Speakers_Detail24.jpg&quot;&gt;&lt;FONT color=blue&gt;Bob Metcalf&lt;/FONT&gt;&lt;/A&gt; is summing up what was said by each of the speakers.&amp;nbsp; After it&apos;s over Buzz Bruggeman is going to give me lift to Portland and I am going to pray that I can find a television set that will carry the Saints game.&amp;nbsp; I had a really great time and lived in constant awe of the many highly intelligent and interesting people who flocked to this conference.&amp;nbsp; Hopefully, I can come back next year.&amp;nbsp; </description>
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			<link>http://radio.weblogs.com/0104634/categories/poptech2002/2002/10/20.html#a1250</link>
			<description>&lt;P&gt;&lt;STRONG&gt;Stephen Wolfram&apos;s explanation of the rules of reality&lt;/STRONG&gt;&amp;nbsp;- Wolfram has written a &lt;A href=&quot;http://www.amazon.com/exec/obidos/ASIN/1579550088/qid=1035126445/sr=2-1/ref=sr_2_1/102-8508952-9792946&quot;&gt;&lt;FONT color=blue&gt;weighty tome&lt;/FONT&gt;&lt;/A&gt; in order to argue that all of the complexity that we see in nature&amp;nbsp;is really the result of a few simple rules. In the spirit of trying keep things simple I will distill his whole presentation down to a simple story.&amp;nbsp; Remember the &quot;big bang&quot; theory?&amp;nbsp; Well, what&apos;s happening is really God running a deific version of WinZip Pro.&amp;nbsp; And that&apos;s it.&amp;nbsp; &lt;/P&gt;</description>
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			<link>http://radio.weblogs.com/0104634/categories/poptech2002/2002/10/20.html#a1249</link>
			<description>&lt;P&gt;&lt;STRONG&gt;Beware of &quot;the jaggies&quot;&lt;/STRONG&gt; - &lt;A href=&quot;http://www.poptech.org/new_speakers_detail.jsp?speaker_id=85&amp;amp;speaker_img=images/pics/Speakers_Detail85.jpg&quot;&gt;&lt;FONT color=blue&gt;Vernor Vinge&lt;/FONT&gt;&lt;/A&gt; is talking about the far reaches of artificial worlds.&amp;nbsp; He is a science fiction writer so he is conversant with a bunch of really far out scientific theories.&amp;nbsp; First, Vinge discussed his interest in the concept of &lt;A href=&quot;http://www.ugcs.caltech.edu/~phoenix/vinge/vinge-sing.html&quot;&gt;&lt;FONT color=blue&gt;singularity&lt;/FONT&gt;&lt;/A&gt;, defined as watershed moment like the event horizon of a black hole.&amp;nbsp; Vinge explored the idea that human development will soon hit a point where the race will radically evolve.&amp;nbsp; And for us to understand what is coming next is analogous to an animal like the goldfish trying to understand what human experience is like.&amp;nbsp; So, if this singularity is coming soon you don&apos;t want to be left behind.&amp;nbsp; But if you are left behind, take comfort.&amp;nbsp; You won&apos;t know.&lt;/P&gt;
&lt;P&gt;So even though it&apos;s hard to predict what it will be like after the watershed moment we can do some organized imagination stuff and fast forward [fill in radical theories here] to the assumption that really smart humans will like to run simulations as a playful hobby.&amp;nbsp; Hey, you can&apos;t do deep thinking all the time.&amp;nbsp; Anyway, the point is: what if our current life experiences are really just the computer simulations of higher beings who enjoying a few millenia of leisure time?&amp;nbsp; Well, this would be big news to us even if we are basically as self-aware as goldfish.&amp;nbsp; How would we know this is all a computer simulation?&amp;nbsp; &lt;/P&gt;
&lt;P&gt;Vinge examined the podium and said perhaps we should look for &quot;the jaggies.&quot;&amp;nbsp; But that&apos;s what a goldfish would do.&amp;nbsp; We need to look somewhere else.&amp;nbsp; Maybe the strange stuff that we see in quantum physics is really &quot;the jaggies.&quot;&amp;nbsp; Notice how things change at the quantum level when there is an observer in the picture.&amp;nbsp; Why is that?&amp;nbsp; Well, at the moment you&amp;nbsp;add an observer to the simulation that increases the computational load and you get an anomolous shimmer.&amp;nbsp; That&apos;s &quot;the jaggies.&quot;&amp;nbsp; From the standpoint of a goldfish.&lt;/P&gt;
&lt;P&gt;&lt;A href=&quot;http://www.poptech.org/new_speakers_detail.jsp?speaker_id=83&amp;amp;speaker_img=images/pics/Speakers_Detail83.jpg&quot;&gt;&lt;FONT color=blue&gt;Alexander Shulgin&lt;/FONT&gt;&lt;/A&gt; took the stage next.&amp;nbsp; He invented the drug Ecstasy and freely admits he is interested in the development of other psychedelics, and in trying them out.&amp;nbsp; He was very non-linear in his presentation, but quite entertaining.&amp;nbsp; He is obviously a pioneer in the quest to uncover &quot;the jaggies.&quot;&amp;nbsp; And the government, and other law enforcement officials, apparently are very concerned about people who use chemicals in this quest.&amp;nbsp;&amp;nbsp; I didn&apos;t see any DEA agents in the audience and I know that they weren&apos;t any here because if there were they would have gone into convulsions during Shulgin&apos;s talk.&lt;/P&gt;</description>
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			<link>http://radio.weblogs.com/0104634/categories/poptech2002/2002/10/20.html#a1248</link>
			<description>&lt;P&gt;&lt;STRONG&gt;Tell me a story and play me a song&lt;/STRONG&gt; - tonight Jaron Lanier was supposed to discuss &quot;A Musical Experience with Virtual Reality.&quot;&amp;nbsp; The titles&amp;nbsp;of&amp;nbsp;a lot of&amp;nbsp;these programs&amp;nbsp;are often irrelevant to&amp;nbsp;what actually gets discussed, and that was especially true of Jaron&apos;s &quot;talk.&quot;&amp;nbsp;&amp;nbsp;&amp;nbsp;He played an acoustic piano, and some weird instruments that came from China and other places.&amp;nbsp; His music was not mainstream.&amp;nbsp; Very improvisational, and often somewhat dissonant.&amp;nbsp; I&apos;m sure a lot of people didn&apos;t like listening to it.&amp;nbsp; &lt;/P&gt;
&lt;P&gt;But before he played the music he talked about some of his ideas, including how Alan Turing&apos;s homosexuality, which&amp;nbsp;the British&amp;nbsp;government tried to &quot;cure him of,&quot; may have affected the development of the Turing test.&amp;nbsp; Jaron also weaved in a discussion of the amazing computational capabilities&amp;nbsp;of a marine creature known as &quot;the cuddlefish.&quot;&amp;nbsp; Somehow the connection between Turing and the strange fish seemed to be legitimately sensible when Jaron was talking (&lt;EM&gt;In the interest of maintaining my journalistic integrity, I&amp;nbsp;admit to having a couple of drinks before the program&lt;/EM&gt;).&amp;nbsp;&amp;nbsp;Still, I think everyone would agree that&amp;nbsp;Jaron is a strange and wildly intelligent guy.&amp;nbsp; What I found endearing about him (even though he seems to&amp;nbsp;enjoy having lots of people pay attention to him) is that he didn&apos;t feel like he needed to support his radical&amp;nbsp;ideas with &quot;respectable and accepted sources.&quot;&amp;nbsp; &lt;/P&gt;
&lt;P&gt;He basically admitted up front&amp;nbsp;that his views were just &quot;stories.&quot;&amp;nbsp; Of course, as a great philosopher once wrote about the Internet, &quot;The Web...reminds us that the fundamental unit of time isn&apos;t a moment, &lt;EM&gt;it&apos;s a story&lt;/EM&gt;...&quot;&amp;nbsp; Jaron Lanier&apos;s&amp;nbsp;talk (and his music for that matter) may have contained some dissonance and some unexpected&amp;nbsp;transitions but I&amp;nbsp;found myself&amp;nbsp;more motivated to accept his ideas than some of the other speakers whose presentations were geometrically more coherent.&amp;nbsp; Why?&amp;nbsp; Well, usually when academics market their ideas they feel compelled to call them &quot;theories.&quot;&amp;nbsp; I guess I&apos;m a simple guy.&amp;nbsp; I like stories, even if they&apos;re kind of kooky.&amp;nbsp;&amp;nbsp;&amp;nbsp; Then again, maybe I had too much to drink at dinner.&lt;/P&gt;</description>
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			<link>http://radio.weblogs.com/0104634/categories/poptech2002/2002/10/19.html#a1247</link>
			<description>&lt;P&gt;&lt;STRONG&gt;Total Immersion in Virtual Reality and Virtual Worlds&lt;/STRONG&gt; - this afternoon&apos;s program features Jordan Pollack and Bruce Damer, and apparently it&apos;s show and tell time.&amp;nbsp; Pollack shows us a gangly robot that was evolved from software trying to create something.&amp;nbsp;&amp;nbsp; Damer showed us a virtual world program with weird heads that were actually controlled by real people.&amp;nbsp; I lack the skills to even &lt;EM&gt;attempt&lt;/EM&gt; to explain what is happening during this session.&amp;nbsp;&amp;nbsp; &lt;/P&gt;</description>
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			<link>http://radio.weblogs.com/0104634/categories/poptech2002/2002/10/19.html#a1245</link>
			<description>&lt;P&gt;&lt;STRONG&gt;The Invisible Society: the world of gamers&lt;/STRONG&gt; - Dan Gillmor is the moderator of the session on gaming. He opens with a funny line (if you read the previous post about the guy from Pixar): &quot;Forgive me, I&apos;m a bit out of sorts this morning.&amp;nbsp; I&apos;m only operating at about 50,000 polygons.&quot;&amp;nbsp; Dan apparently is adapting the &quot;Everything I know I learned in Kindergarten&quot; model to gaming.&amp;nbsp; He says everything he needs to know he learned from gaming.&amp;nbsp; Such as: if you see food on the floor pick it up and eat it; if you smash some things they have cool and useful stuff inside; if something moves, shoot it.&amp;nbsp; Later, he remembers another important point: you can run out of hand-grenades, but you can never run out of bullets.&lt;/P&gt;
&lt;P&gt;The speakers are &lt;A href=&quot;http://www.poptech.org/new_speakers_detail.jsp?speaker_id=76&amp;amp;speaker_img=images/pics/Speakers_Detail76.jpg&quot;&gt;&lt;FONT color=blue&gt;Warren Spector&lt;/FONT&gt;&lt;/A&gt; and &lt;A href=&quot;http://www.poptech.org/new_speakers_detail.jsp?speaker_id=73&amp;amp;speaker_img=images/pics/Speakers_Detail73.jpg&quot;&gt;&lt;FONT color=blue&gt;Amy Jo Kim&lt;/FONT&gt;&lt;/A&gt;.&amp;nbsp; Spector is first up to talk about single-person games, which he is committed to develop despite the surging popularity of multi-player games.&lt;/P&gt;
&lt;P&gt;Warren Spector - talking about single player games.&amp;nbsp; Makes single player games, and has created 14 titles.&amp;nbsp; Doesn&apos;t understand the fascination with multi-player games.&amp;nbsp; Criticism of gaming is that it is passive and doesn&apos;t help the user. Not true. The gamer is not some zoned-out teen in his bedroom.&amp;nbsp; Lots of different types of people game.&amp;nbsp; People say gaming stifles&amp;nbsp;learning.&amp;nbsp; Not true.&amp;nbsp;&amp;nbsp;Gaming can be a useful learning experience.&amp;nbsp; Success in gaming requires thinking, planning, acting and reacting.&amp;nbsp; &lt;/P&gt;
&lt;P&gt;Let&apos;s talk about the process of making games.&amp;nbsp; He too echoes the idea that creating virtual worlds is expensive and hard.&amp;nbsp; His last game cost $5 million, and next one will cost more.&amp;nbsp; The technology needed to create the game world is intricate.&amp;nbsp; Since we are talking about polygons he uses that metric.&amp;nbsp; He says game reality starts at a much lower threshold than what Pixar requires&amp;nbsp;(80 million polys).&amp;nbsp; Says his dream is 300,000 polys, and (looking at Dan Gillmor) says &quot;I would kill for 50,000 polys.&quot;&amp;nbsp; Audience laughs.&amp;nbsp; Then he adds: &quot;I&apos;m a gamer and I know how to kill.&quot;&amp;nbsp; More laughter.&lt;/P&gt;</description>
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			<link>http://radio.weblogs.com/0104634/categories/poptech2002/2002/10/19.html#a1244</link>
			<description>&lt;P&gt;&lt;STRONG&gt;Real Music, Imaginary Sights&lt;/STRONG&gt; - &lt;A href=&quot;http://www.poptech.org/new_speakers_detail.jsp?speaker_id=72&amp;amp;speaker_img=images/pics/Speakers_Detail72.jpg&quot;&gt;Noel Paul Stookey&lt;/A&gt; and &lt;A href=&quot;http://www.poptech.org/new_speakers_detail.jsp?speaker_id=87&amp;amp;speaker_img=images/pics/Speakers_Detail87.jpg&quot;&gt;&lt;FONT color=blue&gt;Alvy Ray Smith&lt;/FONT&gt;&lt;/A&gt;&amp;nbsp;are up this morning.&amp;nbsp; I hadn&apos;t heard of Noel Paul Stookey (apparently he is the &quot;Paul&quot; of Peter, Paul &amp;amp; Mary fame,&amp;nbsp;and the song &lt;A href=&quot;http://members.cox.net/billandleann/puff.htm&quot;&gt;&lt;FONT color=blue&gt;Puff the Magic Dragon&lt;/FONT&gt;&lt;/A&gt;, and no it isn&apos;t about drugs), but he was great!&amp;nbsp; I can&apos;t convey why he was great except to say that he played his guitar, improvised across a few technical difficulties, read a poem that he wrote while affecting a New England accent, and basically had the audience of brainy cognosenti filled with an uplifting spirit of communal love.&amp;nbsp; &lt;EM&gt;Really!&lt;/EM&gt;&amp;nbsp; &lt;EM&gt;I&apos;m not kidding.&lt;/EM&gt;&amp;nbsp; And he even had them singing along, doing the background vocals to one of his songs.&lt;/P&gt;
&lt;P&gt;Alvy Ray Smith is talking now.&amp;nbsp; He&apos;s a principal figure at Pixar, the graphics company that creates the fantastic stuff in movies like Toy Story.&amp;nbsp; His first mission, oddly enough for a guy that creates fantasy at its highest and most believable level, is to debunk the Ray Kurzweil chronicles.&amp;nbsp; Smith makes fantasy for a living, so he&apos;s skeptical of Kurzweil&apos;s claims that we will all exponentially progress into a uptopian fantasy world where we will become software and go on to live forever.&amp;nbsp; Smith has his own mathematical models I suppose.&amp;nbsp; He says that reality begins at 80 million polygons (per frame).&amp;nbsp; His point is that creating fantasy requires a lot of computation and is hard work.&amp;nbsp; So maybe some of Kurzweil&apos;s projections are a little optimistic &amp;lt;grin&amp;gt;.&lt;/P&gt;
&lt;P&gt;Q&amp;amp;A with these two guys reveals something worth considering.&amp;nbsp; Pixar creates artificial worlds to entertain us and it is hard work and requires a lot of polygons.&amp;nbsp; Noel Paul Stokey can create imaginary worlds with his spontaneous antics and childlike wonderment (&lt;EM&gt;you&apos;d have to be here to fully understand, but just picture a 50+ year old&amp;nbsp;bearded history professor who acts like Robin Williams&lt;/EM&gt;).&amp;nbsp; Technology is great, but connecting with people using the tried and true technique of being down-to-earth is best.&lt;/P&gt;</description>
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			<link>http://radio.weblogs.com/0104634/categories/poptech2002/2002/10/18.html#a1241</link>
			<description>&lt;P&gt;&lt;STRONG&gt;New Human Societies in Cyberspace&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Howard Rheingold&lt;/STRONG&gt; - If Kurzweil uses mathematical models, &lt;A href=&quot;http://www.rheingold.com/&quot;&gt;&lt;FONT color=blue&gt;Rheingold&lt;/FONT&gt;&lt;/A&gt; is more like the gum-shoe.&amp;nbsp; He tries to predict and learn what&apos;s coming from what he observes on the street.&amp;nbsp; Spent the last 2 years chasing down clues about changes that cause virtual and real worlds to merge.&amp;nbsp; He was in Tokyo recently and started observing people using their phones to do SMS (we don&apos;t see this in the US much).&amp;nbsp; Then he was in Helsinki.&amp;nbsp; What&apos;s going on?&amp;nbsp; A lot of really interesting things.&lt;/P&gt;
&lt;P&gt;Look at cooperation and collective action in the wake of the advent of the Internet.&amp;nbsp; How have humans gotten to the point of working together?&amp;nbsp; Traditionally,they have required direct knowing of the person that they are dealing with.&amp;nbsp; Napster and eBay show us large groups of people sharing and trusting each other (even though they have no face-to-face knowledge of the person that they are &quot;trusting&quot;).&amp;nbsp; Napster is more than about &quot;stealing music.&quot;&amp;nbsp; Large numbers of people were &quot;sharing their hard-drives.&quot; &lt;/P&gt;
&lt;P&gt;If you think of the phone as always-on connection to the Internet then you start to glimpse a vast change.&amp;nbsp; Stationary computing doesn&apos;t invade our life the way that a pervasive computer communication does.&amp;nbsp; Cost of access is one barrier to the always-on connection.&amp;nbsp; But the barrier is dropping.&amp;nbsp; Even people in Botswana ride their bikes in the street and talk on cell-phones now. &amp;nbsp;If you plug the PC into the telephone you get something more than you would ordinarily imagine.&amp;nbsp; People are doing things that they find interesting.&amp;nbsp; Posting pictures of their dogs, whatever.&lt;/P&gt;
&lt;P&gt;Protests in Seattle (The &quot;battle of Seattle&quot;).&amp;nbsp; The protesters used computers, cell-phones and E-mail to organize their protest.&amp;nbsp; Same sort of thing occurred in Manila with people using text-messages.&amp;nbsp; Around the world we observe people &quot;flocking&quot; and quickly organizing meetings, and they do so using technology.&lt;/P&gt;
&lt;P&gt;Technology is often developed for one thing, but used for another.&amp;nbsp; The Internet was originally driven by E-mail, which was the predominate form of collective communication.&amp;nbsp; We are now seeing new forms of communication.&amp;nbsp; What forms?&amp;nbsp; Well, even Google is an example.&amp;nbsp; It evaluates relationships and categorizes them.&amp;nbsp;&amp;nbsp; His new book&amp;nbsp;&lt;A href=&quot;http://www.smartmobs.com/index.html&quot;&gt;&lt;FONT color=blue&gt;Smart Mobs&lt;/FONT&gt;&lt;/A&gt;&amp;nbsp;is out soon and covers all of this in more detail.&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Amy Bruckman&lt;/STRONG&gt; - Assistant Professor at Georgia Tech.&amp;nbsp; &lt;A href=&quot;http://www.cc.gatech.edu/~asb/&quot;&gt;&lt;FONT color=blue&gt;Bruckman&lt;/FONT&gt;&lt;/A&gt; is interested in children, and learning, and how people connect.&amp;nbsp; Big things are happening generally.&amp;nbsp; &lt;/P&gt;
&lt;P&gt;We see many-to-many eCommerce, online suppport groups, hobby sites, blogs. But how does the Internet affect education and kids? She works with kids and there is a project called Moose Crossing, which teaches kids as young as seven object-oriented programming.&amp;nbsp; They &quot;get it&quot; right away.&amp;nbsp; &lt;EM&gt;Adults are so slow.&lt;/EM&gt; &lt;/P&gt;
&lt;P&gt;She created the Palaver Tree Online project where&amp;nbsp;kids interview elders and learn history.&amp;nbsp; They do it online, and it works better.&amp;nbsp; Why?&amp;nbsp; Well, in the original model people have to meet face-to-face and coordinate their schedules.&amp;nbsp; Meeting face-to-face is hard, and somewhat daunting for the elder.&amp;nbsp; The online model is asynchronous and is not as daunting.&amp;nbsp; &lt;/P&gt;
&lt;P&gt;What was learned from the project?&amp;nbsp; Apparently, more than just the online model is easier on the schedule.&amp;nbsp; Like what?&amp;nbsp; Kids had a greater role in shaping their own information gathering and liked history more.&amp;nbsp; We haven&apos;t seen all the expressions of online communication.&amp;nbsp; There are new interaction models being created, and we have to understand them.&amp;nbsp; She is wary of predicting the future.&amp;nbsp; It isn&apos;t set and it&apos;s up to us to create it.&lt;/P&gt;</description>
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			<link>http://radio.weblogs.com/0104634/categories/poptech2002/2002/10/18.html#a1240</link>
			<description>&lt;P&gt;&lt;STRONG&gt;Ray Kurzweil sings &lt;/STRONG&gt;&lt;A href=&quot;http://www.lyricsdownload.com/cgi-bin/frames.cgi?http://www.lyricsdownload.com/download/v/visage/Lyrics%20-%201.htm&quot;&gt;&lt;FONT color=blue&gt;&lt;STRONG&gt;In the Year 2525&lt;/STRONG&gt;&lt;/FONT&gt;&lt;/A&gt; - &quot;Kurzweil&quot; is known for his work with speech recognition, which he says took 15 years to do.&amp;nbsp; Now&amp;nbsp;he studies tech trends and tries to predict evolution of technology.&amp;nbsp; Uses mathematical models,&amp;nbsp; which are surprisingly predictive.&amp;nbsp; What has he learned?&amp;nbsp; That that the paradigm shift rate is doubling every decade.&amp;nbsp; It is an exponential growth rate and we are just now at the knee of the growth curve.&amp;nbsp; So 100 years of progress will actually only take 25 years (&lt;EM&gt;self-replicating nano-technology won&apos;t take 100 years.&amp;nbsp; It will take 25 years&lt;/EM&gt;).&lt;/P&gt;
&lt;P&gt;The end-point of Moore&apos;s law is not the end of the growth rate of computing.&amp;nbsp; Three dimensional molecular computing will be the paradigm that will take over for the the integrated circuit.&amp;nbsp; Computers are just one thing.&amp;nbsp; Gene sequencing experienced expontial growth.&amp;nbsp; ISP cost performance.&amp;nbsp; All of these technologies have S-curves reflecting exponential growth. &lt;/P&gt;
&lt;P&gt;Next up for exponential growth rates?&amp;nbsp; Resolution of non-invasive brain scanning.&amp;nbsp; The growth rate of E-Commerce, the Internet, and telecommunications is following the predicatable path.&amp;nbsp; Wall St. doesn&apos;t see this, but it is true.&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Predictions:&amp;nbsp; 2010 Computers disappear.&lt;/STRONG&gt;&amp;nbsp; We have always on wireless access to the Internet at all times.&amp;nbsp; Images written directly into our retinas.&amp;nbsp; Electronics so tiny it&apos;s embedded in the environment, our clothing, our eye-glasses.&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;2029: An intimate merger of computers and our brains&lt;/STRONG&gt; -&amp;nbsp; $1,000 of computation = 1,000 times the power of the human brain.&amp;nbsp; Reverse engineering of the human brain completed.&amp;nbsp; Computers pass the Turing test.&amp;nbsp; Nanobots let you auto-switch between real and virtual reality.&amp;nbsp; A computer stimulation test with one woman caused her to laugh and find humor when a certain spot was stimulated. Human brain is 12 million bytes of compressed information (less than Microsoft Word, but more complicated...&lt;EM&gt;well, maybe not&lt;/EM&gt;).&amp;nbsp; Computers have the ability to quickly transmit information.&amp;nbsp; Software is easily copied, but human knowledge is currently hard to transmit.&amp;nbsp; That won&apos;t be the case in the near future.&lt;/P&gt;
&lt;P&gt;The Challenge from Malthus &quot;Exponential trends eventually run out of resources&quot;&amp;nbsp; This is not necessarily true because new catalysts for exponential growth arise.&amp;nbsp; Human Life Expectancy is going to experience exponential growth.&amp;nbsp; So if you can just hang in there...Radical life extension will be available to our kids.&amp;nbsp; Soon on the market: &lt;U&gt;Human body 2.0&lt;/U&gt;.&lt;/P&gt;</description>
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			<link>http://radio.weblogs.com/0104634/categories/poptech2002/2002/10/18.html#a1239</link>
			<description>&lt;STRONG&gt;&lt;U&gt;PopTech Kicks Off&lt;/U&gt;&lt;/STRONG&gt;- &quot;Art is the lie that tells the truth,&quot; says the opening speaker (Tom DeMarco) and attributes the quote to Picasso.&amp;nbsp; This quote is to suggest that artifice can express truth in ways that the objective statement cannot.&amp;nbsp; Appropriate quote for the theme of the 2002 PopTech Program, which is &lt;STRONG&gt;Artificial Worlds.&lt;/STRONG&gt;&amp;nbsp; First up?&amp;nbsp; Ray Kurzweil on Expanding Human Horizons.</description>
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			<link>http://radio.weblogs.com/0104634/categories/poptech2002/2002/10/16.html#a1237</link>
			<description>PopTech Starts on Friday at 9:00 am EDT.&amp;nbsp; For a list of the events click on the Program link over on the right.</description>
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