History of the Smart Toy Lab and Intel Play Toys
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An Interactive Toy Robot: Learning Through Play By
AN INTERACTIVE TOY ROBOT: LEARNING THROUGH PLAY BY QIUYAN TANG DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts in Art and Design with a concentration in Industrial Design in the Graduate College of the University of Illinois at Urbana-Champaign, 2020 Urbana, Illinois Adviser: Professor William Bullock ABSTRACT The trend in school curriculums increasingly focuses heavily on math and science for younger children (5-11 years old). Unfortunately, the science of the ocean is lacking so although children may be curious about the ocean their knowledge of it is lacking. The Ocean is the heart of our planet and provides many benefits such as food, jobs, life, and recreation. Without it, life on Earth would not exist. While marine life is endangered by garbage and chemical waste people dump in the ocean, the public is not well informed about the severity of the problem. There is a need for more a comprehensive understanding about the ocean and its marine life among the public and particularly among school aged children. A greater understanding of the importance of the ocean and its marine life offers a number of benefits. With knowledge comes understanding and the opportunity to develop empathy and appreciation for other life forms. Knowledge can also empower future leaders to make positive changes in order to protect and use ocean resources wisely. There is probably no better substitute for being there when learning about the environment. While scientists are able to use sea robots to study and explore the ocean directly, most of us including children will never have this opportunity. -
Kids & the Connected Home
KIDS & THE CONNECTED HOME: PRIVACY IN THE AGE OF CONNECTED DOLLS, TALKING DINOSAURS, AND BATTLING ROBOTS DECEMBER 2016 Acknowledgements Future of Privacy Forum (FPF) and Family Online Safety Institute (FOSI) would like to thank the participants and attendees of "Kids and the Connected Home" (July 20, 2016), as well as the following individuals who contributed to the research and analysis in this paper: Carolina Alonso, Legal & Policy Fellow, Future of Privacy Forum Stacey Gray, Policy Counsel, Future of Privacy Forum Emma Morris, Global Policy Manager, Family Online Safety Institute Jennifer Hanley, Director, Legal & Policy Family Online Safety Institute Steven Anderson, Legal Intern, Future of Privacy Forum Hengyi Jiang, Legal Intern, Future of Privacy Forum Emily S. Tabatabai, Of Counsel, Orrick Herrington & Sutcliffe TABLE OF CONTENTS Executive Summary ............................................................................................................................................... 1 I. The Landscape: Connected Toys Are Increasingly Popular and Often Use Children's Data to Enable Interactive Play ................................. ....................................................................................................... 2 Connected Toys Differ from Other Toys Because They Collect, Use, and Share Data Via the Internet. ................................ ................................................................................................................ 2 Connected Toys Use a Variety of Technical Methods -
Comprehensive Security Analyses of a Toys-To-Life Game and Possible Countermeasures Master Thesis - July 2016
Comprehensive security analyses of a toys-to-life game and possible countermeasures Master thesis - July 2016 Author Kevin Valk Radboud University [email protected] Supervisor Supervisor Second reader Robert Leyland Lejla Batina Eric Poll Radboud University Radboud University [email protected] [email protected] Abstract This thesis aims at modeling important attacks on a toys-to-life game using attack-defense trees. Using these trees, different practical attacks are executed to verify the current coun- termeasures and find possible new exploits. One critical exploit led to a binary dump of the firmware, which made it possible to reverse the key derivation algorithm. This led to breaking the security layer that protected the toys. With the key derivation algorithm known, toys could be forged for under a dollar and made it possible to search for unreleased toys and variants. Given the possible attacks, numerous countermeasures are presented to protect games against these attacks and improve general security. The foremost countermeasure is the addi- tion of digital signatures to the toys. This countermeasure makes it infeasible to forge toys. However, this does not stop 1-on-1 clones, but concepts are explored to protect against 1-on-1 clones in the future using Physical Unclonable Function (PUF). 1 Contents 1 Introduction 4 2 Background 5 2.1 Attack Trees.......................................5 2.1.1 Basic attack-defense trees............................5 2.1.2 Quantitative analysis...............................6 2.2 Public-key cryptography.................................6 2.3 Near Field Communication...............................7 2.3.1 MIFARE Classic.................................7 2.3.2 MIFARE Classic knockoff tags.........................8 3 Threat model 10 4 Attacks 14 4.1 Proxmark III...................................... -
Intel Corporation Annual Report 1999
clients networking and communications intel.com 1999 annual report the building blocks of the internet economy intc.com server platforms solutions and services 29.4 30 2.25 90 2.11 26.3 1.93 25.1 1.73 20.8 20 1.45 1.50 60 16.2 1.01 11.5 10 0.75 30 8.8 0.65 0.65 High 5.8 4.8 3.9 0.31 Close 0.24 0.20 Low INTEL CORPORATION 1999 0 0 0 90 91 92 93 94 95 96 97 98 99 90 91 92 93 94 95 96 97 98 99 90 91 92 93 94 95 96 97 98 99 Net revenues Diluted earnings per share Stock price trading ranges (Dollars in billions) (Dollars, adjusted for stock splits) by fiscal year (Dollars, adjusted for stock splits) 3,111 1999 facts and figures 3,000 45 2,509 Intel’s stock 38.4 2,347 35.5 35.6 price has risen 33.3 2,000 28.4 30 1,808 27.3 at a 48% 26.2 21.2 21.6 20.4 1,296 1,111 970 compound 1,000 15 780 618 517 annual growth 0 rate in the 0 90 91 92 93 94 95 96 97 98 99 90 91 92 93 94 95 96 97 98 99 Research and development Return on average (Dollars in millions, excluding purchased last 10 years. stockholders’ equity in-process research and development) (Percent) 9.76 4,501 9 Japan 4,500 7% 4,032 7.05 3,550 3,403 3,024 5.93 6 Asia- 3,000 Pacific North 5.14 23% America 2,441 43% 1,9 33 3.69 2.80 3 1,500 1,228 2.24 Machinery 948 & equipment 1.63 1.35 Europe 680 1.12 27% Land, buildings & improvements 0 0 90 91 92 93 94 95 96 97 98 99 90 91 92 93 94 95 96 97 98 99 Book value per share Geographic breakdown of 1999 revenues Capital additions to property, at year-end (Percent) plant and equipment† (Dollars, adjusted for stock splits) (Dollars in millions) Past performance does not guarantee future results. -
The Future of the Microprocessor Industry”
MASSACHUSETTS INSTITUTE OF TECHNOLOGY SLOAN SCHOOL OF MANAGEMENT 15.912 Technology Strategy Professor Rebecca Henderson “The Future of the Microprocessor Industry” Final Paper Juan Chaia Paulo Marchesan Bernardo Neves Cambridge, Massachusetts. May 11th, 2005 15.912 Technology Strategy Massachusetts Institute of Technology Professor Rebecca Henderson Sloan School of Management EXECUTIVE SUMMARY Intel has been one of the most successful companies in modern corporate history. They are the clear leader in the microprocessor industry, in which they have set the pace of technological advance in the past three decades. They were able to do this because of the uniqueness of its technology at the beginning, and the development of strong complementary assets, namely manufacturing expertise and branding, later on. As a consequence, Intel has been able to capture a significant portion of the value created by the microprocessor industry. However, the electronic microprocessor technology is reaching maturity, and may be subject to a disruption within the next two decades. In this paper, we predict that such disruption may come from microphotonics. Microphotonics technology, which very crudely uses photons for the transmission and processing of data, has been on the spotlight for at least a decade. According to experts from MIT, it may be ready to be used on commercial chips in a decade. Some large companies around the world, such as Pirelli, IBM, Lucent and others, are already making big bets that this will be the next chip technology. Our paper microphotonics analyzes different scenarios that the industry leader, Intel, may face if indeed microphotonics turns out to be the disruptive technology in the microprocessor industry. -
Tech Toys Safety Guide
Your resource for keeping kids safe in a tech-connected world. From Wi-Fi connected talking dinosaurs to build-your-own superhero gear, “smart” toys have hit the market hard. In 2017, the global smart toys market reached $7.78 billion, and it’s expected to grow at a 15.5% compound annual growth rate by 2025. That’s a lot of intelligence. But just what kind of data are these toys keeping track of? And is it safe? While there are plenty of physical safety hazards to consider with children’s toys—such as your kid choking on a small part—this guide focuses on how to keep your child’s information safe in an increasingly connected world. So what exactly are tech toys, anyway? Seems everything’s smart these days—and the toy market is no different. Smart toys, or tech toys, are children’s play devices equipped with internet connectivity, interactive technology, or artificial intelligence. These connected toys can adapt and grow with your child and offer a playful, often educational, alternative to the sandbox. Whereas smart toys for adults might look like a virtual reality gaming system or a learning thermostat (for the true grown-ups), smart toys for kids might be a Siri-enabled teddy bear or a code-savvy monster truck. You can even buy your teen (or first-grader!) a robot that’ll help teach them programming basics. In this market, there’s a little something for almost every kid from 3 to 13—or, well, 27. What data can companies glean from my kid’s smart toy? Big tech companies—including Facebook, YouTube, and Google—collect data at near-alarming rates. -
The Augmented Knight's Castle Playset
The Augmented Knight’s Castle – Integrating Mobile and Pervasive Computing Technologies into Traditional Toy Environments Matthias Lampe and Steve Hinske Institute for Pervasive Computing, ETH Zurich, CH-8092 Zurich, Switzerland {lampe, steve,hinske}@inf.ethz.ch Abstract. The Augmented Knight’s Castle is an augmented toy environment that enriches the children’s pretend play by using background music, sound effects, verbal commentary of toys, and different forms of tactile and visual feedback in reaction to the children’s play. Moreover, interactive learning experiences can be integrated into the play (e.g. to teach songs and poems or to provide the child with facts about the Middle Ages). We describe the different possibilities that are realized in our augmented playset, based on various mobile and pervasive computing technologies. Radio frequency identification (RFID) technology is used to automatically and unobtrusively identify toys in the playset. Mobile phones and “smart toys” equipped with sensors and RFID readers are introduced into the playset to enhance the play and to provoke further interaction. 1 Introduction Playing with toys is an essential part of the childhood. Besides being a recreational amusement and pure fun, playing also serves as an important function for the psychological, physiological and social development of a child [1, 2]. To further support creativity and inspire the fantasy of children, traditional toys can be enriched by adding multimedia content to them. The ideal entertainment experience then comes from the combination of physical experience, virtual content, storytelling and the imagination of the user [3]. By adding audio components and visual and tactile feedback to a traditional toy playset, we created an entertaining and exciting multimedia playground that fosters the children’s pretend play and offers ideal possibilities of integrating interactive learning experiences (see Fig. -
Guide 2020 Games from Spain
GUIDE GAMES 2020 FROM SPAIN Message from the CEO of ICEX Spain Trade and Investment Dear reader, We are proud to present the new edition of our “Guide to Games from Spain”, a publication which provides a complete picture of Spain’s videogame industry and highlights its values and its talent. This publication is your ultimate guide to the industry, with companies of various sizes and profiles, including developers, publishers and services providers with active projects in 2020. GAMES Games from Spain is the umbrella brand created and supported by ICEX Spain Trade and Investment to promote the Spanish videogame industry around the globe. You are cordially invited to visit us at our stands at leading global events, such us Game Con- nection America or Gamescom, to see how Spanish videogames are playing in the best global production league. Looking forward to seeing you soon, ICEX María Peña SPAIN TRADE AND INVESTMENT ICT AND DIGITAL CONTENT DEPARTMENT +34 913 491 871 [email protected] www.icex.es GOBIERNO MINISTERIO DE ESPAÑA DE INDUSTRIA, COMERCIO Y TURISMO EUROPEAN REGIONAL DEVELOPMENT FUND A WAY TO MAKE EUROPE GENERAL INDEX ICEX | DISCOVER GAMES FROM SPAIN 6 SPANISH VIDEOGAME INDUSTRY IN FIGURES 8 INDEX 10 DEVELOPERS 18 PUBLISHERS 262 SERVICES 288 DISCOVER www.gamesfromspain.com GAMES FROM SPAIN Silvia Barraclough Head of Videogames Animation and VR/AR ICEX, Spain Trade and Investment in collaboration with [email protected] DEV, the Spanish association for the development and +34 913 491 871 publication of games and entertainment software, is proud to present its Guide to Games from Spain 2020, the perfect way to discover Spanish games and com- panies at a glance. -
STARTER KIT INSTRUCTIONS Paper Stock: White Offset • Make Sure Your Computer Has Sounds Enabled and Speakers Turned on to Hear Paper Weight: 70 Lb
Returning to Online Play INSTRUCTION SHEET 6+ SPECIFICATIONS • Once you have completed installation, you can launch the Xtractaurs™ website Toy: STARTER KIT anytime by connecting the Extraction Gun to your computer’s USB port. Toy No.: P7218 • Alternately, you may open your computer’s web browser, go to Part No.: 0920 www.XTRACTAURS.com and select “Sign In.” Trim Size: A5 Tips & Troubleshooting Folded Size: A6 Type of Fold: • After you have successfully installed the Xtractaurs™ program and registered One ™ # colors: online, you do not need to install the CD again to play. Keep the CD in case Colors: Black you need to reinstall at a later date. STARTER KIT INSTRUCTIONS Paper Stock: White Offset • Make sure your computer has sounds enabled and speakers turned on to hear Paper Weight: 70 lb. the game's sound effects. EDM No.: • To see if the Extraction Gun is connected, look at the lights on the gun: ○ A slow, pulsing red light means it is successfully connected to your PC. Getting Started ○ A fast, flashing green light means the program did not install. Reload the • Load the CD into your Mac or PC. CD and repeat the steps under “Getting Started.” • On a PC, the program will auto install; on a • Need help? Visit service.mattel.com or call toll-free 1-800-524-8697. Mac, select “RUN ME” to install. • When prompted, connect the Extraction Keep these instructions for future reference as they contain important information. Gun to your computer’s USB port. Minimum System Requirements • Once installation is complete, your web All PC MAC browser will open and you will be taken to • USB 2.0 • Windows XP/Vista OS • OS 10.5 (Leopard) or higher www.XTRACTAURS.com. -
2019 Edelman Ai Survey
2019 EDELMAN AI SURVEY SURVEY OF TECHNOLOGY EXECUTIVES AND THE GENERAL POPULATION SHOWS EXCITEMENT AND CURIOSITY YET UNCERTAINTY AND WORRIES THAT ARTIFICIAL INTELLIGENCE COULD BE A TOOL OF DIVISION March 2019 Contents 3 Executive Summary 4 Technology 13 Society 25 Business & Government 35 Conclusion 36 Key Takeaways 37 Appendix: Survey Methodology and Profile of Tech Executives 2019 EDELMAN AI SURVEY RESULTS REPORT | 2 Executive Summary Born in the 1950s, artificial intelligence (AI) is hardly AI while nearly half expect the poor will be harmed. new. After suffering an “AI Winter”* in the late 1980s, Approximately 80 percent of respondents expect recent advances with more powerful computers, AI to invoke a reactionary response from those who more intelligent software and vast amounts of “big feel threatened by the technology. Additionally, data” have led to breakneck advances over the last there are also worries about the dark side of AI, several years mostly based on the “deep learning” including concerns by nearly 70 percent about the breakthrough in 2012. Every day, there are headlines potential loss of human intellectual capabilities as extolling the latest AI-powered capability ranging AI-powered applications increasingly make decisions from dramatic improvements in medical diagnostics for us. Furthermore, 7 in 10 are concerned about to agriculture, earthquake prediction, endangered growing social isolation from an increased reliance wildlife protection and many more applications. on smart devices. Nevertheless, there are many voices warning about The survey reveals the many positive benefits but a runaway technology that could eliminate jobs and also the potential that AI can be a powerful tool pose an existential threat to humanity. -
Hand Rehabilitation and Telemonitoring Through Smart Toys
sensors Article Hand Rehabilitation and Telemonitoring through Smart Toys N. Alberto Borghese 1,* , Jacopo Essenziale 1 , Renato Mainetti 1, Elena Mancon 2, Rossella Pagliaro 2 and Giorgio Pajardi 2 1 Department of Computer Science, AIS-Lab Laboratory of Applied Intelligent Systems, Università degli Studi di Milano, 20133 Milan, Italy; [email protected] (J.E.); [email protected] (R.M.) 2 Hand Surgery Unit, San Giuseppe MultiMedica Hospital, 20123 Milan, Italy; [email protected] (E.M.); fi[email protected] (R.P.); [email protected] (G.P.) * Correspondence: [email protected]; Tel.: +39-02-503-16325 Received: 1 October 2019; Accepted: 3 December 2019; Published: 13 December 2019 Abstract: We describe here a platform for autonomous hand rehabilitation and telemonitoring of young patients. A toy embedding the electronics required to sense fingers pressure in different grasping modalities is the core element of this platform. The system has been realized following the user-centered design methodology taking into account stakeholder needs from start: clinicians require reliable measurements and the ability to get a picture remotely on rehabilitation progression; children have asked to interact with a pleasant and comfortable object that is easy to use, safe, and rewarding. These requirements are not antithetic, and considering both since the design phase has allowed the realization of a platform reliable to clinicians and keen to be used by young children. Keywords: smart objects; pressure sensing; wireless communication; 3D printing; emotional design; hand rehabilitation; exergames; hand surgery 1. Introduction The hand, both morphologically and functionally, represents one of the main elements that characterize humankind and serves as the main tool by which to interact with the environment in daily life. -
Designing a Smart Toy Interactive Setting for Creating Stories from Free Play to Story Structure and Reflection Support
This is a preprint version made available until the publisher version is ready. Please, search in the publisher digital library for the updated paper and the correct citation. To appear in the proceedings of Design, Learning & Innovation 2019. Designing a smart toy interactive setting for creating stories From free play to story structure and reflection support Silke ter Stal1;2, Alejandro Catala3, Mari¨etTheune4, and Dennis Reidsma4 1 Roessingh Research and Development, Enschede, The Netherlands [email protected] 2 Faculty of Electrical Engineering, Mathematics and Computer Science, University of Twente, Enschede, The Netherlands 3 Centro Singular de Investigaci´onen Tecnolox´ıasIntelixentes (CiTIUS), Universidade de Santiago de Compostela, Spain [email protected] 4 Human Media Interaction, University of Twente, Enschede, The Netherlands fm.theune, [email protected] Abstract. Smart and robotic toys introduce more possibilities than ever for building interactive settings for playful learning. Here we explore their use for supporting the development of storytelling skills in children. Pre- vious research on interactive storytelling prototypes has already shown their potential to this end. However, the focus has often been set on technical implementation issues or using very specialized hardware that may limit their potential to go outside the lab. The lack of a general and integrated application with off-the-shelf affordable components has encouraged our research on how to combine a tablet application with an existing smart robotic toy, so that it supports the creation of struc- tured stories and children's reflection on them. Thus, this paper reports on the design and development of a multimedia storytelling application that includes a smart robotic toy, adopting a user-centric approach with iterative design and user-testing cycles.