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Input Devices

Old-School Keyboard Makes Comeback of Sorts 519

CharlotteShma writes "Some old writer once said that in order to keep going, he needed to hear the scratch of the pen on the page. Some self-proclaimed keyboard aficionados would make the same argument for computer keyboards. Is it possible that the old 'clicky' keyboards are making a comeback? Now that we've replaced the old buckling springs with rubber domes, our keyboards are only getting quieter and quieter. According to the people at Unicomp Inc., all keyboards made since the early 1990s are, frankly, no good. They still use and produce vintage IBM Model M keyboards in their small factory in Lexington, Kentucky. The IBM Model M keyboards are ugly, built like tanks, and, most importantly, have a spring under each key which clicks when you press it." Not sure what's ugly about them — most other keyboards are ugly, when you shut your eyes.
Security

Laser Sniffing Captures Typed Keystrokes From 50-100 Feet 146

Death Metal writes "Chief Security Engineer Andrea Barisani and hardware hacker Daniele Bianco used handmade laser microphone device and a photo diode to measure the vibrations, software for analyzing the spectrograms of frequencies from different keystrokes, as well as technology to apply the data to a dictionary to try to guess the words. They used a technique called dynamic time warping that's typically used for speech recognition applications, to measure the similarity of signals. Line-of-sight on the laptop is needed, but it works through a glass window, they said. Using an infrared laser would prevent a victim from knowing they were being spied on." (This is the same team that was able to pick up the electromagnetic signals emitted by PS/2 keyboards.)
Games

Inside F.E.A.R. 2's Engine and AI 34

Gamasutra sat down with software engineers from Monolith Productions to discuss the technology behind F.E.A.R. 2: Project Origin, due out in February. They provide insight into the development of the game's engine, and they discuss the goals and procedures behind creating entertaining AI. Quoting: "For instance, let's say that the AI wanted to kill the enemy. That would mean that there are a whole bunch of actions that satisfy the requirement for there being a dead enemy; let's say, 'Attack with ranged weapon,' right? ... Where the power comes from is the fact that those actions themselves can have conditions that they need to have met. So, 'attack with ranged weapon' may have conditions that say, 'I have to have a weapon, and I have to have it loaded. Go find me more actions that satisfy those requirements.' ... at that point, he may find another action, which is 'go to this weapon,' and then he may find another action which is 'reload your weapon.' So, that whole chain that I just described to you, of him doing three things in a row — which is going to pick up a weapon, loading a weapon, and then going to attack the player — that was not a directed thing that the level designer, nor that the AI engineer had to program; it was just the fact that we have these aggregate actions that the planner can pick from at will.

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