Archive for the ‘Technology’ Category

PostHeaderIcon Video Games and Society

2008 Digital E-Park: Q-Pong Challenge.
Image via Wikipedia

Time has not been kind to the first widely recognized video game. Pong, now even though less than 40 years-old appears more obsolete than the Ford Model T. Pong was played at video arcades – another obsolete entity. For a child born even 10 years ago, traveling to a location to pay, by the game, for something as simple as electronic table tennis would be so foreign that it would be insulting.

Technology accumulates at such a rapid pace that one generation barely recognize the existence of the next. Growing up in the 70s meant no Internet. Identification did not even include a photo. Perhaps the best way to show the rapid and extreme changes that have occurs can be shown in the area of video and computer gaming. If Pong were art it would be a cave drawing. Compared to the depth of story, art and play of series such as Final Fantasy, Pong looks less like a cave drawing than the scribbles of an infant next to the artwork of a master.
Video games went from tiny pleasure to cultural boiling point in less than a generation. Technology relegated Pong to be without any politics or viewpoints. Pong gave way to Pac-Man, which begat Mario Bros., which became Zelda, Medal Gear Solid and Grand Theft Auto.
As video games evolved it became nearly impossible to dismiss them as a mindless pursuit. Entertainment is a reflection of society and their rapid evolution displayed technology’s effect on society. While change might be healthy and necessary, such a rapid change displays volatility.
For people 100 years ago, it cold be relatively assumed that following in the footsteps of your father would not only be a comfortable path but also the only available option. Now guessing on which industries will exist in five years offers about as much assurance as a coin flip. Or to think about it another way, what students are studying in college now might be considered as important as Pong is considered today by the next generation.

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PostHeaderIcon Software Tales From The 80s: Infocom

As personal computers began to infiltrate more and more households in the 1980s, computer game companies began to flourish. By today’s standards, many of these early video games were rudimentary at best, but many are still revered today for their playability. In particular, the text adventures created by a small company called Infocom still have a cult following today.

Humble Beginnings

The founders of Infocom met at MIT, while they were working on their undergraduate degrees. After becoming friends, they wrote Zork 1, which went on to sell over a million copies. A text adventure, Zork had no graphics of any kind. Instead, the player read the words on the screen and typed in a command for his character, i.e., “walk north” or “kill troll with sword”. Zork required the player to solve many different puzzles by using maps, items, and in some cases, good timing. It was lauded for challenging the intellect and stirring the imagination of its players.

National Success

From its humble beginnings at MIT, Infocom grew, and over the next several years, it published many bestselling games in a variety of genres. Zork spawned two sequels and even a prequel, and games like Trinity, Sorcerer, and Planetfall were loved by millions of people. Infocom’s games were marked by witty, descriptive writing and brain-teasing puzzles. The company initially offered a phone number that people could call to get hints for these puzzles, but later began publishing “Invisiclues” – booklets for each game with clues written in invisible ink – so the reader could only reveal the hint she needed at the time.

Infocom’s Downfall

Though the matter is up for debate, most posit that the fall of Infocom was brought about by Cornerstone, a financial software product that the company spent a significant amount of time and money developing but that failed to bring in much revenue. Many think that Infocom’s investors pushed the company into producing the product, but perhaps the company’s leaders were overambitious. Regardless, Infocom’s games are still revered among many video gamers.

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PostHeaderIcon The Best Video Games You’ve Never Played: Part 1

. Love game
Image by Juliana Coutinho via Flickr

With video games’ popularity exploding, it certainly feels like the golden age of gaming has arrived. And with the ubiquity of the internet, indie developers can reach wide audiences. The quality of games is at its highest point in history, and with billions of dollars being spent on video games each year, the industry undoubtedly has a bright future. So, what was the industry like in its infancy? Let’s take a look at some classic games that don’t deserve to be forgotten.

Trinity – A Nuclear Text-Adventure

It may be difficult to imagine today, but some of the best-selling “video” games in the 1980s had no graphics at all. These “text-adventures” were played by typing commands into a parser and then reading the results. Sounds boring, but these kind of games stimulated players’ imaginations and tested their logic. Trinity, written by Brian Moriarty, is widely regarded as one the best of these text adventures. The game begins in London in Kensington Gardens, but the setting quickly turns to a Alice-in-Wonderland-like dreamscape ruled by a gnomon’s shadow and populated by surreal characters and happenings. The plot revolves around nuclear testing and nuclear war – topical topics during the mid-1980s, when Trinity was published.

Trinity’s Impact

Though it would be criminal to reveal the solutions to the game’s puzzles, Trinity did involve using a lot of logic and in some cases, a little bit of intuition. One puzzle involves figuring out how to get across magical grass that repels all efforts to walk on it, and another forces the player to figure out how to survive in outer space long enough to complete a specific task. But what many took away from the game was its overt disarmament message; Trinity did not try to hide the devastating effects of a nuclear war. Perhaps that message is what has helped the game maintain a following today. In any case, Trinity features sharp writing, imaginative puzzles, and unforgettable locations.

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PostHeaderIcon The Best Video Games You’ve Never Played: Part 2

Another classic game that has perhaps escaped the notice of many of the gamers of today is Loom. Written by Brian Moriarty, who previously had created games like Wishbringer, Trinity, and Beyond Zork, Loom was an adventure game that combined text and graphics. But what made the game most interesting was its integration of music into its puzzles. Loom became a bestseller and still has many fans today.

The Music Of Loom

As one might imagine from its title, one of Loom’s themes involved the idea that the characters’ fates were controlled by magical threads. The player assumes the role of a young boy – Bobbin Threadbare – who travels from his home village in search of a solution to a catastrophe. The player guides the character’s movements and can make him walk from place to place, manipulate objects, and also play notes on a distaff. Many puzzles in the game are solved by playing the appropriate series of notes, and having an ear for music can help. This innovative way of solving puzzles was what made the game memorable for many. When the notes are played, an effect is created similar to casting a spell. For example, one of the tunes, when played, can color fabric. When this tune is played backwards, it bleaches fabric.

Loom’s Plot

In the beginning of the game, Bobbin’s entire village is transformed into swans, and he ventures forth in search of a way to turn his people back. Along the way, he encounters several puzzles, and meets a variety of characters with whom he must interact to gain knowledge. Eventually, he learns that an evil character has unleashed a chaotic force into the world. In the end, Bobbin is able to defeat the cleric responsible for the chaos, though the game has somewhat of a cliffhanger ending, which was designed to leave the door open for sequels.

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PostHeaderIcon The Best Video Games You’ve Never Played: Part 3

Rocket Ranger
Image via Wikipedia

Unlike most video game companies, one company was ruled by the inspiration of the movies of yesteryear. Cinemaware had its heyday in the early nineties, and published several games that were based on monster movies, World War II movies, and medieval epics, to name a few. One of its most exciting games, Rocket Ranger, is largely unknown today but deserves recognition for its plot and playability.

Concept

Rocket Ranger was set during World War II and focuses on the Germans’ attempted subjugation of Europe. As the game progresses, the protagonist (Rocket Ranger) must attempt to prevent the Nazis from gaining too much of a stronghold. He operates from Fort Dix, and uses his rocket pack to fly around the world to complete a variety of missions that each help combat the enemy. One of the game’s plot devices involves the idea that the moon is a source of “lunarium” – a coveted mineral that both powers the Germans’ war machine and the player’s rocket pack.

Plot

At the game’s outset, the Nazis only control Germany, but as time passes, they control more and more countries. The player flies to various countries and completes tasks like punching out a German guard and shooting down zeppelins. To determine which country to fly to, the player must use a decoder wheel that determines the correct amount of lunarium to use. This wheel was actually designed by Cinemaware to be a somewhat unobtrusive form of copy protection, since without it, the player cannot control his direction.

Significance

Rocket Ranger was praised for its stirring music, sharp writing, and variety of action sequences. It certainly pays homage to many World War II movies, but adds its own unique blend of humor and even pathos as the player encounters both funny and dire situations. Though difficult, the game also features a rewarding ending that makes the struggle worthwhile.

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PostHeaderIcon The Best Video Games You’ve Never Played: Part 4

If you’re a fan of the Fallout series of video games, and you’re in the mood to play a classic game, it may be worth your while to seek out a game that was published in the 80s called Wasteland. Published by Interplay, Wasteland was a role-playing game set in the post-apocalyptic future, in the aftermath of a devastating nuclear war. The player controlled a party of characters who had to solve puzzles, fight enemies, and gain experience.

Concept

When beginning the game, the player must create characters with varying statistics (e.g. strength, intelligence, etc.) and varying skills (like lock picking and marksmanship). These skills are particularly important as the game progresses, and many of them make it easier for the characters to accomplish certain tasks. The game is set in the desert, and the player’s characters walk from location to location, occasionally encountering foes along the way. These foes must be battled using a variety of weaponry that players find in the desert.

Plot

The plot revolves around survival, but the player must also solve various puzzles and use items to complete tasks. The game was sold with a manual that includes a series of passages that that the game directs the player to read at certain points. This manual also serves as copy protection since, without it, the player misses information crucial to solving some of the game’s puzzles. Many of the puzzles involve finding and using interesting technology, and most of this technology is fiercely guarded by “non-player” characters like a heavily armed brotherhood of monks.

Significance

Wasteland was lauded for its non-linear gameplay, interesting plot, and detailed non-player characters. Many gamers also remember it fondly for the arsenal of weaponry that could be used, and for the witty writing and challenging puzzles. It deserves a spot in any classic video game hall of fame.

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PostHeaderIcon The Roll of Integrated Circuits in Today’s World – Hardware

A small flex circuit, with both SMT and throug...
Image via Wikipedia

Integrated circuits originated in the 1940’s and 50’s, but were much larger and had the fraction of the power they do today. Nothing we know of would be the same if there were no microchips, digital signal processing chips, or semiconductor circuits. They are built in to almost every appliance there is, and the small scale of these chips has enabled smaller and smaller devices to exist. For example, cell phones that hold enormous amounts of information and even provide access to the Internet operate on very small circuits designed to fit in their small dimensions.

Circuits are found in almost everything, in addition to cell phones. Regular telephones, printers, microwave ovens, radios and even televisions include sophisticated circuitry. The ICs themselves are manufactured by companies that specialize in the advanced technologies that go into making them. Manufacturers of televisions or computers, for example, can order circuits according to the memory they support or the speed or bandwidth a device can achieve by using them.

Another important specification is the package type, such as the ball grid array, that is defined by the size of the chip and how it connects to the circuit board. The connection is usually dependent on the number of connecting pins the IC has built in. A circuit chip can be a microprocessor that controls an entire computer system, or a tiny device that has a specific purpose, such as managing the timing of signals. Something like this is called an application specific integrated circuit, or ASIC. There are some of these that are measured in millimeters they are so small.

Without the IC in the form that it is in today, many technologies wouldn’t exist, such as HDTV’s. It is only the processing power of these chips that enable such high resolution. The Internet, with its high speed and density of information, would not be the worldwide information source it is without the proper circuitry in the devices that store data and drive interconnected networks.

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PostHeaderIcon Protect Your MyTouch From Malicious Widgets

*Quiz* No image , No photo!
Image by purprin via Flickr

Smartphones like T-Mobile’s MyTouch allow users to access the Internet from their phones. A person can download applications and widgets right to their cellphone for everything from playing games to monitoring a checking account. While there are many cool options available for smartphones, the latest widget hack is as a reason for caution.

CTO, a Web application security company, identified a malicious widget that may have exposed over five millions websites to malware. Hackers placed the widget on parked domains hosted through Network Solutions. By the company’s estimates, the malware has been running unnoticed for several months. Wayne Huang, the co-founder for the company, said his business detected the widget on GrowSmartBusiness.com.

Antivirus programs did catch the malware, and many identified it as a version of Koobface, which is a worm that spreads malware. Hackers often use Koobface to attack social networking sites, such as Twitter and Facebook. Because many users access social networking sites from their smartphones, there is a possibility a virus could transfer from the Web to the cellphone.

To protect a smartphone from crashing, users may want to add an antivirus application. There are several versions available, including free versions offering basic protection and upgraded versions featuring more security measures. Before you decide which antivirus application to load on your cellphone, consider what type of protection you need. If you are accessing Facebook from your phone, you may want a program that keeps abreast of attacks targeting social networking sites. Savvy shoppers should check out user reviews for applications before downloading an app. Some free programs may offer very limited protection, and a user review can let you know if that’s the case. Some free programs may provide great security, and you can save money by picking it. Regardless of the antivirus program you pick, you’ll want to protect your smartphone investment just as you would a new laptop.

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PostHeaderIcon Putting Motion on the Web: A History of Flash

YouTube
Image via Wikipedia

Every wonder why seemingly every website has an annoying blinking animation or game that asks to click here?

Well that answer is marketing, but wondering how leads to the answer of Wunderkind Jonathon Gay. As a child, Gay became interested and apt at working with computers. So much so that by the time he was in high school his science fair projects were sophisticated enough to earn the attention of professional programmers. By the time he was a senior in high school Gay was working for the company Silicon Beach, which released his first commercial product, Airborne! a black and white game for the Macintosh. Gay had bigger plans than building games for the Apple II or Mac. Before leaving home to attend Harvey Mudd College, Gay contributed to Superpaint 2, a revolutionary program that allowed both simultaneous bit map painting and vector drawing.

Foreseeing a market for graphics, Gay formed his own company. FutureWave Software company built a drawing program, before moving on to software for the emerging market of Internet programmers. Future Wave Software released FutureSplash Animator, which created vector based animations. As a vector based program the animations adjusted to screen size, unlike pixel based programs.

With the advent of Netscapes plug in features turned FutureSlash into a more viable product. Soon major sites such as msn.com and Disney’s Daily Blast were using FutureSplash. Gay had gone from high school standout to the big time. Soon major companies such as Macromedia were taking notice.

In December 1996 Macromedia purchased FutureWave. With a team of developers behind it Flash animations would soon become an Internet staple. Flash enjoyed the advantages of being vector based, bandwidth friendly and browser independent with those advantages, Flash spread. Some would say like a weed.

Back to those annoying, “look at me” animations. Those are almost certainly Flash, but so are useful tools again. The tutorial that showed how to make a Bobbie Flay style meal or the YouTube video showing the after effects of visiting the dentist both probably used Flash Media Player. Much like the Internet Flash has greatly evolved. And like any technology it has been abused. But with out Flash the Internet would be, well, less Flashy (or not as animated).

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PostHeaderIcon Predicting the Power of Future Electronics – Hardware

Since the integrated circuit was invented in the mid 20th century, various theories have been thought up to predict how powerful a circuit and related electronics can get. The most popular of these is Moore’s Law, named for the co-founder of Intel Gordon E. Moore, that predicts the number of transistors placed on a circuit will double every couple of years.

First described in 1965, this concept has still held its ground with the rapid development of new computing technologies. Limitations have been predicted for years, however the rule should hold for at least another decade, according to experts including Moore himself. Transistors have consistently gotten smaller, and it is thought that they can probably do so until they reach the size of molecules. Moore has even theorized that this might not be a limit if manufacturers decide to make circuits larger or develop multilayered designs.

Adding more transistors doesn’t necessary mean that processing power increases at the same rate. Processing speed can depend on various factors, so the public’s perception of Moore’s Law is often different than that of the manufacturing industry. The law was never intended to predict how fast performance would increase, however other experts have predicted a doubling in circuit performance every 18 months.

There are other theories related to the size, density and speed of components as well as cost. Most of them are somehow related to laws of transistor density. Other such rules dictate that power consumption of computer components doubles every year-and-a-half, while Kryder’s Law analyzes hard disk storage costs, per unit of information, and that increases in disk drive capacities are similar to rises in transistor count.

Similarly, it has been noted that RAM capacity increases at a rate comparable to processing power, while others have come up with rules for network capacity increases as well as cost per pixel increases related to digital cameras. These all could be based on observation or used for industry planning, so the real potential of how transistor count or any other statistic is not definitively known.

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