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Military use of consumer technology: War games
Oleh:
[s.n]
Jenis:
Article from Bulletin/Magazine
Dalam koleksi:
The Economist (http://search.proquest.com/) vol. 393 no. 8661 (Dec. 2009)
,
page 77.
Topik:
Consumer Products
;
Video Games
;
Military Equipment
Ketersediaan
Perpustakaan Pusat (Semanggi)
Nomor Panggil:
EE29.58
Non-tandon:
1 (dapat dipinjam: 0)
Tandon:
tidak ada
Lihat Detail Induk
Isi artikel
VIDEO games have become increasingly realistic, especially those involving armed combat. America’s armed forces have even used video games as recruitment and training tools. But the desire to play games is not the reason why the United States Air Force recently issued a procurement request for 2,200 Sony PlayStation 3 (PS3) video-game consoles. It intends to link them up to build a supercomputer that will run Linux, a free, open-source operating system. It will be used for research, including the development of high-definition imaging systems for radar, and will cost around one-tenth as much as a conventional supercomputer. The air force has already built a smaller computer from a cluster of 336 PS3s. This is merely the latest example of an unusual trend. There is a long tradition of technology developed for military use filtering through to consumer markets: satellite-navigation systems designed to guide missiles can also help hikers find their way, and head-up displays have moved from jet fighters to family cars. But technology is increasingly moving in the other direction, too, as consumer products are appropriated for military use.
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