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Wednesday, September 26, 2012

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6 Biggest Facebook IPO Surprises



Facebook's S-1 threw up some surprises when it was filed after market close on Wednesday, as the social networking giant gears up for its much-hyped$5 billion IPO.

From Mark Zuckerberg's security detail to a robust mobile payments forecast and a heavier-than-expected reliance on Zynga (ZNGA), prospective investors were given some revealing insights into Facebook's world
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1. Slowing Growth
Despite boasting over 845 million users across its network, Facebook says in its so-called S-1 document that it expects its active user growth rate to decline over time as it achieves higher market penetration and increased competition. These signs are already starting to show.
While the number of users in Brazil and India continues to climb -- representing increases of 268% and 132%, respectively -- growth in the U.S. has slowed to 16%. Facebook's ability to increase its user base is critical to revenue growth by influencing the number of ads that the site shows, the value of those ads and the number of payment transactions that occur.
"If we are unable to maintain and increase our user base and user engagement, our revenue, financial results, and future growth potential may be adversely affected," the S-1 said.
2. Mobile Revenue
One of the most surprising elements of Facebook's S-1 is that, despite the company's heavy reliance on mobile platforms, it does not make any money from its mobile products.
Of the $3.71 billion in revenue Facebook generated in 2011, no "meaningful" revenue was generated from its mobile platforms, the company said.
Facebook had more than 425 million users accessing Facebook through its various mobile products (iPhone, Android, iPad, and BlackBerry apps) in December 2011. The company said that it expects mobile growth will actually surpass the growth rate of overall users (845 million) as it continues to focus on developing mobile products. "We do not currently directly generate any meaningful revenue from the use of Facebook mobile products, and our ability to do so successfully is unproven," the filing said.
3. Greater-Than-Expected Reliance on Zynga
FarmVille maker Zynga generated 12% of Facebook's revenue in 2011 through payment processing from the sale of virtual goods as well as advertising purchased through the social gaming firm. If Zynga chooses not to feature its games on Facebook's platform or if Facebook fails to maintain a solid relationship with Zynga, its business could be severely hurt.
Zynga users must use Facebook Credits -- the social network's virtual currency -- to pay for goods on the site. Facebook then keeps a 30% cut of goods purchased from Zynga's games.

Google’s Self Driving Cars Hit The Streets In California


Back in may we heard that Google would be testing out their self driving cars in California, as soon as Google had received the necessary approval to drive the vehicles on the street in California.
Yesterday, California’s governor Jerry Brown singed a bill which makes driving the self driving vehicles on California’s roads legal, and Google will now start testing the vehicles in California.






“Today we’re looking at science fiction becoming tomorrow’s reality,” Gov. Brown said. “This self-driving car is another step forward in this long march of California pioneering the future and leading not just the country, but the whole world.”
Google’s Sergey Brin revealed that Google are hoping to have their employees testing the self driving cars within the year, and he is hoping that the technology will be used on a larger scale over the next few years.


Credits to: www.geek-gadgets.com

Samsung To Launch Android Galaxy Music Phone


It looks like Samsung is working on a new smartphone, the device is rumored to be called the Samsung Galaxy Music Phone, and will come with Google’s Android OS.
The Samsung Music Phone is rumored to be a mid range smartphone, and it will come with Android 4.0 ICS but will get the Android 4.1 Jelly Bean update shortly after release.


The device will apparently be available in single and dual SIM versions and will come with a 850MHz processo, 512MB of RAM and 4GB of built in storage plus a microSD card slot.
The Samsung Music Phone is also reported to feature a dedicated music key, a pair of front facing speakers, an FM radio with a built in FM antenna, and it will also apparently use Samsung’s Music Hub service, there are no details as yet on when it will be available or how much it will retail for.


Credits for :www.geek-gadgets.com

Friday, May 4, 2012

Gaming addiction: Psychological problem or social disorder?

Gaming addiction: Psychological problem or social disorder? Image credit: Eran Cantrell (h...

If you’re more than partial to an evening of World of Warcraft or Call or Duty, best keep track of how many hours you’re wiling away in front of the screen. Gaming addiction is a peculiarly modern phenomena suggested by some as being just as serious as alcohol, drugs and gambling, and there are examples of gamers making themselves seriously ill, or in some rare cases, dying through malnutrition or dehydration. Following the opening of Britain’s first computer rehab clinic, Paul Lester takes a closer look at the issues surrounding gaming addiction to see if things are really as serious as they seem and if dedicated treatment is necessary.

Britain’s first computer rehab clinic opens

Broadway Lodge [1] is a rehabilitation center in Weston-super-Mare, England, that previously focused on treating more common problems such as drink and drugs. It has now modified its facilities to welcome gamers, who undergo group therapy, watch videos and engage in recreational activity in order to wean them from their addiction. Chief Executive Brian Dudley cites the example of a recent 23-year-old patient in order to illustrate the problems they are facing.
''We developed a treatment for him which followed the 12-step (abstinence) approach, but you can't tell someone never to use the Internet again," he said. ''He had eating issues, he wasn't eating properly. He did very well. He has the mechanisms now to cope with it.
“Obviously this is the very early stages of researching how many youngsters are affected, but I would stick my neck out and say between five and ten per cent of parents or partners would say they know of someone addicted to an online game. However, you can't simply say to a 23-year-old male 'you should never use the internet again'. It's just not practical.”
If gaming addiction is to be taken seriously then, there is a real reason to be concerned. A study by Iowa State University [2] earlier this year claimed that one in twelve gamers between the ages of eight and eighteen show signs of addiction. National Institute of Media and Family president David Walsh believes that “This study is a wake-up call for families. While video games can be fun and entertaining, some kids are getting into trouble. I continue to hear from families who are concerned about their child’s gaming habits. Not only do we need to focus on identifying the problem, but we need to find ways to help families prevent and treat it.”

Symptoms of addiction

One of the most vocal experts on this subject over the last couple of years has been Dr Jerald Block, a leading authority on compulsive computer use. Last summer he outlined four symptoms of hopeless addiction [3], which included:
  • Forgetting to eat and sleep
  • Craving more advanced technology
  • Leaving a computer results in genuine withdrawal
  • Becoming argumentative, fatigued or isolated from society
Block states "The relationship is with the computer. It becomes a significant other to them. They exhaust emotions that they could experience in the real world on the computer through any number of mechanisms: emailing, gaming, porn.”
Indeed an issue of the American Journal of Psychiatry [4] last year called for Internet addiction to be added to its official guidebook of mental disorders, with many common symptoms of other addictions, including cravings, urges, withdrawal and tolerance also applying to gamers.

Psychological or social disorder?

Dr. Block does attempt to debunk games as the sole perpetrator to an extent though, arguing that around 86% of addicts have some other form of mental illness [4], turning to the solace of an online persona to escape reality in the same way a person may turn to drugs or alcohol.
Further evidence does seem to suggest that this may be a more accurate representation of a condition than just blaming games themselves. Europe’s first gaming clinic - the Smith & Jones Centre in Amsterdam [5] – opened in 2006 and has since treated hundreds of young gamers. During this time it has changed its stance on treatment after coming to the realization that gaming compulsion is not a psychological problem, but a social one.
Founder Keith Bakker argues that “These kids come in showing some kind of symptoms that are similar to other addictions and chemical dependencies. But the more we work with these kids the less I believe we can call this addiction. What many of these kids need is their parents and their school teachers - this is a social problem."
He goes on to offer more evidence, stating that 80% of the patients they see have been bullied at school and feel isolated or socially excluded. In the case of younger gamers the blame would fall more squarely on the parents then, and indeed treatment that ignores the wider problem may end up doing more harm than good.
"It's a choice," says Bakker. "These kids know exactly what they are doing and they just don't want to change. If no one is there to help them, then nothing will ever happen."
So whether or not the label "addiction" is used, it would seem clear that too much gaming can be a genuine and serious problem, but the jury is still out on exactly how to treat the condition. Statistics indicate deeper social anxieties that see youngsters turning to games to escape the real world, placing the onus more on parents or the individual to create a more stable social environment. With many symptoms being synonymous with alcohol and drug abuse it follows that the core issue may not be entirely dissimilar, in which case the failure to identify and address the problem could still be extremely damaging to an individual’s development.


Credits to: Gizmag

The Cyborg R.A.T. Gaming Mouse – the coolest mouse on the block

The Cyborg R.A.T. Gaming Mouse – the coolest mouse on the block

Mad Catz Interactive has unveiled a new range of premium Cyborg gaming micewhich will begin shipping in Q2 this year. The new range takes all the same principles normally applied to ergonomic fully adjustable flight sticks, and incorporates them in gaming mice. For the first time ever on a mouse, the key points of contact between the gamer’s hand and the mouse are fully adjustable allowing it to be customized for any grip preference. Cyborg claims they are the most comfortable gaming mice in existence, but who cares, cos they are the coolest you’ll ever see.
The USD$130 top of the range Cyborg R.A.T. Gaming Mouse has specifications to match its looks in that it’s wireless with rechargeable Lithium Ion batteries, fully adjustable and fully programmable, has a 5600dpi laser and has a removable weight system.
The company’s stated strategy is to “develop products that evoke a passionate consumer response” and the Cyborg R.A.T. definitely achieves that goal.


Credits to: Gizmag

Video games can teach the teachers

Fei Long prepares to pass on some lessons he picked up on the street

The explosion in popularity of video games, coupled with the widespread availability of computers at home and school, has given educational software developers the impetus to harness the power of video games as a way of teaching children. Whether or not such educational games are effective in teaching the three R's is a topic for another day, but an Arizona State University scholar says commercial blockbuster video games can teach educators a thing or two about how to better educate children.
According to James Gee, the Mary Lou Fulton Presidential Chair in Literacy Studies in the Mary Lou Fulton Institute and Graduate School of Education at Arizona State University, video games are some of the best learning environments around.
"Commercial video games, the ones that make a lot of money, are nothing but problem-solving spaces," says Gee.
Gee says that video games optimize learning in several ways.
  • First, games provide information when it is needed, rather than all at once in the beginning. "We tend to teach science, for example, by telling you a lot of stuff and then letting you do science. Games teach the other way. They have you do stuff, and then as you need to know information, they tell it to you," he explains.
  • Games also provide an environment that Gee calls "pleasantly frustrating." They are challenging but doable. "That's a very motivating state for human beings. Sometimes it's called the 'flow' state," he says.
  • Many game developers also invite players to modify their products through "modding." The developers share the software and encourage players to create new levels or scenarios. "Think about it. If I have to make the game, or a part of the game, I come to a deep understanding of the game as a rule system. If I had to mod science - that is, I had to make some of my own curriculum or my own experiments - then I'd have an understanding at a deep level of what the rules are," Gee says.
  • Assessment could also take something from video games. Typically, assessment happens through standardized testing. In games, however, learning and assessment are tightly married. The game gives constant feedback and collects information about players' performances. For example, the massive multiplayer online game World of Warcraft, with 15 million players globally, is completely standardized. The company that created the game has collected incredible amounts of information about the players and put it into completely statistical terms. Gee adds that integrating assessment and learning is less expensive than supporting a separate testing industry.
Of course these principles will be nothing new to many educators. It’s called "situated learning", because the student is situated in the actual problem-solving space. And educators do not need to use actual computer-based games to incorporate these educational principles.
As Gee says, “Situated learning can be done with or without a game. Good teachers have always done it."
But it is interesting that games developers have instinctively adopted these principles that have proven to be the most effective and engaging ways for players to solve the problems that the games throw at them.


Credits to: Gizmag

Playing computer games with the blink of an eye

Imperial student demonstrates how neurotechnology works

Remember when the simple paddle game Pong generated a world-wide buzz of excitement? Those days may just have returned with the announcement that students from Imperial College London have created an interface using off-the-shelf components which tracks eye movement and enables a bespectacled user to play the game hands-free.
Under the supervision of Dr Aldo Faisal, a group of undergraduates from Imperial College London have adapted an open source version of the Atari video gamePong so that the player's paddle can be controlled using only eye movement. Gizmag has covered similar technology before of course, this time though the team at ICL used off-the-shelf components costing around US$37, rigging up an infra-red sensor and a webcam to a pair of glasses to track the movement of a player's eye and feeding the information to synchronization software on a laptop that translates it into onscreen paddle movement.
Although the developed game is quite simple by today's standards, because the technology is readily available and affordable it holds great promise for future application in devices to assist people suffering from limited movement.
"We hope to eventually make the technology available online so anyone can have a go at creating new applications and games with it and we're optimistic about where this might lead," said Dr Faisal. "We hope it could ultimately provide entertainment options for people who have very little movement. In the future, people might be able to blink to turn pages in an electronic book, or switch on their favourite song, with the roll of an eye."
The team is currently refining the technology in the hope of being able to track both eyes, perhaps enabling more complicated tasks to be undertaken by a user such as onscreen journey plotting or even control of a motorized wheelchair.


Credits to: Gizmag