Friday, January 14, 2011

Razer Switchblade™ - A Revolution in PC Gaming



PC gaming has always been restricted to powerful gaming environment of a desktop. Never has anyone been able to replicate the usability of a mouse and keyboard interface on the go. It consists of an ultra sensitive multi-touch screen with an tactile adaptive keyboard. The keyboard adapts and changes automatically with the games being played. It is based on Intel Atom platform. It configures itself to suit the control system of game.



Razer Switchblade concept focusing on enhancing PC gaming on a handheld device. The dynamic keyboard and the multi touch interface are the linchpins that give this portable gaming device the ability to play on the go without sacrificing precision and control. You can see more at razerzone.com/switchblade.

Thursday, January 13, 2011

Google's global, online science fair kicks off with a bang

NEW YORK CITY—The Google Science Fair is a bit different from the science fairs of yesteryear. For one thing, it's open to students around the world, whose entries will be submitted online as videos or slide shows. And the prizes are a tad snazzier than a blue ribbon.

The Science Fair kicked off with a launch event at Google's offices here on January 11. The winner of the contest, which is open to entrants age 13 to 18, will receive, among other goodies, a $50,000 scholarship, a 10-day trip to the Galápagos Islands (where Charles Darwin did some of his most important fieldwork) and a virtual internship at Lego or a three-day site visit to CERN, Google or Scientific American.

Entries to the science fair can be submitted until April 4. After multiple rounds of judging to winnow the field down to semifinalists and then finalists, the winner of the contest—and all the prizes that entails—will be announced in July.

Oracle GoldenGate - A solution for real-time data integration and continuous data availability

Most businesses now depend heavily on the availability of their Information and most critical business processes are IT based. Business Continuity is the ability to continue business under any circumstances and is an important requirement for most modern companies. So the main requirements in today's businesses are High Availability and Disaster Recovery of information.

Oracle GoldenGate enables high availability and disaster tolerance with core functionality that supports real-time data integration with minimal overhead and ensuring scalability. With this feature business-critical applications such as ticket booking, online banking and online shopping can continue to operate without any hurdles. Oracle GoldenGate allows real-time data movement between similar and heterogeneous source and target thereby enabling real-time BI solutions, zero downtime system upgrades, multi-directional data synchronization for distributed systems, disaster recovery and migrations between heterogeneous databases, OS platforms and Servers.

Main advantages of Oracle GoldenGate include:

* High Performance: Data can be moved with sub-second latency. Performance impact on source system and the network is minimized by capturing only the data that has been committed from transaction logs.
* Reliability: Transaction integrity is maintained while moving data from source to target using check-pointing mechanism. Using this, in case of network outages or interruptions data movement is resumed from the check-points. These features ensures data integrity which otherwise can severely impact business operations.
* Heterogeneity: Oracle Golden Gate supports a variety of common, open source and legacy databases on most platforms. It can be deployed unidirectional or bidirectional in multiple topologies. GoldenGate also provides the flexibility to move data between like-to-like and heterogeneous systems.

Oracle GoldenGate supports data integration between many common databases including:

* Oracle Database
* IBM DB2
* MySQL
* Microsoft SQL Server
* Teradata
* Sybase
* Enscribe
* SQL/MX

The Operating Systems that are supported by Oracle GoldenGate include:

* HP Nonstop
* AIX
* RedHat AS
* Solaris
* z/OS
* Windows
* HP-UX
* Oracle Linux

With the above features and its support to a vast range of databases and platforms Oracle GoldenGate can be considered a best-in-class solution to enable real-time data integration and continuous data availability.

Wednesday, January 12, 2011

The Motion Tech Behind Kinect


Video game controllers, as well as the consoles they’re used with, have come a long way since the basic two-button style of the Nintendo from the 1980s. As the years passed, more and more buttons were added to accommodate increasingly complex games. And in 2006, Nintendo added a revolutionary feature—motion control—to the controller for its new console, the Wii. The technology lets users move characters, called avatars, by pointing the remote control at the screen and moving it in any direction.

Last November, Microsoft took controllers to a totally new level by rethinking what—or who—a controller is. In its new Kinect, a Web cam–style add-on for its Xbox 360 console, the player himself (or herself) has been turned into the controller. Relying on a variety of technologies, including a 3-D camera, depth sensors, and real-time motion tracking, Kinect lets users control their on-screen avatars simply by moving their bodies.

Kinect wouldn’t have been possible without the help of IEEE Fellow Andrew Blake and his team at Microsoft Research Cambridge, in the United Kingdom, Microsoft’s flagship research lab in Europe. Blake is the managing director there. The lab came up with the breakthrough that lets Kinect track a person without the person having to wear sensors—something researchers in machine learning had been working on for two decades. Machine learning is a branch of artificial intelligence that focuses on algorithms that allow computers to mimic human behavior based on empirical data.

TEAM EFFORTS
Microsoft’s Xbox group in Redmond, Wash., which had been developing Kinect for several years, enlisted Blake’s help in 2008. Redmond had come up with a rough prototype for tracking a player in real time, but the system had encountered problems. It relied on a computer graphics program to construct an avatar, which the program would then constantly adjust to match images of the player taken by Kinect’s 3-D Web camera as he or she moved.

But the method had flaws. The system would lose track of a person after a short time, could only track someone who was about the same size (relative in terms of scale) and shape as the avatar and couldn’t process rapid movements. Blake and his researchers were given the job of fixing it.

The answer was found in machine learning. “The Xbox team had used a computer graphics approach, but they didn’t know about machine learning,” notes Blake. “The researchers at our lab are expert in this area.”

Blake himself had been working for years on real-time motion tracking techniques using machine learning. He and Microsoft researcher Kentaro Toyama published a paper in 2001, “Probabilistic Tracking in a Metric Space,” describing a novel approach that assigned a probabilistic likelihood that each movement would lead to another specific type of movement. This data was fed into a computer program that automatically calculated the most likely next move. This was a breakthrough for machine learning, but it alone wasn’t enough to fix Kinect.

“We still had a long way to go in developing something that would work reliably,” Blake says.

MACHINE LEARNING BREAKTHROUGH
Jamie Shotton, a Cambridge researcher, proposed a solution. He suggested teaching the machine learning system to distinguish one part of a person’s body from another.

“I have to say that when he first proposed it, I never thought it would work,” Blake says. But Shotton had worked a lot with computer recognition. For his Ph.D. thesis, he trained a computer to differentiate cows, grass, and other elements from a photo taken in the countryside by studying it pixel by pixel. Says Blake, “This method was instinctive to him, so I told Shotton to try it.”

It only took about three months for Shotton to demonstrate that his method would work. Over the next few months, Blake’s team collaborated with the Xbox group’s engineers in an extensive machine learning project. The machine learning system was “taught” to recognize people in all shapes and sizes and in many different poses. To do this, the researchers uploaded more than a million images of different people in different positions. To teach the system how to recognize body parts, the team used a computer graphics algorithm to render color-coded images representing the different body parts. They eventually created a machine learning algorithm that could analyze each pixel in an image and determine which limb it was.

Kinect’s 3-D camera, developed by the Xbox team, was crucial to the solution, according to Blake. In his group’s previous work on real-time motion capture, an ordinary Web cam was used. “It was a heavy load to put on a computer because it could not easily separate an object or person from the background,” Blake says. “The 3-D camera relieved that load.”

“It made the machine learning system capable of recognizing depth,” he continues. This meant that it could better recognize body parts, as well as track people both close to and far from the camera.

When a player steps in front of the 3-D camera, Kinect automatically begins to match up the image of the person—pixel by pixel—with one of the million or so images it has studied. Kinect matches up a player’s limbs on each succeeding frame from the camera so that it doesn’t lose track, and it doesn’t matter how rapidly the player moves. Kinect was also taught to recognize more than one person, making two-player games possible.

“What we did was really quite revolutionary,” Blake says. “It took a lot of collaboration between our group and the Xbox engineers to make this happen. Even three or four years ago you could only dream about something like Kinect.”

Games that have been developed for Kinect include a variety of dance, exercise, and sports games, such as bowling, volleyball, and running. And with more than 2.5 million Kinects sold since launch, Blake is excited about the future. “I think we are pushing the boundaries of gaming and broadening its appeal,” he says. “Even people who may not consider themselves gamers can have a good time playing Kinect.”

Source: IEEE The Institute