Monday, February 14, 2011

Smartphones

Mobile phone evolutionImage via Wikipedia
What's the craze all about?

If you haven't heard of smartphones, we'd like to learn where you've been hiding all this time. Smartphones have been all over the news and chances are, you do know what they are - only you know them under different name. Smartphones are mobile phones with computer like capabilities.

What's that? Aha! Yes, you've not only heard of them, you've probably seen them as well. Packed with Internet access, email capabilities, address books, and a whole lot more, cell phones have come a long way since their first debut. But be careful not to confuse these newest toys with sandbox devices.

Sandbox devices are tools that come pre-loaded with things like calendars, calculators, and a notepad. What differentiates them from smartphones is that users can add (download and install) additional programs to smartphones and they seemingly become mini portable computers for the people who use them. That - and the ability to edit the content that sits on them - is what makes these phones "smart."

Some of the more popular brand names include the Blackberry, PalmSource, Nokia, and Windows CE. Yet the craze is extending to even some off-brand company names. Today, it's hard to find a cell phone that doesn't offer some sort of "smart" technology because it's in such a high demand. The convenience of having information at our immediate access is phenomenal - so much so that thousands of programmers have jumped on the opportunity to build unique applications specific to these small machines.

As a result, you can find tons of games, databases, GPA systems, weather reporting programs, and even small encyclopedias on these things - each accessible not at the click of a mouse - but at a few presses of a free thumb. Of course a mini keyboard is available for the text-messaging fan or for the poor fellow who can't seem to get away from the office. In the latter case, don't be surprised if you find the entire Microsoft Office suite displayed within a screen no bigger than a matchbook.

Is this a phase? That's highly doubtful. The market for these devices extends from the highly technical and professional all the way to the pre-teen socialite. The product crosses all demographics and thanks to decreasing costs - it sees no economic boundaries as well. The Wikipedia encyclopedia claims that "Out of 1 billion camera phones to be shipped in 2008, Smartphones, the higher end of the market with full email support, will represent about 10% of the market or about 100 million units."

But what is it that makes smartphones so appealing? As mentioned, smartphones give us the ability to not only carry our data around with us where ever we go, it also gives us the ability to edit that data any place - any time. In today's "reality" based generation, we're always looking for the opportunity to capture and relive a moment. And we want to share that moment with others. At best, smart phones give us the opportunity to express ourselves impromptu with entertaining results.

Attempting to do the same with a bulky desktop computer or laptop is to cumbersome. Even some of the smallest peripherals (digicams, digital cameras, etc.) don't give us the same opportunities that smart phones do. Being able to carry around a device for communication, creation, recording, and editing simply compliments the need for today's generation to do more and then do it, faster!

Saturday, January 8, 2011

Using Computers

PM giving speechImage by mahanim via Flickr
It's Not Rocket Science

These days it's strange to hear people say, "I'm just not computer literate," as computers have evolved from archaic scientific calculators to simple point-and-click type machines. We suspect that today's "computer illiterates" are people who haven't taken the time to experiment with such a machine. And we strongly believe that spending just twenty minutes with one could turn the most adamant technological caveman into any one of those who have fun wreaking chatroom havoc on the Internet today.

Today, one only needs to learn how to manipulate a mouse, punch a few buttons on a keyboard, or really just turn the thing on to use a computer. It's hard for some folks to believe, but the computers of this generation almost run themselves! For fun, let's investigate just how little knowledge these thousand-dollar machines actually require.

Can an absolute newbie operate a computer without knowing how to use a mouse or keyboard? Assuming that a computer is set up to operate on voice command - sure! Voice command software allows users to tell a computer what to do and the computer responds by fulfilling the user's commands. Although it's pretty new and still under development, voice directed technology has already infiltrated consumer service related systems.

Think back to the last time that you paid a bill over the phone. Instead of speaking to a human being, chances are that you spoke to a computer that not only responded to what you said and followed the commands that you gave it, it also asked you for more information such as your full name or credit card number. In this case, a person (such as yourself) operated a computer without even knowing it!

Can an absolute newbie sit down at a computer without knowing how to use one? Assuming that a computer is set up to operate on touch command - the answer is again, yes! Touch command software allows users to literally touch objects on a monitor and tell the computer what to do with a finger. Known as "kiosks," these programs are already in use world wide at ATM machines, employment centers, and in health monitoring systems.

Neither a mouse nor a keyboard is required. A computer user only needs to touch various boxes on a screen to control a computer. Sure, the programming behind such technology is extensive and advanced, but to the end user, it makes computer use less intimidating and plain easy.

Of course when we talk about operating a computer, we envision more involvement than speaking on the phone or touching things on a screen. The above illustrations were just a couple of examples of how far computer technology has grown, and how far we've pushed "user-friendliness" to its limit. Eventually, the keyboard and mouse will have to play a role when computer newbies have to work with one as a cash register, as a hotel booking program, or as a library's catalog system.

These requirements don't make computers any less easier to operate, but they don't make them that much harder either. So much of today's software is designed to accommodate the experience of a new user that anyone could get connected to the Internet, send an email message, and download an MP3 file within the first five hours of purchasing a personal PC.

Understanding Compression

YouTubeImage via Wikipedia
What It Is and What's Involved

Downloading files from the Internet has always been one of the most popular activities on the Internet - third to sending email and browsing the web. We download files from software libraries, ftp directories, YouTube and Google Video, MP3 sites, and we download files sent to us as email attachments.

Being so popular an activity, it's imperative that you compress the files destined for another computer. File compression combines a number of different files into one file, and it can also significantly reduce a very large file to a smaller one. As a result, the transmission of a compressed file across the Internet is faster and smoother. This article looks at compressed files a little closer and it describes how to compress and decompress them using two of the most popular archiving programs.

Identifying Compressed Files

Most files are compressed in .zip format (if you're using Windows) or .sit format (if you're using a Mac). The two most popular software programs used to compress and decompress files are Winzip and StuffIt respectively. There are other programs that do the same thing and there are even programs that can compress and decompress files for both the Windows and the Mac system. However since Winzip and StuffIt are the most popular, we will assume you will use either one to compress and decompress your own files.

If you download a compressed file from a website or file library that ends in an .exe extension, take note that although the file is compressed, it's typically a file that will install a program onto a computer. .Zip or .Sit files don't install software - they merely archive a collection of them into one, or they significantly reduce the size of a larger one.

Decompressing Files

Assuming that you have Winzip or StuffIt installed on your computer, you can access the files archived inside a .zip or .sit file by simply double-clicking the archive (a file ending in a .zip or .sit extension). Double-clicking one of these kinds of files will open up a window that displays the contents of the archive. In most cases, you can double click a file inside this window to use it, or you can select it and drag the file to a folder to view later.

Depending on how you elected to install Winzip or StuffIt, you may be able to right-click a .zip or .sit file and have the program extract its contents into a new folder for you.

Compressing Files

When you want to upload a file or email a collection of files to a friend, it's best to archive it as a .zip or .sit file first. This will decrease the time it takes for your computer to send it elsewhere, and it will also decrease the time it takes for someone else to download it.

To create your own .zip or .sit file, you can select a single file or a group of files from within Explorer, and right-click the selection. Again, depending on how you installed Winzip or StuffIt, you can click the "Add to Zip" or "Add to Sit" option and have these programs automatically archive the file(s) into one.

Some files compress better than others and in some instances, you may not notice that much of a difference. The files that compress the best are images, documents, and multimedia files. Executable files (files that end in an .exe extension) don't compress that well, however when they're archived with a sizable number of other files, they compress rather well. Go figure!

Monday, December 27, 2010

Video Games in the Future

NintendoCover of NintendoA Gamer's Plea


With video game technology advancing so fast and so far from where it started, one can't help but to entertain the idea of where it's going to go from here. After all, that is part of a larger creative process and we'd like to think that our writings contribute even in some small way. One of the earliest video games that we can remember is Commodore's "Pong." But never did we think the industry would have reached the point where it is today. One thing is for sure however, and that's the gaming is pushing full force ahead.

Today we did a little fantasizing to see where our imagination and desires would take us.

The following offers some suggestions of what could be done short of a little thing called, "impossible."

We're a little intrigued with the "Sun Game Glasses" idea. Wearing a pair of dark sunglasses and using the technology implemented by Nintendo's "Wii" system, we could literally watch a game take place right before our eyes and then interact with it using a device that's about the size of a pen. Since this isn't exactly a new idea, we're curious to watch what develops from University of South Australia's 'ARQuake' project1 - a springboard for this kind of gaming to develop in the near future for sure.

Another cool idea we'd like to see erupt within the gaming industry is the ability to talk to the characters inside a game. Some games allow players to textually speak to game characters already, but we'd like to see this pushed a little further. We'd like to be able to orally interact with characters: ask questions, joke around, warn and speak to them as if we were speaking to another human being. And we'd like to hear these characters talk back! It's the ultimate artificial intelligence opportunity and although it would probably be years before this technology would be available on a wide scale, we're sure it would be a hit.

Will we ever get to the point where we can play inside a simulated environment the way the characters in Star Trek: The Next Generation could play? Virtual reality is getting close, but the reality of the simulation is gone the moment we put on the silly-looking goggles and gloves. In order for simulation of this sort to work, there has to be as little a barrier between gamers and the game as possible. We don't what to just think we're inside a game, we want to feel that we're inside a game and to be honest, we don't want to have to go somewhere outside our home to do so.

The television or computer screen will suffice for now, but in the future, we're going to want to be surrounded with the elements that make gaming the wonder that it is today. We're going to want to transform our dens or bedrooms into a virtual alien ship or simulated jungle. In short, we want a new world.

One possible obstacle to bringing this fantasy into our living rooms is public acceptance. Would the public be ready for such a high level of entertainment? And could the public handle it? Immediately following Nintendo's Wii release, customers were ready to complain that they wanted their old controller back! So as with any new development, there will surely be unintended consequences and although we're gung-ho for these types of advances, we also share concerns about the impact it would have on an audience that isn't "virtually ready."

As a result, we can certainly envision a few laws introduced that restricted the use of our fantasy gaming. We already have some laws that attempt the same now and in our opinion, that's a good thing. The last thing we want to encounter in gaming is physical harm - especially when we're trying to enjoy virtual entertainment!



Sunday, December 26, 2010

What Makes A Great Game:

Dice for various games, especially for rolepla...Image via Wikipedia
A Gentle Reminder for Programmers


It's easy to get lost in all the details of building a great video or computer game - so easy in fact, that we can forget the parts of a game that make them fun to play. The following serves as a gentle reminder of what prompts players to play games in the first place. Refer to this reminder in the event that you get bogged down or distracted with confusing C++ syntax, or lines and lines of Visual Basic statements and DLL structures.


1. Remember the player is the main character. Here's a secret between you and me: People play games to gain a sense of control. If you can manage to program your game in a way that puts the player in control, then you've already won half the battle. This doesn't mean to suggest that the game should be easy. It simply means that when a gamer runs home from school or drives home from work to play a video game, she wants to feel the control that she didn't have during the hours between nine and five. The outcome of a game - whether it's a win or a loss - should never be random, but the result of a good, controlled game play instead.

2. KISS. Remember that acronym? It stands for Keep It Simple Stupid. We all know that programming a game is hard business, but believe us when we say we don't want to be reminded of it. The difficulty of programming a game should never be part of the game play so when possible, make the game easy to start, easy to navigate, and of course, easy to play. We're not asking for pre-school strategy here, but on the other hand, we don't want to feel as dumb as a pre-schooler either. Forget the hundred page manual. Nobody except the truly obsessed is going to read it anyway. Build your game for the average Joe and everyone will be your fan.

3. Add plenty of action. And add lots of it too. The more action you add to your game, the more attention players will pay attention to it. And the more that players pay attention to your game, the more addictive your game gets. For every action that a player's character makes, have the game react and then prompt the player for more.

4. Make the story a good one. Nothing is worse than playing a game only to wonder what you're doing and why. Purpose is and always has been a human obsession. But without it, we're left wandering... in the darkness... wondering bizarre things like how the house would look in a coat of bright pink paint. Don't give your players the opportunity to waste time like that. Give them a mission and make sure your game reminds them what the mission is at opportune times and why they must complete it.

5. Give us eye candy. But make it relevant. The graphics in a game shouldn't be distracting, they should make our eyeballs glaze over with satisfaction upon seeing them, and then salivate for more. Graphics should contain clues and entice us further and further into the game until we've beaten the thing.

6. Make it real. Fantasy games are okay, but what makes them cool is the fact that they're realistic. It's hard to get into something that isn't familiar or that there's no way we could ever experience. But if you can implement some reality into your games, players will appreciate it and relate to it on a whole new respectable level.

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