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Sunday, July 11, 2010

Watch Alice In Wonderland On A 3D and wow yourself


Director Tim Burton takes us further down the rabbit hole than we have ever been with his new adventure of Alice in Wonderland based on characters from the books by Lewis Carroll.
It was well worth the wait. The combination of 3D, animation and live action is a tasty treat for your eyes to behold. You will be filled with wonderment at the Red Queen’s bulbous head, her devout tin soldier army, terrified bullfrog servants and live monkey furniture. This is a familiar world we have been to full of old friends and new surprises.
“They gave me a script and they said 3D,” says Tim Burton. “And even before I read it I thought that’s intriguing, and what I liked about Linda Woolverton’s script was she made it a story, gave it a shape for a movie that’s not necessarily the book.”

Alice, played by Mia Wasikowska, is older now and although plagued with the same dream over and over again she doesn’t remember ever being to a place called Wonderland. She is nineteen years old and overwhelmed with the pressures of what society expects of her. She has started to rebel in her own way by refusing to dress in a corset and stockings that a lady should wear or act according to the manners of how a lady should. When confronted with a embarrassingly public wedding proposal by a man she doesn’t want to be with she chooses to run away from the situation to follow a strangely familiar looking white rabbit wearing a waistcoat and carrying a wristwatch which seems to be telling her it is Her time. She follows the rabbit through a hedge and down the rabbit hole and the tale begins as the original story did with her drinking potions that make her small and cake that makes her big. Secret admirers watching from behind the door of what is now known as Underland are quickly confused at why she doesn’t remember any of this from the last time. The movie quickly moves through a whirlwind of re-introductions as we meet Tweedledee and Tweedledum, the Blue Caterpillar, the mystifying and always purring Cheshire Cat, the White Rabbit and some new creatures we have never seen before.
“What I liked about this take on the story is Alice is at an age where you’re between a kid and an adult, when you’re crossing over as a person. A lot of young people with old souls aren’t so popular in their own culture and their own time. Alice is somebody who doesn’t quite fit into that Victorian structure and society. She’s more internal,” says Burton.
Alice is quickly questioned by everyone if she could possibly be the same Alice as before. The Underland creatures and the White Queen have been waiting for her to return to be their champion. She is suppose to be their hero that fights the dreaded Jabberwocky whose death will annihilate the reign of the dreaded Red Queen who is more interested in beheading her patrons rather than ruling them. This was a very refreshing version of Alice that when later dressed in a suit of gleaming silver armour becomes a character likened to Joan of Arc who leads the people to justice and saves them against all odds. She is a girl who wants to be different. She is strong and although confused by her surroundings in the beginning she quickly becomes the adventurer that knows no bounds near the end. It is an exhilarating to be with her on her journey of discovery and this movie provides a fantastic role model for all ages in finding the strength from deep within when faced with the impossible. Mia Wasikowska does a fabulous job playing the strong willed Alice that will inspire and warm the hearts of many for years to come.
Johnny Depp’s portrayal of the Mad Hatter is impeccable. This character has been done so many times in movies and theatre that it is always a difficult role to take on because it has been so typecast. The scene of the tea party alone is incredibly done as it is a roller coaster ride of happiness, madness, fear and optimism. The Mad Hatter used to work for the White Queen and is waiting for the rule of the Red Queen to be over. In the interim he has gone from being a kind of court jester to someone that has gone round the bend. He alone shows us his great sorrow, joy, confusion, regret and hope for a better day. He has been waiting for years at the same tea party for Alice to return and save them. Alice becomes his sanity anchor that keeps him grounded and gives him a purpose in life from that of making grand hats. Their friendship is incredibly touching and the way they become bound to one another to find their strengths is incredibly endearing. The Mad Hatter is not a one sided portrayal in this tale, he is a hero that provides capricious comic relief and tugs at your heart strings with his loss of reality. Depp has done a brilliant job of this character and made him the most lovable, believably mad Mad Hatter I have ever seen. I tip my hat to him. This is an Oscar winning performance that you don’t want to miss.
“The combination of being able to play the Mad Hatter and take what Lewis Carroll has done and what Tim’s vision is, and then throw your own stuff in there… it’s a dream come true. It was a real challenge to find something different, to define the Mad Hatter in terms of cinema of the things Tim and I talked about early on, is the idea that he would be so pure, in the sense that you see, instantly, what he’s feeling — so much so that his clothes, his skin, his hair, everything, reflects his emotion. So when he’s beaming, you get this kind of bright effect and everything comes to life, like a flower blooming, very, very quickly. He’s like a mood ring. His emotions are very close to the surface,” says Depp.
Other notable mentions go to Helena Bonham Carter who is the Red Queen for playing a character who’s confused on what is better, to be feared or to be loved. A character that can be easily hated that you can still have sympathy for is a hard role to play. She seems to be very hurt that her parents always gave their attention to her younger sister. She lashes out because she always felt unloved and it becomes painfully clear that her only way to get back at them is to take it out on everyone around her for having what is considered a normal sized head instead of her larger one. This has led to her obsession with beheadings as she hopes it will be her sister’s soon or possibly the symbolism of getting rid of her own that has caused her such emotional turmoil. Either way, she plays her part incredibly well as an arrogant, royal pain in the kingdom.
She doesn’t really rule through any kind of justice or fairness, but through terror,” says Bonham Carter. “I chop off people’s heads. That’s my solution to everything.”
The White Queen played by Anne Hathaway whose portrayal of almost every Disney character princess you have ever seen is amusing but possibly a little too stereotyped as it’s hard to take her completely seriously. I know they are all suppose to be a bit over the top but I think she should have been a bit more grounding like the Elvin Queen, Lady Galadriel, played by Cate Blanchett from Lord of the Rings rather than a queen who refused to become strong like Alice and has been waiting for someone else to come and fight her own battles. Even a slight change of her hand gestures and mannerisms would have made her a character more captivating and commendable.
The voice of the Blue Caterpillar by Alan Rickman was the perfect choice. His deep, baritone voice commanded your attention to his sage advice. Ever since I saw him play Col. Christopher Brandon in Sense and Sensibility he has been one of my favourite, character actors as he always steals the scene with his distinct voice and undeniable charm. After years of seeing him play Professor Severus Snape in the Harry Potter movies it is very fitting to see him as a captivating Disney character.
The Cheshire Cat was another one of my favourite characters as the animation is so well done that it brings the character to life and makes him delightful to watch. In the original tales he seems menacing and a tad bit scary but in this tale he is beguiling and adorable. You don’t quite know what he’s up to and if you should trust him but you can’t help but like him anyway. Just like a real cat, he does what he wants and still captures your heart.
Tim Burton and Disney are a dynamic duel and the combination of both their unique visions creates a stunning pictorial piece of art you don’t want to miss. Hopefully they will keep up the partnership to bring us some more magic that we can add to our lives as we can never have enough of it. Maybe with Alice off on more adventures and the movie undoubtedly on its way to winning many awards we will see some more movies in the future with Tim Burton and Disney working together again. I know that I personally always think of at least six impossible things before breakfast. Do you?

Saturday, July 10, 2010

Finally She Proves Human

LONDON – Fashion model Naomi Campbell says she will testify at the war crimes trial of former Liberian president Charles Taylor.
Taylor is accused of supporting the rebels in Sierra Leone's 11-year civil war in exchange for diamonds and other natural resources. He denies trading in the so-called "blood diamonds."
Prosecutors at Taylor's trial in The Hague have summoned Campbell to testify later this month about reports that she received diamonds from Taylor during a 1997 reception in South Africa.
The Outside Organization, a public relations company that represents Campbell, announced on Friday that Campbell would testify. Her appearance is scheduled for July 29.

Friday, July 2, 2010

The Flying car

The Plan That will ride On Road Soon
Col. KP Rice 
and the Volante Flying  CarThe current Volante is a two-place composite machine with an empty weight of about 1,200 lbs. and a gross weight of 1,850 lbs. Conversion time, either way, in leisurely style, is less than ten minutes and the job can be done by one person. It will cruise at 150 mph with a Lycoming 0320 and drive at highway speeds as a car. Speed with the flight section trailer attached, will always depend a lot on crosswind. If you can blow over an 18-wheeler, as we do regularly in California, you can also make travel with a Volante package quite exciting. I am shooting for highway speed with the trailer and this includes travel alongside the 18 wheelers. This is made possible because the trailer does not present a large cross section to the wind as did Molt's forerunner.
Next, let's actually take a look at the current Volante as derived from the image above ↑. Incidentally, that is yours truly right after the first flight at El Mirage dry lake in California, where we have done most of the testing.
Volante, the flying car, taxiing at Mojave.The picture on the left, shows the flying car on the ramp at Mojave just before taxiing out to fly.






Volante in Car
 modeThe image to the right is the car parked behind my shop in Santa Ana. The landing gear has been modified to a wheel pants conversion since the flight pictures.→

The next three pictures show the Volante in flight, the first two taking off at Mojave and the third from an in flight video taken at El Mirage.
Flying Car at Mojave Flying 
Car at Mojave Flying Car in flight at El Mirage


Volante 1, the Flying Car, in flight.I have also included a picture of the first Volante, that I built earlier, a canard, and the car that went with it I have driven and flown this one also on my way to a better flying car.
Volante 1 as a
 car
I also built a ground-only test vehicle which I call the Dune Buggy. It was used to develop the drive components of the car prior to installation in the flight vehicle, and also to test them for durability. It has been used to help in car/aircraft center of gravity compatibility work and to develop a suspension suitable for both. It has been driven almost daily and is registered with California DMV. I found this step to be necessary in order to be sure I had a durable product for the road.

Wednesday, June 30, 2010

New Harry Porter Movie

The darkest Harry Potter of them all: New scenes from Deathly Hallow film show story taking sinister turn

I’m finding it difficult to type, Popwatchers, because I’ve just watched the first full trailer for Harry Potter and the Deathly Hallows, and my entire body is currently riddled with goosebumples. Before I apparate you over the jump so y’all can watch the trailer and discover for yourself the sensation of a goosebumple overdose, a word of warning: The opening of this trailer includes an iconic and surprising moment between Harry and Voldemort in the Forbidden Forest. Those of you who’ve read the final Harry Potter book know exactly which scene I’m talking about, but those of you who haven’t — those of you who’ve only consumed Harry Potter as a cinematic experience, and not a literary one — may find this scene to be a big honking spoiler. Indeed, pretty much all of the footage ahead, and my thoughts on it, aren’t for those who prefer to see Harry Potter and the Deathly Hallows with virgin eyes. For the rest of you: Accio goosebumples!

First impression: Our dear Harry looks like an adult, and not just physically. The Boy Who Lived lived through so much during what should have been his final year at Hogwarts, and you can see it in Daniel Radcliffe’s world-weary eyes. Beyond that, I daresay this trailer actually managed to live up Warner Bros.’s decidedly un-British ballyhooing about the Potter series being a “WORLDWIDE PHENOMENON” and this two-part finale being “THE MOTION PICTURE EVENT OF A GENERATION.” We caught glimpses of Harry’s tussle with Voldemort’s snake Nagini, the flight from the Dursley’s, the Battle of Hogwarts, Harry and Voldemort’s final showdown, and, whoops, yep, the goosebumples are back just writing about it.
I know I should be flustered that that final showdown does not appear to be as J.K. Rowling wrote it — i.e. inside the rubble-strewn Great Hall, with practically everyone in Harry’s life surrounding him — but I’m honestly not. In fact, the only thing that elicited a cocked eyebrow was the notion that I somehow need to complete this journey in 3-D.
But what do you make of the new Deathly Hallows trailer, Popwatchers? Are you currently all with the goosebumples, currently all with the wondering why I call them goosebumples – because, well, why not? – or currently all with the wondering why you’ve even read this far given the fact that you couldn’t care less about Harry Potter?



The fairytale is definitely over. If these scenes are anything to go by, the next Harry Potter movie will be a rather grown-up affair. The scenes, from the trailer of the first part of the adaptation of the final book, look more like a disturbing thriller than a children's fantasy tale.
Daniel Radcliffe, Emma Watson and Rupert Grint all star in what is being hailed as the darkest Potter film yet.
All grown up: Daniel Radcliffe in Harry Potter and the Deathly Hallows
All grown up: Daniel Radcliffe in Harry Potter and the Deathly Hallows

Casting a spell: Emma Watson as Hermione Granger, casting a spell in a forest as she stands in front of a half-naked body laying lifeless on the floor
Casting a spell: Emma Watson as Hermione Granger, casting a spell in a forest as she stands in front of a half-naked body laying lifeless on the floor
Makers Warner Bros have just released these shots from the trailer, which will be broadcast on TV from Tuesday morning.

The images in the trailer are from both parts of the final story. They show Hermione, played by Watson summoning up a spell in a forest with the half naked body lying on the floor behind her.
There are also pictures of Ralph Fiennes as arch-villain Lord Voldemort doing battle with Harry as well as the usual pyrotechnics including a massive explosion.
Observers say the films have got darker and more gothic as time has gone on and as the child stars have turned into adults.
Face-off: Radcliffe as Potter with Ralph Fiennes as the terrifying Lord Voldemort
Face-off: Radcliffe as Potter with Ralph Fiennes as the terrifying Lord Voldemort

Truly scary: Voldemort with his team of deathly followers prepare for a battle
Truly scary: Voldemort with his team of deathly followers prepare for a battle
Harry Potter And The Deathly Hallows Part 1 comes to British screens in November, with Part 2 following in July next year.

 
The films do not yet have a certificate and there are rumours the movie censors will have a tough task deciding what rating to give.
The first film Harry Potter and the Philosopher's Stone was released in 2001.
The end is nigh: Harry Potter and the Deathly Hallows Part 1 is said to be darker than any other Harry Potter film
The end is nigh: Harry Potter and the Deathly Hallows Part 1 is said to be darker than any other Harry Potter film

A final battle: Two figures, believed to be Harry Potter and Lord Voldemort, have a wand battle in a desolate area surrounded by dead bodies
A final battle: Two figures, believed to be Harry Potter and Lord Voldemort, have a wand battle in a desolate area surrounded by dead bodies
But there are fears among some fans that it could risk alienating parents if the action is too far removed from the family friendly feel of earlier movies.
The stellar cast reads like a Who's Who of British acting and includes Helena Bonham Carter, Ralph Fiennes, Robbie Coltrane, Richard Griffiths, John Hurt, Bill Nighy, Alan Rickman, Imelda Staunton and Julie Walters.
The film centres around Harry, Ron and Hermione's attempts to find and destroy the Horcruxses, the secret to Voldemort's immortality and destruction.
The action also sees Voldemort's death eaters seize control of the Ministry of Magic and then hunt for Harry Potter.

Sunday, June 27, 2010

Multimedia Cell Phone Review


Access to the World from the Palm of Your Hand
Multimedia cell phones bring all your media to your fingertips. Combining internet access, email, PC syncing, document viewing, a camera, and (of course) a music and video player; multimedia phones can handle it all.

Why Buy Multimedia Cell Phones?
The short and sweet of multimedia cell phones is that they do everything. These full-service entertainment cell phones display video, take pictures, play music, and even access the internet. They also support IM, send text messages (SMS) and can help you organize your life with calendars, notes, voice notes and email. Some multimedia phones include productivity tools like document-viewing, PC syncing and travel tools so you can justify using them for work.
The best multimedia cell phones offer:
* Video: Believe it or not, the new multimedia cell phones display video; some even offer television and most can capture video. With a bit of video compression and adequate memory, you can enjoy your favorite video entertainment anywhere.
* Audio: All multimedia cell phones play music. Most music-enabled cell phones play MP3s and a few other common audio file types, like those utilized by iTunes, Windows Media Player Mobile, Sprint Music and V Cast. Many of them also have the ability to play streaming music.
* Camera: Multimedia phones come equipped with at least a 1.3 megapixel camera. The best include at least a 2.0 or higher megapixel camera, as well as zoom, pan, flash and sharing abilities. Some can even send print commands and  connect to online photo printing and sharing sites.
* Email: The top multimedia cell phones work with most POP3 and IMAP email providers, which means you can access web based email like Hotmail, Yahoo! Mail and Gmail. Many also sync with Outlook and offer push email. The best multimedia cell phones can even display full HTML email and attachments.
* Internet: Nearly every multimedia cell phone includes some kind of internet capability. Many of them offer full webpage access and the top rated phones include Wi-Fi connectability. So with a capable internet cell phone, you can stop lugging around that six pound laptop and enjoy the World Wide Web with a less than five-ounce device.
* Messaging: If you like to IM or text message, a multimedia phone may be your best friend. Many multimedia phones offer full QWERTY keyboards and advanced text messaging features (like MMS) and are compliant with major IM providers such as Yahoo, Google Talk, MSN and AOL.
In this site, you’ll find articles related to cell phones, as well as comprehensive reviews and a side-by-side comparison to help you make an informed decision on which multimedia cell phone is right for you. At TopTenREVIEWS , we do the research so you don’t have to.
What to Look for in a Multimedia Cell Phone
In the U.S., your cell phone options are often limited by what your provider supports. We looked at multimedia phones supported by popular U.S. cell phone services and some unlocked phones that may work with a variety of providers.
If you are happy with your provider, look for the best multimedia phone that your provider supports. If you are not pleased with your provider, look for a cell phone service that offers the terms and coverage you desire, and then choose the best multimedia cell phone they support. Check out our service provider reviews for help in making that important choice. http://cell-phone-providers-review.toptenreviews.com/
Below are the criteria TopTenREVIEWS used to evaluate multimedia cell phones:
* Voice/Text Features: Multimedia cell phones should provide basic cell phone functions such as 3-way calling, speakerphone, voice dialing and text messaging. The best cell phones are flexible and are compatible with a variety of networks such as quad-band world phones and those that work with 3G networks.  
* Multimedia Features: These types of cell phones should shine in this area. The best include a good cell phone camera, high-resolution display, and are capable of recording and playing back a variety of audio and video file types. It is also nice if the cell phone includes extras like games and radio.  
* Internet Features: We looked for phones that provide the ability to access the internet. The best include the ability to connect through a variety of methods such as the 3G network or Wi-Fi.  
* Productivity/Lifestyle Tools: Although these phones are not necessarily work phones, they are more practical if they can also double as your work phone. The most productive phones offer organizing tools and support third party applications, like Windows Mobile Office, calendars, task lists, and memos.  
* Technical Specifications: A good multimedia phone is streamlined yet functional and includes a long-lasting battery and plenty of memory. The best cell phones support additional memory cards, standard headphones and wireless Bluetooth headsets.  
* Wow Score: The wow factor definitely influences buyers. Our wow score is based on a combination of style and innovation.

The Best Multimedia Phones Reviews
 
Dell Thunder is running under Android 2.1. This device is expected to arrive on the market sometime in the fourth quarter of the ongoing year, bringing forth an impressive 4.1-inch touchscreen display.

Boasting features as impressive as those included in Lightning, the Dell Thunder comes with a sleek design, a 4.1-inch OLED touchscreen display that boasts a WVGA resolution, and with a custom Dell "Stage" UI on top of Google's mobile operating system. Those who are familiar with HTC's Sense solution will find some similarities with it in Dell's interface. However, the UI is heavily customized, and it is also able to offer enhanced connectivity with social networking sites, it seems.

The Dell Thunder reportedly comes with Facebook and Twitter integration, while boasting Swype technology with its touchscreen keyboard. At the same time, the handset includes support for Flash Player 10.1, as well as an “integrated web video Hulu app,” Engadget reports. Although there are no specific details available on what the application is all about, it is expected to offer a great experience to users.

Among the other known specifications of Dell's new Android mobile phone, we can count an 8-megapixel photo snapper on the back, along with HSDPA connectivity. The device is supposedly powered by a Snapdragon processor too, just as Lightning, and should arrive on the airwaves of AT&T sometime in the fourth quarter of 2010, followed by an LTE model in late 2011. On thing that is certain here is that, if these leaks pan out, Dell seems set to deliver highly appealing devices to the market during this year and the next, while proving that it can do very well on the mobile market too. 
 
IPhones
 
The iPhone 4 has been unveiled by Steve Jobs at this year’s WWDC to the heroes welcome you’d expect from the resident fan boys. Jobs has called it the “… platform’s biggest advance since the original model’s intro back in 2007″, which is a big bold claim to make.
It’s also patently false!
Read on for full details of the new iPhone 4.
Apple iPhone 4 preview
To claim that the iPhone 4 is the biggest advance in the iPhone since it was launched tells you something about either Apple or Jobs: either the iPhone has hardly evolved since its launch, or that Jobs might be trying to spin things a little!
In short, it’s a good improvement over last year’s model, but there’s no killer must-have feature, and it brings the iPhone in line with some of the features of Android phones from the likes of HTC and Sony Ericsson. There’s no knock out blow, and despite some nifty tricks, it’s clear that innovation in the mobile space has now shifted from Apple to Android.
OK, that said, what does the iPhone 4 give us?

iPhone 4 features

  • Apple A4 CPU (as in the iPad)
  • 3.5″ screen with a huge 960 x 640 resolution
  • 720p HD video recording at 30 frames per second
  • 802.11b/g/n WiFi
  • 5 megapixel camera with LED flash and auto focus
  • Front-facing VGA camera
  • 6-axis motion sensor thanks to Accelerometer, compass and gyroscope
  • 25% thinner than the iPhone 3GS (just 9.3mm thin)
  • Multitasking
  • iAd mobile advertising platform ( same as on the iPad)
These features are good, but they’re typical of nearly all top-end smartphones these days. Indeed, looking at the difference between the iPhone 4 and its predecessor, you can see that the iPhone 4 is a definite improvement, but only an incremental one.
The iPhone 4’s biggest improvement is the screen, which has an extremely impressive resolution of 960 x 640 pixels. This, apparently, is one of the best displays on the market today, at least in terms of pixel count (and therefore the fineness of the resolution).
The rest of the features merely match other phones, though – they don’t overtake them.
The iPhone was never about features, though; it was about the overall user experience, with the user interface in particular being its wow factor. So what does the iPhone 4 have to offer that’s new with the user experience?
Apple iPhone 4

The iPhone 4 – a new user experience?

So does the iPhone 4 offer a brand new user experience? Well, no. It’s the same iPhone experience, with just a few extra features borrowed from the iPad tacked on.
Folders, for example, let you group related apps into, well, a folder, while iBooks let you buy and read books. Both of these come straight from the iPad, but then this shouldn’t be too much of a surprise, as in nearly every sense, the iPad and iPhone 4 share exactly the same operating system (now called iOS 4).
Worse, the end result is simply an extension of of the existing iPhone user experience, and isn’t exactly a great leap forward.
Apple iPhone 4 user interface

FaceTime – a 7 year old video calling app

Perhaps the biggest new feature of the iPhone 4 is Apple’s new FaceTime video calling app. This is a new app that lets you carry out a video call using two iPhone 4s.
This works exactly as you’d expect a video call to work. In fact, exactly as video calling has worked since the first 3G phones became available back in 2003!
The only difference is that with the iPhone 4, you can’t use the mobile network – you can only use WiFi instead. Worse, the result is still just as jerky as video calling has always been, despite the better data transfer rates of WiFi.
Apple iPhone with video camera for 
video calls
I hope Apple don’t make a big deal of video calling. It never took off because it was always lame – it’s just a gimmick. Making a big deal about a gimmick that the rest of the world has had for seven years would be lamer still.
Oh wait – Jobs has said this in the press release:
“FaceTime video calling sets a new standard for mobile communication…We have been dreaming about [this] breakthrough for decades”
Seriously?! For decades?! The technology’s been around since 2003!
Call me cynical but I think it’s no more than a giant Apple smokescreen. It’s far more likely that Apple execs, concerned that the iPhone 4 had nothing new to show the eagerly awaiting press and Fanboys other than a fancy new screen, decided to throw in a last minute gimmick that lets the tech blogs post pics and videos that look flashy.
“Oooh, look it does video calls – it’s the future” coo the excited Masses.
Or as a small boy once said “look, mummy, Emperor Jobs is wearing new clothes!”
Lame, lame, lame!
iPhone 4 with FaceTime

iPhone 4 release date

Apple fanboys desperate to get their hands on Apple’s latest wonder will be pleased to know that the iPhone 4 release date is set for June 15th (for preorder) for the US, UK, Germany, France and Japan, and by the end of September everywhere else.
It comes in either black or white and will be available in the US for a suggested retail price of $199 (US) for the 16GB model and $299 (US) for the 32GB model.
The price of the existing iPhone 3GS model has also fallen to just $99 in the US.

Final thoughts

The iPhone 4 is a great smartphone, of that there’s no doubt. Although I’ve ranted a fair bit in this post, I don’t want you to think it’s a bad phone.
But at the same time, don’t be fooled by Jobs’s hype. It’s not a revolutionary phone, FaceTime is a simple gimmick that’s been around on 3G phones for 7 years (and which I guarantee you’ll never use), and if this is the most revolutionary iPhone since the platform’s launch, then Apple’s innovation department has seriously stalled.
With version 4, the iPhone is now as good as Android phones such as the HTC Evo and Sony Ericsson Xperia X10 – not better. Its screen is certainly better, but its user interface is simply different, and it has more apps – at the moment.
Apple iPhone 4
But in terms of innovation, Apple are no longer defining the mobile agenda – they’re following it, and are barely catching up. Apple have been at the forefront of mobile innovation since 2007, but 2010 is the year they’ve slipped behind. FaceTime is just a huge smokescreen, designed to make you think there’s more to the iPhone 4 than there really is.
The iPhone has now become just another smartphone platform. It’s still a great platform but it’s no longer unique.
Jobs’s worst nightmare just came true: the competition caught up.

Thursday, June 24, 2010

History Of Games And Free Download

Download Free Games Here

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A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device. However, with the popular use of the term "video game", it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use.
The input device used to manipulate video games is called a game controller, and varies across platforms. For example, a dedicated console controller might consist of only a button and a joystick. Another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a keyboard for gameplay, or more commonly, required the user to buy a separate joystick with at least one button. Many modern computer games allow, or even require, the player to use a keyboard and mouse simultaneously.
Video games typically also use other ways of providing interaction and information to the player. Audio is almost universal, using sound reproduction devices, such as speakers and headphones. Other feedback may come via haptic peripherals, such as vibration or force feedback, with vibration sometimes used to simulate force feedback.

History

Tennis for Two, an early analog computer game that used an oscilloscope for a display
Early games used interactive electronic devices with various display formats. The earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on January 25, 1947 by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on December 14, 1948 as U.S. Patent 2455992.
Inspired by radar display tech, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen.
Other early examples include:
Each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe Tennis for Two used an oscilloscope to display a side view of a tennis court,and Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other.
In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game. It used a black-and-white television for its display, and the computer system was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the Magnavox Odyssey, the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it also used a standard television. These were followed by two versions of Atari's Pong; an arcade version in 1972 and a home version in 1975.The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry.

Overview

Platforms

The term "platform" refers to the specific combination of electronic or computer hardware which, in conjunction with low-level software, allows a video game to operate. The term "system" is also commonly used.
In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer connected to a high-resolution video monitor. A "console game" is played on a specialized electronic device that connects to a common television set or composite video monitor. A "handheld" gaming device is a self contained electronic device that is portable and can be held in a user's hands. "Arcade game" generally refers to a game played on an even more specialized type of electronic device that is typically designed to play only one game and is encased in a special cabinet. These distinctions are not always clear and there may be games that bridge one or more platforms. Beyond this there are platforms that have non-video game variations such as in the case of electro-mechanically based arcade machines. There are also devices with screens which have the ability to play games but are not dedicated video game machines (examples are mobile phones, PDAs and graphing calculators).

Genres

A video game, like most other forms of media, may be categorized into genres based on many factors such as method of game play, types of goals, art style and more. Because genres are dependent on content for definition, genres have changed and evolved as newer styles of video games have come into existence. Ever advancing technology and production values related to video game development have fostered more life-like and complex games which have in turn introduced or enhanced genre possibilities (e.g., virtual pets), pushed the boundaries of existing video gaming or in some cases add new possibilities in play (such as that seen with titles specifically designed for devices like Sony's EyeToy). Some genres represent combinations of others, such as massively multiplayer online role-playing games, or, more commonly, MMORPGs. It is also common to see higher level genre terms that are collective in nature across all other genres such as with action, music/rhythm or horror-themed video games.

Classifications

Core games

In general, discussion about video gaming in both the press and politics revolves around titles found in the core games classification; historically, consisting of video games developed for play on personal computers, dedicated video game consoles or handheld game consoles.
Core games are generally defined by their intensity, depth of play or scale of production involved in their creation and can include games across a wide spectrum of genres. For example the Bit.Trip series for WiiWare, the Fallout series for PC and console or LittleBigPlanet for the PS3, all fall within the core games classification. Core games are sometimes considered demanding in their gameplay and typically do not appeal to the casual gamer, but this is more a guideline than a rule.

Casual games

Casual games derive their name from their ease of accessibility, simple to understand gameplay and quick to grasp rule sets. Additionally, casual games frequently support the ability to jump in and out of play on demand. Casual games as a format existed long before the term was coined and include video games such as Solitaire or Minesweeper which can commonly be found pre-installed with many versions of the Microsoft Windows operating system.
Examples of genres within this category are hidden object, match three, time management, tetris or many of the tower defense style games. Casual games are generally sold through online retailers such as PopCap, Zylom and GameHouse or provided for free play through web portals such as Newgrounds or AddictingGames.
While casual games are most commonly played on personal computers, cellphones or PDAs, they can also be found on many of the on-line console system download services (e.g., Xbox Live, PlayStation Network, or WiiWare).

Serious games

Serious games are games that are designed primarily to convey information or a learning experience of some sort to the player. Some serious games may even fail to qualify as a video game in the traditional sense of the term. Also, educational software does not typically fall under this category (e.g., touch typing tutors, language learning, etc...) and the primary distinction would appear to be based on the title's primary goal as well as target age demographics. As with the other categories, this description is more of a guideline than a rule.
Serious games are games generally made for reasons beyond simple entertainment and as with the core and casual games may include works from any given genre, although some such as exergames, educational games, or propaganda games (e.g. militainment) may have a higher representation in this group due to their subject matter. These games are typically designed to be played by professionals as part of a specific job or for skill set improvement. They can also be created to convey social-political awareness on a specific subject.
One of the longest running serious games franchises would be Microsoft Flight Simulator first published in 1982 under that name. The United States military uses virtual reality based simulations for training exercises, as do a growing number of first responder roles (e.g., police, fire fighter, EMT). One example of a non-game environment utilized as a platform for serious game development would be the virtual world of Second Life, which is currently used by several United States governmental departments (e.g., NOAA, NASA, JPL), Universities (e.g., Ohio University, MIT) for educational and remote learning programs and businesses (e.g., IBM, Cisco Systems) for meetings and training.
TAKE ACTION games is a game studio collective that was co-founded by Susana Ruiz and has made very successful and powerful serious games. Some of these games include Darfur is Dying, Finding Zoe, and In The Balance. All of these games bring awareness to important issues and events in an intelligent and well thought out manner.

 Educational games

On September 23, 2009 President Obama launched a campaign called "Educate to Innovate" aimed at improving the technological, mathematical, scientific and engineering abilities of American students. This campaign states that it plans to harness the power of interactive games to help achieve the goal of students excelling in these departments. This campaign has stemmed into many new and exciting opportunities for the video game realm and has contributed to many new competitions. Some of these competitions include the STEM NATIONAL VIDEO GAME COMPETITION and the Imagine Cup. Both of these examples are events that bring a focus to relevant and important current issues that are able to be addressed in the sense of video games to educate and spread knowledge in a new form of media. www.NobelPrize.org uses games to entice the user to learn about information pertaining to the Nobel prize achievements while engaging in a fun to play video game. There are many different types and styles of educational games all the way from counting to spelling to games for kids and games for adults. Some other games do not have any particular targeted audience in mind and intended to simply educate or inform whoever views or plays the game.

Tactical media in video games

Tactical media in video games plays a crucial role in making a statement or conveying a message on important relevant issues. This form of media allows for a broader audience to be able to receive and gain access to certain information that otherwise may not have reached such people. A very successful example of tactical media in video games would be newsgames. These are short games related to current events designed to illustrate a point. A popular example would be Darfur is Dying.

Development

Video game development and authorship, much like any other form of entertainment, is frequently a cross-disciplinary field. Video game developers, as employees within this industry are commonly referred, primarily include programmers and graphic designers. Over the years this has expanded to include almost every type of skill that one might see prevalent in the creation of any movie or television program, including sound designers, musicians, and other technicians; as well as skills that are specific to video games, such as the game designer. All of these are managed by producers.
In the early days of the industry, it was more common for a single person to manage all of the roles needed to create a video game. As platforms have become more complex and powerful in the type of material they can present, larger teams have been needed to generate all of the art, programming, cinematography, and more. This is not to say that the age of the "one-man shop" is gone, as this is still sometimes found in the casual gaming and handheld markets, where smaller games are prevalent due to technical limitations such as limited RAM or lack of dedicated 3D graphics rendering capabilities on the target platform (e.g., some cellphones and PDAs).[citation needed]
With the growth of the size of development teams in the industry, the problem of cost has increased. Development studios need to be able to pay their staff a competitive wage in order to attract and retain the best talent, while publishers are constantly looking to keep costs down in order to maintain profitability on their investment. Typically, a video game console development team can range in sizes of anywhere from 5 to 50 people, with some teams exceeding 100. In May 2009, one game project was reported to have a development staff of 450. The growth of team size combined with greater pressure to get completed projects into the market to begin recouping production costs has led to a greater occurrence of missed deadlines and unfinished products;[citation needed] Duke Nukem Forever, a big name sequel that was in production for years before being cancelled, is the quintessential example of these problems.[citation needed]

 Modifications

Many games produced for the PC are designed such that technically oriented consumers can modify the game. These mods can add an extra dimension of replayability and interest. Developers such as id Software, Valve Software, Crytek, Bethesda, Epic Games and Blizzard Entertainment ship their games with some of the development tools used to make the game, along with documentation to assist mod developers. The Internet provides an inexpensive medium to promote and distribute mods, and they may be a factor in the commercial success of some games. This allows for the kind of success seen by popular mods such as the Half-Life mod Counter-Strike.

Cheating

Cheating in computer games may involve cheat codes and hidden spots implemented by the game developers, modification of game code by third parties, or players exploiting a software glitch. Modifications are facilitated by either cheat cartridge hardware or a software trainer. Cheats usually make the game easier by providing an unlimited amount of some resource; for example weapons, health, or ammunition; or perhaps the ability to walk through walls.[28][29] Other cheats might provide an unusual or amusing feature, like altered game colors or other graphical appearances.

Glitches

Example of a glitch from the video game Ultimate Mortal Kombat 3
Software errors not detected by software testers during development can find their way into released versions of computer and video games. This may happen because the glitch only occurs under unusual circumstances in the game, was deemed too minor to correct, or because the game development was hurried to meet a publication deadline. Glitches can range from minor graphical errors to serious bugs that can delete saved data or cause the game to malfunction. In some cases publishers will release updates (referred to as patches) to repair glitches. Sometimes a glitch may be beneficial to the player, these are often referred to as exploits.

Theory

Although departments of computer science have been studying the technical aspects of video games for years, theories that examine games as an artistic medium are a relatively recent development in the humanities. The two most visible schools in this emerging field are ludology and narratology. Narrativists approach video games in the context of what Janet Murray calls "Cyberdrama". That is to say, their major concern is with video games as a storytelling medium, one that arises out of interactive fiction. Murray puts video games in the context of the Holodeck, a fictional piece of technology from Star Trek, arguing for the video game as a medium in which we get to become another person, and to act out in another world. This image of video games received early widespread popular support, and forms the basis of films such as Tron, eXistenZ, and The Last Starfighter.
Ludologists break sharply and radically from this idea. They argue that a video game is first and foremost a game, which must be understood in terms of its rules, interface, and the concept of play that it deploys. Espen J. Aarseth argues that, although games certainly have plots, characters, and aspects of traditional narratives, these aspects are incidental to gameplay. For example, Aarseth is critical of the widespread attention that narrativists have given to the heroine of the game Tomb Raider, saying that "the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it." Simply put, ludologists reject traditional theories of art because they claim that the artistic and socially relevant qualities of a video game are primarily determined by the underlying set of rules, demands, and expectations imposed on the player.
While many games rely on emergent principles, video games commonly present simulated story worlds where emergent behavior occurs within the context of the game. The term "emergent narrative" has been used to describe how, in a simulated environment, storyline can be created simply by "what happens to the player." However, emergent behavior is not limited to sophisticated games. In generally any place where event-driven instructions occur for AI in a game, emergent behavior will exist. For instance, take a racing game in which cars are programmed to avoid crashing, and they encounter an obstacle in the track: the cars might then maneuver to avoid the obstacle causing the cars behind them to slow and/or maneuver to accommodate the cars in front of them and the obstacle. The programmer never wrote code to specifically create a traffic jam, yet one now exists in the game.

Social aspects

Demographics

The November 2005 Nielsen Active Gamer Study, taking a survey of 2,000 regular gamers, found that the U.S. games market is diversifying. The age group among male players has expanded significantly up into the 25 - 40 age group. For casual online puzzle-style and simple mobile cell phone games, the gender divide is more or less equal between males and females. Females have also been found to show an attraction to online multi-player games where there is a communal experience.[citation needed] More recently there has been a growing segment of female players engaged with the aggressive style of games historically considered to fall within traditionally male genres (e.g., first-person shooters). According to the ESRB almost 41% of PC gamers are women.
When comparing today’s industry climate with that of 20 years ago, women and many adults are more inclined to be using products in the industry. While the market for teen and young adult men is still a strong market, it is the other demographics which are posting significant growth. In 2008, the average American gamer has been playing for 12 years, and is now, on average, 35 years of age.

Multiplayer

Video gaming has traditionally been a social experience. Multiplayer video games are those that can be played either competitively, sometimes in Electronic Sports, or cooperatively by using either multiple input devices, or by hotseating. Tennis for Two, arguably the first video game, was a two player game, as was its successor Pong. The first commercially available game console, the Magnavox Odyssey, had two controller inputs.
Since then, most consoles have been shipped with two or four controller inputs. Some have had the ability to expand to four, eight or as many as twelve inputs with additional adapters, such as the Multitap. Multiplayer arcade games typically feature play for two to four players, sometimes tilting the monitor on its back for a top-down viewing experience allowing players to sit opposite one another.
Many early computer games for non-PC descendant based platforms featured multiplayer support. Personal computer systems from Atari and Commodore both regularly featured at least two game ports. PC-based computer games started with a lower availability of multiplayer options because of technical limitations. PCs typically had either one or no game ports at all. Network games for these early personal computers were generally limited to only text based adventures or MUDs that were played remotely on a dedicated server. This was due both to the slow speed of modems (300-1200-bit/s), and the prohibitive cost involved with putting a computer online in such a way where multiple visitors could make use of it. However, with the advent of widespread local area networking technologies and Internet based online capabilities, the number of players in modern games can be 32 or higher, sometimes featuring integrated text and/or voice chat. MMOs can offer extremely high numbers of simultaneous players; Eve Online set a record with 54,446 players on a single server in 2010.

Benefits

It has been shown that action video game players have better hand-eye coordination and visuo-motor skills, such as their resistance to distraction, their sensitivity to information in the peripheral vision and their ability to count briefly presented objects, than nonplayers. Researchers found that such enhanced abilities could be acquired by training with action games, involving challenges that switch attention between different locations, but not with games requiring concentration on single objects. It has been suggested by a few studies that online/offline video gaming can be used as a therapeutic tool in the treatment of different mental health concerns.[which?]
In Steven Johnson's book, Everything Bad Is Good For You, he argues that video games in fact demand far more from a player than traditional games like Monopoly. To experience the game, the player must first determine the objectives, as well as how to complete them. They must then learn the game controls and how the human-machine interface works, including menus and HUDs. Beyond such skills, which after some time become quite fundamental and are taken for granted by many gamers, video games are based upon the player navigating (and eventually mastering) a highly complex system with many variables. This requires a strong analytical ability, as well as flexibility and adaptability. He argues that the process of learning the boundaries, goals, and controls of a given game is often a highly demanding one that calls on many different areas of cognitive function. Indeed, most games require a great deal of patience and focus from the player, and, contrary to the popular perception that games provide instant gratification, games actually delay gratification far longer than other forms of entertainment such as film or even many books. Some research suggests video games may even increase players' attention capacities.
Learning principles found in video games have been identified as possible techniques with which to reform the U.S. education system. It has been noticed that gamers adopt an attitude while playing that is of such high concentration, they do not realize they are learning, and that if the same attitude could be adopted at school, education would enjoy significant benefits. Students are found to be "learning by doing" while playing video games while fostering creative thinking.
The U.S. Army has deployed machines such as the PackBot which make use of a game-style hand controller to make it more familiar for young people.
According to research discussed at the 2008 Convention of the American Psychological Association, certain types of video games can improve the gamers’ dexterity as well as their ability to problem-solve. A study of 33 laparoscopic surgeons found that those who played video games were 27 percent faster at advanced surgical procedures and made 37 percent fewer errors compared to those who did not play video games. A second study of 303 laparoscopic surgeons (82 percent men; 18 percent women) also showed that surgeons who played video games requiring spatial skills and hand dexterity and then performed a drill testing these skills were significantly faster at their first attempt and across all 10 trials than the surgeons who did not play the video games first.
Whilst many studies have detected superior mental aptitudes amongst habitual gamers, research by Walter Boot at the University of Illinois found that non-gamers showed no improvement in memory or multitasking abilities after 20 hours of playing three different games. The researchers suggested that "individuals with superior abilities are more likely to choose video gaming as an activity in the first place"

Controversy

Like related forms of media, computer and video games have been the subject of frequent controversy and censorship, due to the depiction of graphic violence, sexual themes, advergaming (a form of advertising in games), consumption of drugs, consumption of alcohol or tobacco, propaganda, or profanity in some games. Among others, critics of video games often include parents' groups, politicians, organized religious groups, and other advocacy groups, even though all of these can be found in all forms of entertainment and media. Various games have been accused of causing addiction and even violent behavior, though how much ground this holds is debatable. "Video game censorship" is defined as the use of state or group power to control the playing, distribution, purchase, or sale of video games or computer games. Video game controversy comes in many forms, and censorship is a controversial subject. Proponents and opponents of censorship are often very passionate about their individual views.
Various national content rating organizations, such as the Entertainment Software Ratings Board or ESRB in North America, rate software for certain age groups and with certain content warnings. Some of these organizations are optional industry self-regulation (such as the ESRB), while others are part of national government censorship organizations. Most video games display their rating on the front side of their packaging. However, parents are not always aware of the existence of these ratings.

Commercial aspects

Game sales

A typical retail display (in Geneva, Switzerland) with a large selection of games for several major consoles
The three largest producers of and markets for computer and video games (in order) are North America (US and Canada), Japan and the United Kingdom. Other significant markets include Australia, Spain, Germany, South Korea, Mexico, France and Italy. Both India and China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years. Irish are the largest per capita consumers of video games.
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers tend to purchase console games over computer games, with a strong preference for games catering to local tastes. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games. There are over 20,000 Internet cafés in South Korea where computer games can be played for an hourly charge.
The NPD Group tracks computer and video game sales in the United States. It reported in 2004 that:
  • Console and portable software sales: $6.2 billion, up 8% from 2003
  • Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003
  • PC game sales: $1.1 billion, down 15% from 2006
PC games that are digitally distributed either directly or by networks such as Steam are not tracked by the NPD, and Steam does not list sales numbers for games downloaded through their service. Unauthorized distribution is also rampant on the PC
These figures are sales in dollars, not units, Unit shipments for each category were higher than the dollar sales numbers indicate, because more software and hardware was discounted than in 2003. But with the release of the next-generation consoles in 2006, these numbers increased dramatically. The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time to share the marketing costs.

Criticism

In Australia, the United Kingdom and other PAL regions, generally when compared to the US, PAL gamers pay 40% to 50% more for the same product.[citation needed]
As English is the main language in Australia and the UK there is little impetus for translation (although regional differences naturally exist). The differences between PAL and NTSC are these days irrelevant; most video displays run at least 60Hz. But there is a legal problem of regional lockout in Australia, with most DVD players release coming region-free to meet local laws.
However, video game consoles are still sold fully in Australia. Some effort has been made to increase awareness of the issue, specifically to Nintendo of Australia, was in the form of a formal report outlining the issues, published by Aaron Rex Davies. The report has gone on to gain a lot of attention in the public media.
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