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A team of researchers has achieved the fastest ever transmission rate for digital information between a single transmitter and receiver, sending data optically at a frankly ridiculous 1.125 terabits per second.

The result, achieved by scientists at University College London, uses a series of signal processing techniques to achieve the speed. But first, the lead researcher, Dr Robert Maher, puts the rate into context in a press release:

For comparison this is almost 50,000 times greater than the average speed of a UK broadband connection of 24 megabits per second… To give an example, the data rate we have achieved would allow the entire HD Game of Thrones series to be downloaded within one second.

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Great story; I hope it helps many talented game developers realize what you mean to kids; and especially those children who fight cancer.


A lot of people are coming together right now to help a teenager who is fighting cancer in a local hospital. It’s not just his family or doctors and nurses either. Complete strangers are giving their all to help him accomplish his high-tech dream.

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During a panel talk about the ins-and-outs of filmmaking at the Sundance Film Festival, director Colin Trevorrow (Jurassic World), who will be directing Star Wars: Episode IX, teased an idea he’s working on for his Star Wars movie: shooting in space.

“I asked the question, ‘Is it possible for us to shoot IMAX film plates in actual space for Star Wars, and I haven’t gotten an answer yet,” said Trevorrow during the panel.

Trevorrow made the comments while on a panel that included Christopher Nolan and cinematographer Rachel Morrison (Fruitvale Station).

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A new thriller starring Ben Kingsley and Ryan Reynolds explores the idea of transferring consciousness from one body to another. Unlike Freaky Friday, or the myriad of other family movies and comedies that have explored the idea, this one actually explores the science of the process.

In the movie Self/less, a rich business man (Kingsley) is dying of cancer. However, he is able to prolong his “self” by transferring his consciousness from one body to another using a medical procedure called “shedding.”

You may be wondering how such a far-out concept can actually have any science to it. I wondered the same thing, so I asked a neuroscientist what he thought.

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These types of movies always come out when society is about to make a huge change in it’s technology that will reshape everything. In the 1950’s we saw movies about alien invasions and run away computers. 60’s & 70’s it was the robots taking over or Dystopia such as West World, Omega Man, Clockwork Orange, then 80’s MadMax and so on. Here we are again with more end of human existance movies because of AI and Quantum. Here is the latest dystopian movie.


This is “The Last Generation to Die — Trailer” by timmaupin on Vimeo, the home for high quality videos and the people who love them.

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The widespread use of virtual reality is inevitable, and it’s getting closer and closer. A new movie called Creative Control now takes the tech to the next level, and the results aren’t good.

Written, directed by and starring Benjamin Dickinson, Creative Control premiered at South by Southwest 2015 to solid reviews and finally hits theaters March 11. It centers on an executive whose company has created the next level of virtual reality, in a form that not-so-subtly reminds us of Google Glass. But as things turn to sex—as they tend to do—the virtual takes precedence over the reality.

And yes, that’s Reggie Watts, as himself, in the movie. Which is worth the price of admission alone.

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A Lifeboat guest editorial

Richelle Ross-sRichelle Ross is a sophomore at the University of Florida, focusing on statistics and data science. As a crypto consultant, she educates far beyond the campus. Her insight on the evolution and future of Bitcoin has been featured in national publications. Richelle writes for CoinDesk, LinkedIn, and Quora, providing analysis on Bitcoin’s evolving economy.


In 2003, I remember going to see my first IMAX 3D film,
Space Station . My family was touring NASA at Cape Canaveral Florida. The film was an inside view into life as an astronaut enters space. As the astronauts tossed M&Ms to each other in their new gravity-free domain, the other children and space_station_1I gleefully reached our hands out to try and touch the candy as it floated towards us. I had never experienced anything so mind-blowing in my 7 year life. The first 3D film was released in 1922. Yet, surprisingly, flat entertainment has dominated screens for in the 9½ decades that followed. Only a handful of films have been released in 3D—most of them are animated. But now, we are gradually seeing a shift in how people experience entertainment. As methods evolve and as market momentum builds, it promises to be one of the most groundbreaking technologies of the decade. I foresee Virtual Reality reaching a point where our perception of virtual and real-life experiences becomes blurred—and eventually—the two become integrated.

Ever since pen was put to paper, and camera to screen, audiences have enjoyed being swept into other worlds. For those of us “dreamers” being able to escape into these stories is one way we live through and expand our understanding of other times and places—even places space_station_2that may not be accessible in our lifetimes. Virtual reality is the logical progression and natural evolution of these experiences.

I caught the VR bug after one of my Facebook contacts was posting about it and sharing 360 degree videos that were of no use to me unless I too had the headset. Having been a Samsung user for the last several years, I purchased the Samsung VR headset to understand what all the hype was. Just as with my childhood experience visiting the space station, the VR Introduction video sent me floating across the universe. But this time, it was much more compelling. I could turn my head in any direction and experience a vast heavenly realm in 3D vision and tied to my own movements. Behind me was a large planet and in front were dozens of asteroids slowly moving by.

Similar to visiting the Grand Canyon, this is one of those novel experiences you really have to experience to appreciate. Within about ten seconds of trying it out, I had become hooked. I realized that I was experiencing something with far greater potential than an amusement park roller coaster, yet I also recognized that any applications I might imagine barely scratch the surface. This unexpected adrenaline rush is what leads tinkerers to the imaginative leaps that push new technologies into the next decades ahead.

Video games are probably the industry everyone thinks of being affected by this new paradigm. I immediately thought about the Star Wars franchise with its ever expanding universe. It will be a pretty exciting day when you can hold a lightsaber hilt that comes to life when you wear a headset and allows you to experience that universe from your living room. You could even wear a sensored body suit that allows you to feel little zaps or vibrations during gameplay. With more connected devices, the possibility of Li-Fi replacing Wi-Fi and so on, video games are just scratching the surface.

I discussed what the future of VR could offer with Collective Learning founder, Dan Barenboym. We explored various difficulties that impede market adoption. Barenboym was an early enthusiast of virtual reality, having worked with a startup that plans to deploy full-body scanners that give online life to gamers. The project began long before the film Avatar. Berenboym suggests ways that this would improve online shopping dan_barenboym_5624sby allowing people to see their avatar with their own personal measurements in various outfits. This doesn’t have to be limited to at-home experiences though. Dan suggests that instead of walking into the boutique changing room, you walk into one with mirrors connected to VR software. Your reflection ‘tries on’ different virtual outfits before you pull your favorite one off the store rack.

We also discussed the current obstacles of VR like the headset itself, which is a hindrance in some respects as it is a bit uncomfortable to wear for prolonged use. The other looming issue is money. There are many ideas similar to the ones we brainstormed, but startups may struggle to get off the ground without sufficient funding. The Oculus Rift is one great example of how crowdfunding can help entrepreneurs launch their ideas. It is easier than ever before to share and fund great ideas through social networking.

Facebook creator, Mark Zuckerberg, shared his own vision in 2014 after acquiring the Oculus Rift. Zuckerberg eloquently summarized the status of where we’re headed:

Virtual reality was once the dream of science fiction. But the internet was also once a dream, and so were computers and smartphones. The future is coming and we have a chance to build it oculus_rift-transtogether.”

What could this mean for the social networking that Zuckerberg pioneered? I’d venture to say the void of a long distance relationship may be eased with VR immersion that allows you to be with your family at the click of a button. You could be sitting down in your apartment in the U.S., but with the help of a 360 camera, look around at the garden that your mother is tending to in the U.K. The same scenario could be applied to a classroom or business meeting. We already have global and instant communication, so it will serve to add an enriched layer to these interactions.

The concept of reality itself is probably the biggest factor that makes virtual reality so captivating. Reality is not an objective experience. Each of us has a perspective of the world that is colored by our childhood experiences, personality, and culture. Our inner dialogues, fantasies of who we want to become, and areas of intelligence determine so much of what we’re able to accomplish and choose to commit to outside of ourselves. Michael Abrash describes how VR works with our unconscious brain perceptions to make us believe we’re standing on the edge of a building that isn’t really there. At a conscious level, we accept that we are staring at a screen, but our hearts still race—based on an unconscious perception of what is happening. Tapping into this perception-changing part of our brain allows us to experience reality in new ways.

As VR becomes more mainstreamed and incorporated into all areas of our lives such as online shopping, socializing, education, recreation, etc., the degrees of separation from the real world that society applies to it will lessen. Long-term, the goal for VR would be to allow us to use any of our senses and body parts. We should see continued improvements in the graphics and interaction capabilities of VR, allowing for these experiences to feel as real as they possibly can.

One can only imagine the new vistas this powerful technology will open—not just for entertainment, but for education, medicine, working in hazardous environments or controlling machines at a distance. Is every industry planning to incorporate the positive potential of virtual reality? If not, they certainly should think about the potential. As long as we pay attention to present day needs and issues, engineering virtual reality in the Internet of Things promises to be a fantastic venture.

Author’s Note:

Feedback from Lifeboat is important. I’ll be back from time to time. Drop me a note on the comment form, or better yet, add your comment below. Until then, perhaps we will meet in the virtual world.
— RR