Intel has been outlining its research into the future of the internet, and is
predicting a greater merging of the online and real worlds.
Jerry Bautista, Intel's director of technology management and microprocessor
research, said in his keynote address to the
Semicon
West 2009 conference that Intel is working on what it terms an 'immersive
connective experience' (ICE) where devices will increasingly overlay the digital
world onto the real one.
"There is another web coming, an ICE web," he said. "The digital world and
the actual world are going to be connected, and we will find that we can create
other worlds as well."
Bautista highlighted a number of areas where this is already taking place.
Intel is working on automating the creation of 3D avatars which could be used to
augment videoconferencing, for example. The computer could create an avatar of
the participants and the room they are in, so that everyone appears to be in the
same room and has realistic facial expressions.
Intel's laboratories have also been researching visual computing, using
computers in conjunction with cameras and GPS in a smartphone. For example, a
user could take a picture of a road sign on their smartphone, and the handset
would use GPS to determine the global location, get a translation of the sign
and provide directions from an overlaid mapping application.
Bautista explained that applications such as
Second
Life are merely the first generation of virtual worlds, and the experience
will get much more immersive. Intel has been using software modelling techniques
to render 3D images more effectively, including making computer-generated
environments obey physical laws of movement and building in behavioural int
elligence.
Another example of this would be users generating their own 3D images by
sending in 20 pictures of an object to be rendered and letting the computer
build the object automatically.
Bautista estimated that the techniques of using the camera to produce visual
searches for data of a photographed object would come online in 2010, with
information overlay on camera views by 2012 and a 2D and 3D visual overlay
available by 2014.
He pointed out that there are plenty of virtual worlds bigger than Second
Life; teen site Poptropica pulls in 21 million users and Neopets over 45
million. More than 50 per cent of all virtual world users are aged between four
and 12, and the idea of interacting in virtual worlds will be normal and natural
as they grow up.
However, all these functions will require a huge increase in computing power.
Intel estimates that such a system would require servers to work 10 times
faster, using 100 times the current bandwidth and a new generation of "
many-core" computing processors.
"This is where Intel smiles," said Bautista. "This requires a pretty heavy
computing load. If you try and access sites like Second Life with an old laptop
the site brings it to its knees."
Intel's data showed that viewing 20 web pages takes up about 20 per cent of a
computer's central processing unit (CPU) and very little graphics processing
unit (GPU) power. By contrast, using Second Life takes about 70 per cent of CPU
time and around 35-75 per cent of the GPU's power.
However, Bautista said that the current limitations are down to software, not
hardware. Intel claims that it could put more than enough cores on a chip (the
record is currently 80) to handle the new demands of ICE.
Another issue is reshaping distributed computing. Networks need to get much
smarter in terms of routing data to ensure that data flows are smooth and
reliable. Part of this would include setting up distributed datacentres to do
local processing and route data to mobile devices.
Battery life is also an issue, but Intel is trying to overcome this by using
much smarter power management. Processing wiill be shifted to a few active
cores, and the processor will shut down spare ones to save power.
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