Where science fiction becomes science fact - that is the place Hank is exploring in today's episode of SciShow. Many inventions we use today were first imagined in stories that described fantastical futures. Hank talks about the origins of four of these: the cell phone, the submarine, the telemanipulator (or robot arm), and the taser.
Airlines began to spring up everywhere, catering to the demands of passengers wanting to go just about anywhere, but the flights were only domestic at the time. Pre-war travel was sold as a luxury experience afforded only by the rich, but post war, the emphasis was on comfort and customer service for both the rich and middle class.
In the future will we spend our leisure time with smart and sophisticated machines designed for fun - Entertainment Robots? Marvel at Mantis, a two ton insect and Tradinno, a giant fire-spitting dragon. Then take a seat and watch a mechanical actor and a robotic pianist perform.
Think NASA's only for the stars? Think again. The space race has played a colossal part in our daily lives. From online dating to the freshness of the food we consume. The quest for the stars has created tech so woven into our everyday existence, without it, the world would simply unimaginable.
In the first episode, Andrew looks at how people live in five of the world's biggest megacities: London, one of the world's oldest megacities; Dhaka, the world's fastest-growing megacity; Tokyo, the largest megacity on Earth; Mexico City, one of the most dangerous cities in the world; and Shanghai, arguably the financial capital of the world. Andrew compares the sleek skyscrapers and rapid modernisation of Shanghai to the colourful street culture and geographic sprawl of Mexico City. He spends a night living in a one-room shack in Dhaka's toughest slum, taking his turn to fetch water, cook and clean; and he rents a friend in the efficient and high-tech, but alienating, city of Tokyo. As he gets under the skin of each unique metropolis, Andrew discovers how the structure of each megacity defines every aspect of its inhabitants' daily lives. And he considers what the megacities of the future can learn from the metropolises of today.
Today's greatest skyscrapers use cutting-edge tech to build sky-high micro-cities within their walls, and these innovative mega-builds are becoming the new engineering icons in Chicago, Dubai, Beijing, and other twenty-first century metropolises.
Indie Game: The Movie is the first feature documentary film about making video games. It looks specifically at the underdogs of the video game industry, indie game developers, who sacrifice money, health and sanity to realize their lifelong dreams of sharing their visions with the world. After two years of painstaking work, designer Edmund McMillen and programmer Tommy Refenes await the release of their first major game for Xbox, Super Meat Boy—the adventures of a skinless boy in search of his girlfriend, who is made of bandages. At PAX, a major video-game expo, developer Phil Fish unveils his highly anticipated, four-years-in-the-making FEZ. Jonathan Blow considers beginning a new game after creating Braid, one of the highest-rated games of all time. Four developers, three games, and one ultimate goal— to express oneself through a video game. Indie Game: The Movie is about the creative process and putting yourself out there through your work. It’s a journey many filmmakers, creators, artists, entrepreneurs - many people, can relate to in the digital era.
2012 • Technology