Written by Fred Bailey


The Chinese Academy of Sciences has announced the successful distribution, via satellite, of entangled photons between three different earth-based stations, separated by as much as 1200 km, opening up a new avenue in the feasibility of quantum communications.


Internet messaging is vulnerable to interception by nefarious individuals or groups. Which is a cause of pain to many of us, pain ranging from irritation to international peril. 

You want to get a piece of information from Point A to Point B. It travels by a specific tangible pathway. It’s in that pathway from A to B wherein lies the vulnerability.

But what if you skip the pathway? What if you simply jump that information from A to B?

These recent Chinese experiments in the field of quantum physics may have demonstrated the possibility of a practical application of that idea, unlocking the door to firmly and effectively block interception—and therefore interruption, disruption and even the insertion of viruses.

It involves a thing called entanglement theory, which proclaims that it’s possible for two particles to interact in such a way that they’re inseparably connected, so deeply joined that even if they’re located light-years apart, something that happens to one of them will immediately be reflected, in a mirror image, in the other one.

Quantum physicists at the University of Science and Technology of China recently revealed they’d split pairs of photons and sent one of each pair to a satellite in orbit several hundred miles away. But they were able to prove that each photon remained inexorably linked to its double, replicating any behavioral changes.

Why would this be important or useful?

Because, as Time magazine put it, this entanglement “could lead to an instantaneous, ultra-secure Internet,” no longer vulnerable to hackers and worms.

How? Because data could be encrypted in one arrangement of particles that would then show up in its partner without being tangibly “sent.” The data would simply appear there.

“China has taken the leadership in quantum communication,” says Nicolas Gisin of the University of Geneva. “This demonstrates that global quantum communication is possible and will be achieved in the near future.”

Interestingly enough, even though this phenomenon has been previously demonstrated to be physically factual, it has never been adequately explained. Einstein called it “spooky action at a distance.”


Written by Fred Bailey


Since the unexpected closing of Oculus Story Studio earlier this year, some are questioning the future of VR. What kind of legs does it have? It seems to be stumbling at the moment.

But anyone attending the Electronic Entertainment Expo (a.k.a. E3) in Los Angeles in mid-June—the video game industry’s annual preview of things to come—would probably have had a different outlook: Virtual Reality is booming.

The Hollywood Reporter recently showed charts demonstrating that current VR revenue is primarily from gaming, pegging it at $281M in 2016, against $124M from video and a mere $16M from apps.

At E3, high profile game issuers like Sony and independent developers showcased dozens of VR titles, and many are expected to thrive. The reason is not difficult to perceive. Gamers love their games.  And doing them in VR gives them a feeling of total immersion.

The next phase for developers is to move past the simple presence of VR and to try new tricks. Throw in some artificial intelligence, voice commands and eye-tracking technology, aiming for greater multi-player experiences.

In short, the game industry is on the crest of the VR wave and is the leader, with other entertainment business sectors following.

Nevertheless, the Hollywood Reporter’s projections go on to say that by 2021, VR video revenues will outstrip VR gaming, $3B against $2B.

No matter which way you cut it, that’s a huge market.  Looks like VR does have legs.

2017 E3 Brings Gaming Excitement to Los Angeles

Written by Rob Yen


The 2017 Electronics Entertainment Expo, or better known as E3, took place at the Los Angeles Convention Center from June 13-15, 2017. With an attendance of over 68,000 people, and about 15,000 tickets offered and sold to fans, E3 has become one of the most popular gaming conventions in the world.

This year, the annual convention did not disappoint as it showcased and announced some of the hottest and most-exciting offerings from hardware and software developers and publishers from the video game industry.

Industry giants like Sony, Nintendo, and Microsoft showcased their current and upcoming games for the Playstation, Switch, and Xbox consoles, respectively. It’s no wonder these major players had the biggest displays at E3, as the competition for fans and anticipation has become a yearly tradition on the convention floor.

Most of the announcements this year focused on new game titles, with a lack of hardware announcements overall. Areas that seemed to generate a growing trend is the increase in VR-based games, new intellectual property (IP), and franchise expansions. With Facebook’s Oculus Rift, Samsung Gear VR, Sony Playstation VR, HTC Vive, and Google Daydream playing roles at E3, developers are well aware of the capabilities that virtual reality will play in the future of gaming.

However, that didn’t create the most buzz at E3. Walking up to a large stage area that was set up in the middle of the convention floor, you couldn’t help but notice the noise from fans cheering in the audience while massive screens showed players competing against each other on the first-person shooter game, Quake Champions by Bethesda Games. As cameras rolled, players were treated like celebrity athletes as game announcers play-called their avatars’ moves in the game. It’s no wonder a gaming media representative we spoke with said that eSports is the next big influencer in the industry.

This surreal mix of reality, excitement, and electronic entertainment is what E3 looks to achieve. Mission completed.