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Sunday,
January 21, 2007-- Moharram
01 , 1428 A.H
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iPhone: new year's product
Heads exploded in the tech world after Apple CEO Steve
Jobs finally announced the long-awaited Apple iPhone during his Macworld
2007 keynote in San Francisco. The iPhone, as Jobs proudly dubbed the
device to thunderous applause, will be three devices in one: A cell phone,
a widescreen iPod with touch controls, and an Internet communications
device. We haven't gotten to hold an iPhone yet, but we're just as excited
as the next person to finally write down our first thoughts, and we won't
sleep until we get our hands on one. Check back near the product's US June
release date for our full review
The first generation device was announced during second
week of 2007 after years and years of speculation that made people sick.
However, now, we have to admit that the device is quite lovely. The vivid
display is especially attractive, and we like the sleek, minimalist
design. The touch screen may involve a learning curve, but we're excited
to try it out. The iPod functionality will no doubt draw many, and in
particular, we're glad to see world phone support, the Yahoo e-mail app,
stereo Bluetooth and Wi-Fi.
On the downside, we were hoping for wireless iTunes
music downloads. And it's too bad Apple stopped short of 3G support. Also,
we hope that Apple introduces a standalone touch-screen iPod without the
phone element as not everyone will want a convergence device. As for
battery life, Apple is promising five hours for calling or video and 16
hours in music mode.
Overall, however, and despite the high price, we
predict an iPhone success. The iPhone will garner interest simply because
it exists, and as such has great potential to move music phones into the
mainstream. Nokia's Xpress music phones and Sony Ericsson's Walkman
handsets present a strong challenge on some level, but Samsung's new Ultra
Music probably stands to take the biggest hit if the two devices go
head-to-head.
Initially, Apple's notion was found to be somewhat
ridiculous, since there was no clear intersection between the iPod and
mobile phone markets and there was already far too much bloat on phones.
Apple's going with GSM means that the initial device,
as is, has little practical interest to operators in UMTS-enabled Europe.
UMTS is the abbreviation for Universal Mobile Telecommunications System.
That means, broadband, packet-based transmission of text, digitized voice,
video, and multimedia at data rates up to and possibly higher than 2
megabits per second, offering a set of services to mobile computer and
phone users no matter where they are located in the world.
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Violent Video Games: catalyst for aggressive behavior
By Tahir Zafar
My 18 year old son is fond of games. When he cannot
afford to go out for cricket, hockey, or football he finds other outlets
such as, indoor games for his additional energy. In case an indoor
diversion is not possible, he prefers to play a computer game. As soon as
he gets up from his PC after 1-hour session of a game, I can tell without
bothering to ask him what type of game he has been playing - violent or
non-violent. It's simple, and does not require thorough knowledge of
psychology to assess about human behaviors, and their apparent causes.
With a non-violent computer game one remains calm, but with a game like
Soldier Of Fortune a substantial change in a young man's mind-set becomes
evident. Reason for such a decline is clear; violent computer games can
increase a person's aggressive thoughts and feelings. Unfortunately, the
rule not only applies to laboratory settings; it equally pertains to
actual life.
Some say that the aftermath of such a game cannot be
more disastrous than a movie wherein violence has been demonstrated.
Furthermore they also add that there's a distinction between realistic
violence and fantasy violence. Therefore, there is nothing to worry about.
Remember, a violent video game is more harmful than a
violent television program, or a movie because most of the computer games
are interactive, very engrossing and require the player to identify with
the aggressor, say the researchers. Similarly, the terms, 'True Violence'
and 'Fantasy Violence' are frequently misunderstood. Many a person,
including psychiatrists and psychologists, tend to think: "Well, it
is just a game, the youngster is able to make the difference between it
and the reality. Let us not worry about it." One of the great myths
surrounding media violence is this notion that if the individual can
distinguish between media violence and reality, then it can't have an
adverse effect on that individual. A little percentage knows that even if
you are able to differentiate between reality and fantasy, your on-screen
activities are bound to influence your behavior subliminally.
Most of the studies have demonstrated a causal link
between exposure to media violence and subsequent aggressive behavior.
Such studies have been done with individuals who were fully aware that the
observed media violence was not reality. A few studies have used young
adult participants who knew that the TV show, the movie clip, or the video
game to which they were exposed was not "real." These studies
still yielded the typical media violence effect on subsequently aggressive
behavior. Amazingly some studies have also been made that found no
significant effects in context of aggression despite the participant
played an aggressive game.
Most of the research has focused on TV/movie violence
(so-called "passive" media), mainly because they have been
around so much longer than video games. However, the existing research
literature on violent video games has concluded the same general types of
effects as the TV and Cinema research. At a theoretical level, there are
reasons to believe that the violent video game effects may prove larger
than TV and Cinema effects.
The young men who are habitually aggressive may be
especially vulnerable to the aggression-enhancing effects of repeated
exposure to violent games. It's also revealed that even a brief exposure
to violent video games can temporarily increase aggressive behavior in all
types of participants.
One such study involved 227 college students who
completed a measure of trait aggressiveness and reported their actual
aggressive behaviors (delinquency) in the recent past. They also reported
their video game playing habits. "We found that students who reported
playing more violent video games in junior and high school engaged in more
aggressive behavior," predicted a leading author quite a long time
ago. It was also found that amount of time spent playing video games in
the past was associated with lower academic grades in school or college.
In the second study, 210 college students played either
a violent or nonviolent video game. A short time later, the students who
played the violent video game punished an opponent for a longer period of
time than did students who had played the nonviolent video game.
"Violent video games provide a forum for learning
and practicing aggressive solutions to conflict situations," said a
reputed psychologists Dr. Craig A. Anderson, Ph.D. "In the short run,
playing a violent video game appears to affect aggression by priming
aggressive thoughts. "Longer-term effects are likely to be longer
lasting as well, as the player learns and practices new aggression-related
scripts that can become more and more accessible for use when real-life
conflict situations arise," the Dr. added.
If you think that you have not acquired an Internet
connection, and your teenager is safe because he/she just remains within a
permissible and secure circle of computer games, you may be absolutely
wrong. For the benefit of your kids, try to learn those particular games
that your kids love to play, and see as to how does is affect your own
more-than-mature conduct. I have tried it myself. Playing a violent game
for an hour has always raised the graph of my negative thoughts to a level
where my answer to a polite question was comparatively harsh. So, what do
you expect from a teenager?
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Internet Protocol Television Networks
Horizon
It may be an alien term for some. However, It has
become a common denominator for systems where television and/or video
signals are distributed to subscribers or viewers using a broadband
connection over Internet Protocol. Often this is in parallel with the
subscriber's Internet connection, supplied by a broadband operator using
the same infrastructure but over a dedicated bandwidth allocation. Or
simply, it's a system where a digital television service is delivered
using the Internet Protocol over a network infrastructure, which may
include delivery by a broadband connection.
For residential users, IPTV is often provided in
conjunction with Video on Demand and may be bundled with Internet services
such as Web access and VoIP. The commercial bundling of IPTV, VoIP and
Internet access is referred to as a Triple Play. Adding the mobile voice
service leads to the Quadruple Play denomination. To make you more
familiar with this term, remember that this type of delivery is also
widely called as 'TV over Internet' or 'Internet Television.' In
businesses, IPTV may be used to deliver television content over corporate
LANs and business networks. Perhaps a simpler definition of IPTV would be
television content that, instead of being delivered through traditional
formats and cabling, is received by the viewer through the technologies
used for computer networks.
In the past, this technology has been restricted by low
broadband penetration. In the coming years, however, residential IPTV is
expected to grow at a brisk pace as broadband is now available to more
than 100 million households worldwide. Many of the world's major
telecommunications providers are exploring IPTV as a new revenue
opportunity from their existing markets and as a defensive measure against
encroachment from more conventional Cable Television services. In the mean
time, there are thousands of IPTV installations within schools,
corporations, and other institutions that do not require the use of wide
area connectivity.
Architecture
Broadcast IPTV has two major architecture forms: free
and fee based. This sector is growing rapidly and major television
broadcasters worldwide are transmitting their broadcast signal over the
Internet. These free IPTV channels require only an Internet connection and
an Internet enabled device such as a personal computer, HDTV connected to
a computer or even a 3G cell/mobile phone to watch the IPTV broadcasts.
Because IPTV uses standard networking protocols, it
promises lower costs for operators and lower prices for users. Using
set-top boxes with broadband Internet connections, video can be streamed
to households more efficiently than current coaxial cable. ISPs are
upgrading their networks to bring higher speeds and to allow multiple High
Definition TV channels. IPTV uses a two-way digital broadcast signal (sent
through a switched telephone or cable network by way of a broadband
connection and a set-top box programmed with software (much like a cable
or DSS box) that can handle viewer requests to access to many available
media sources. IPTV covers both live TV (multicasting) as well as stored
video (Video on Demand VOD).
Currently, the only alternatives to IPTV are
traditional TV distribution technologies such as terrestrial, satellite
and cable. However, cable can be upgraded to two-way capability and can
thus also carry IPTV.
Interactivity
An IP-based platform allows significant opportunities
to make the TV viewing experience more interactive and personalized. The
supplier may, for example, include an interactive program guide that
allows viewers to search for content by title or actor's name,
picture-in-picture functionality that allows them to 'channel surf'
without leaving the program they're watching. Viewers may be able to look
up a player's stats while watching a sports game, or control the camera
angle. They also may be able to access photos or music from their PC on
their television, or even use a wireless phone to schedule a recording of
their favorite show, or adjust parental controls so their child can watch
a documentary for a school report, while they're away from home.
Video On Demand
VoD permits a customer to browse an online movie
catalogue, to watch trailers and to select the movie he wants to watch.
The playout of the selected movie starts nearly instantaneously on the
customer's TV or PC.
Technically, when the customer selects the movie, a
point-to-point uni-cast connection is set up between the customer's
decoder (SetTopBox or PC) and the delivering streaming server. The
signaling for the trick play functionality (pause, slow-motion,
wind/rewind etc.) is assured by RTSP (Real Time Streaming Protocol). The
most common codecs used for VoD are MPEG-2, MPEG-4 and VC-1. In order to
avoid content piracy, the VoD content (the movies) is generally encrypted.
Better Compression
IPTV uses a more efficient compression standard than
Free-To-Air digital television, resulting in lower bit rates for streams,
but higher compression may result in lower quality TV pictures in some
instances.
Triple Play
Traditionally, TV has come down one wire cable TV or a
terrestrial antenna, the telephone has used another (the "Plain Old
Telephone System"), and the Internet has been available on either.
Both cable operators and telecom-operators are starting to offer all three
on one wire, which is more cost effective. Triple play is an expression
used by service operators describing a bundle of telephony, data and video
via a single connection.
Converged Services
Another advantage of an IP-based network is the
opportunity for integration and convergence. Converged services imply
interaction of existing services in a seamless manner to create new value
added services. A good example is On-Screen Caller ID, getting Caller ID
on your TV and the ability to handle it (send it to voice mail, etc).
IP-based services will help to enable efforts to provide consumers
anytime-anywhere access to content over their televisions, PCs and cell
phones, and to integrate services and content to tie them together. Within
businesses and institutions, IPTV eliminates the need to run a parallel
infrastructure to deliver live and stored video services.
Limitations
Because IPTV is based on the Internet Protocol, it is
sensitive to packet loss and delays if the IPTV connection is not fast
enough. Currently, most IPTV systems do not have support for HDTV.
In Pakistan
The Pakistan Electronic Media Regulatory Authority (Pemra)
has awarded the first IPTV license to incumbent telecom operator PTCL. The
operator, which is controlled and managed by UAE telco Etisalat, will
supply TV, Internet and voice telephony over a single connection. PTCL is
expected to offer facilities including conditional access, parental
control, pay TV, video on demand, high-speed data and telephony pretty
soon.
Courtesy: PC World
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CyberTales
China's 2 million teen Internet addicts
BEIJING: Chinese teenagers are getting addicted to the
Internet and taking to crime at a younger age than in any other country.
Of China's 18.3 million teen Internet users, more than 2 million were
addicts, with "good kids who impress their parents and teachers"
the most vulnerable to the affliction, the China Daily said, citing a
study by the Communist Youth League. "Internet addicts in China are
as many as 10 years younger than those in the West. They are more
susceptible," told a psychology researcher at the Chinese Academy of
Sciences, a top government think tank.
Most Internet addicts were male and aged between 15 and
20, he said, with as many as 15 percent of those in large cities needing
"urgent help". He blamed lack of diversions at schools, forcing
addicts into often illegal Internet cafes and exposing them to crime and
violence. "They will naturally turn to the virtual world if they
cannot find an outlet for their energy either at home or school," he
added.
Tighter Control on Domain Names in Europe
Under a new rule that will come into force next month,
European registrars for the ".eu" domain will be able to
immediately stop the transfer of ownership of a domain name if it's
suspected of abuse.
The rule, set to take effect February 19, will make it
easier for investigations into activities such as spam, although the
website can still function, said the communications manager for the
European Registry of Internet Domain Names (Eurid) that's a nonprofit
organization based in Diegem, Belgium, that oversees administration of the
.eu domain, which started accepting registrations in December 2005. So
far, about 2.4 million websites now carry the .eu top-level domain suffix.
Code of Conduct Proposed
Under current rules, registrars had to give domain
owners 14 days notice before putting a hold on ownership transfers. Eurid,
which has been running for about a year, is also circulating a draft of a
code of conduct for its registrars. The code lays out a series of best
practices that weren't appropriate to include in the legal agreement Eurid
already has with domain registrars. Eurid has already had trouble with
registrars. In July 2006, Eurid suspended 74,000 .eu Web addresses and
sued 400 registrars after it suspected domain names were being registered
with the intent to sell them, which is forbidden. Later, Eurid said it
appeared all of the suspended domain names and registrars were linked to
just three UK-based companies.
Eurid is accepting comments through February 19 from
registrars on a draft version of the code. The code will be finalized next
month and will be voluntary for registrars. After electing a new executive
board of registrars, the code should be put into practice by the end of
March. Registrars that adopt the code will be entitled to place a ".eu
Code of Conduct" logo on their website to alert users, indicating the
registrar meets the code's service standards. -IDG News Service
DigiMusic Sales Double
Digital music sales doubled in 2006 due to better
distribution, but the rise hasn't made up for the decline in CD sales, the
International Federation of the Phonographic Industry says. Revenue is
expected to come in at $2 billion for the year, accounting for about 10
percent of the total music market.
The recording industry trade group blamed music
downloads from peer-to-peer networks as a continuing problem, although
lawsuits against file-sharers and file-sharing networks have acted as a
deterrent. The organization said 10,000 legal actions were taken in 18
countries in 2006.
Research shows 14 percent of portable device owners
usually get their content from legal sites, but the same percentage use
peer-to-peer networks for unauthorized downloads. Overall, however, a
relatively low level of music stored on devices had been purchased. The
music industry has blamed piracy for a drop in CD sales for years.
iTunes Tops List
Apple's iTunes Music Store was the most popular
download service, although consumers saw a wider range of options for
digital music throughout the year, including subscription services and
ad-supported models offering content for free. Five hundred online
services are operating in 40 countries. Single-track downloads brought in
the highest revenue, growing 89 percent to $795 million. -IDG News Sevice
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Bypass BIOS Passwords
Unfortunately, BIOS passwords can be a liability if a
user forgets their password. There are a few known backdoors and other
tricks of the trade that can be used however, to bypass or reset the BIOS
password on most systems.
Before attempting to bypass the BIOS password on a
computer, please take a minute to contact the hardware manufacturer
support staff directly and ask for their recommended methods of bypassing
the BIOS security. In the event the manufacturer cannot (or will not) help
you, there are a number of methods that can be used to bypass or reset the
BIOS password yourself. They include:
• Using a manufacturers backdoor password to access
the BIOS
• Reset the CMOS using the jumpers or solder beads.
• Removing the CMOS battery for at least 10 minutes
• Overloading the keyboard buffer
• Using a professional service
Most BIOS passwords do not protect the hard drive, so
if you need to recover the data, simply remove the hard drive and install
it in an identical system, or configure it as a slave drive in an existing
system. The exception to this are laptops, IBM Thinkpads. -DoctorIT
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This
high power portable solar charger gives you the freedom to communicate
from almost anywhere. Simply place the solar panels in a sunny location to
provide
a convenient solar charging point for your
mobile phone. High power solar cells provide a peak output of 6 watts in
bright sunlight - more than 3x the power of the closest rival products.
Due to the size of the solar cells, this charger charges your phone more
quickly than less powerful products, enabling you to take advantage of
shorter bursts of sunlight. It is also less sensitive to cloud cover.
Fitted with a universal cigarette lighter socket, this portable solar
charger enables the use of the car charger for your mobile phone or other
device. The solar panels charge most phones in about 2 or 3 hours -
depending on the strength of sunlight and the phone's battery capacity.
This new 6w model has charged every phone we have tried on it so far
(including all the models of phone that would not charge on the old 3w
model).
People
capture only a tiny fraction of the energy the sun produces every day -
1/10,000 of its output, according to NASA. Solar panels on your roof can
cut down
your power consumption. But even with government incentives, they
typically take years to make up the initial upfront cost. What about
small-scale solar cell, like one shown in the picture? It offers a $55.99
kit that includes adapters to different cell phones but also works with
digital cameras, game machines and digital music players. A full charge in
the sun - either indoor or outdoor - takes between six and eight hours. A
charge from an outlet takes four to five hours. Folded up, it looks like a
regular cell phone. But when you pop it open and put it in the light,
$30.99 charger plugs into a handset to give it a power boost. The company
sells its chargers as an alternative to lugging around battery packs
looking for an electrical outlet. -SolarStyle
 
Ken
Hunter holds 3D glasses in front of a 3D screen at the Virtual Reality lab
in Joshi Center at Wright State University. Long a darling of the military
and video-game industry, virtual reality is being embraced by more
businesses as the drastically falling costs of computer power make it more
affordable.
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