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Comment Re:Google hardware? (Score 2) 116

Unlike patents with non practicing entities, isn't it a requirement for trademark if I recall correctly?

Pretty much, but not exactly. "Use" or "Intent to Use" (in commerce) are the two basis for trademark, and the latter essentially provides you with 6 months to enter the marketplace. Surprisingly, that actually makes sense, as it lets people protect names as they set out with a business or product, rather than have to wait until after the fact.

Cellphones

Submission + - Palm Accidently Leaks webOS 1.2

El Royo writes: "Today, Palm leaked version 1.2 of the webOS operating system that powers the Palm Pre. According to PreCentral the new version was inadvertently included in a recovery tool Palm makes available. New features include support for the forthcoming App Catalog changes, copy and paste from Web sites, improved e-mail search and faster boot times."
Cellphones

Submission + - Cell phone cost calculator killed in Canada (thestar.com)

inject_hotmail.com writes: Internet and law genius Michael Geist writes about some shinanigans by the cell phone carriers and the Canadian government in his column in The Star. Canadian tax payers funded a "Cell Phone Cost Calculator" so that the average person could theoretically wade through the disjointed and incongruent package offerings just to have to yanked a couple weeks before launch. Michael Geist suggests that the major cell carriers lobbied the appropriate public officials to have the program nixed because it would bite into their profit if the general people could make sense out of pricing and fees. Geist continues "Sensing that [Tony] Clement (Industry Minister) was facing pressure to block the calculator, Canadian consumer groups wrote to the minister, urging him to stick with it.". Moving forward Michael makes a novel suggestion, one that would show an immense level of understanding by the government — "With public dollars having funded the mothballed project, the government should now consider releasing the calculator's source code and enable other groups to pick up where the OCA (Office of Consumer Affairs) left off."
NASA

Submission + - SPAM: Air Force, NASA fire off green rocket

coondoggie writes: "NASA and Air Force said today they had successfully launched a 9ft rocket 1,300 feet into the sky powered by aluminum powder and water ice. Aluminum powder and water ice, or ALICE, has the potential to replace some liquid or solid propellants and is being developed by Purdue University and Pennsylvania State University to possibly replace liquid or solid rocket propellants. Aside from the environmental impact ALICE could be manufactured in distant places like the moon or Mars, instead of being transported to distant locations at high cost, researchers said. [spam URL stripped]"
Link to Original Source
Cellphones

Submission + - Why AT&T killed Google Voice

ZuchinniOne writes: "The Wall Street Journal has a very interesting article about the likely reasons that AT&T and Apple killed the Google Voice application."

"With Google Voice, you have one Google phone number that callers use to reach you, and you pick up whichever phone--office, home or cellular--rings. You can screen calls, listen in before answering, record calls, read transcripts of your voicemails, and do free conference calls. Domestic calls and texting are free, and international calls to Europe are two cents a minute. In other words, a unified voice system, something a real phone company should have offered years ago."

They also go on to discuss why it would be a good thing to "Transition away from "owning" airwaves" and "End municipal exclusivity deals for cable companies" and how all of this would likely strengthen Net Neutrality through a competitive marketplace that anyone could enter.
Security

Entropy Problems For Linux In the Cloud 179

CalTrumpet writes "Our research group recently spoke at Black Hat USA on the topic of cloud computing security. One of the interesting outcomes of our research was the discovery that the combination of virtualization technologies and public system images results in a problem for random number generation on guest operating systems. This is especially true for Linux, since its PRNG uses only a small set of entropy-gathering events, and virtual Linux images often generate SSH host keys within seconds of their initial boot. The slides are available; the PRNG vulnerability material begins at slide 63."
Space

Submission + - Fermi Paradox = Fewer than 10 ET Civilizations? (technologyreview.com) 5

Al writes: "The Fermi Paradox focuses on the existence of advanced civilisations elsewhere in the galaxy. If these civilisations are out there--and many analyses suggest the galaxy should be teaming with life--why haven't we seen them? Carlos Cotta and Álvaro Morales from the University of Malaga in Spain add an another angle to the discussion about the speed at which a sufficiently advanced civilisation could colonise the galaxy. Various analyses suggest that using spacecraft that travel at a tenth of the speed of light, the colonization wavefront could take some 50 million years to sweep the galaxy. Others have calculated that it may be closer to 13 billion years, which may explain ET's absence. Cotta and Morales study how automated probes sent ahead of the colonisation could explore the galaxy. If these probes left evidence of a visit that lasts for 100 million years, then there can be no more than about 10 civilisations out there."
Privacy

Submission + - Devices of the Soul

Michael J. Ross and Dan Sisson writes: In our increasingly mechanized world, we repeatedly hear promises that every new digital product, computerized service, or other form of technology, will make our lives easier — bestowing greater leisure, health, and happiness. Yet are any of those promises being fulfilled? Are we not instead becoming slaves to the very "conveniences" that we struggle to master? These weighty questions are addressed by Steve Talbott in his book Devices of the Soul: Battling for Our Selves in an Age of Machines.

Published by O'Reilly Media in April 2007, under ISBNs 0596526806 and 978-0596526801, Devices of the Soul argues that we are now blindly accepting technology with little or no countervailing efforts or even awareness, and we are paying a terrible toll, both individually and as a society.

From the day a child of the 21st century begins his education, he is confronted with mind-numbing statistics, numbers, and facts via the computer — which he must accept. Perhaps even more important, he must master its "techniques" as the sine qua non tool to be successful in life. This is not a voyage of self-discovery; it is a demand by "the system" that the individual accept a way of viewing the world that invades, conquers, and ultimately controls his life. The child will learn most of what he knows with it, play with it, talk with it, and allow his thinking to be ruled by it — all because it is the magical machine that gives him access to the world's knowledge, e.g., the Internet.

By the time this child makes the transition from high school to college, he will be required to accept a curriculum that too often lacks meaning and content, that fails to allow him to satisfy his own curiosity about the challenges facing humanity, and is, moreover, expensive and will likely lead to indebtedness. There are few alternatives to this gauntlet, especially if one wishes to belong to the 'credentialed society', which determines modern man's measure of success.

But education is only the first stage in the numbing of our consciousness. What follows is built upon this edifice. Our acceptance of machines — ubiquitous in our everyday lives — provides our food, transportation, entertainment, information, and prestige — in sum, everything we need to function in modern society.

Talbott shows how the machines we use create a grand illusion, namely, that by having every technological gadget, we will save time and money, and be able to spend more time with our family and loved ones. However, that leisure time never materializes. The technology costs more, not less. Consequently, we find ourselves in a perpetual struggle to preserve a bare minimum of human emotions and instincts.

The next stage in the individual's life is integration into the mature world of the computerized economy, i.e., when he becomes a "stakeholder." He accepts a world that does away with human values and subordinates him to "market values." Furthermore, he is bound to lose his sense of privacy.

It follows that almost everyone willingly accepts that advancement in life and career increasingly requires having electronic conversations with machines — and eventually robots — that will never ask us what our personal assumptions and/or values are, and have no intentions of doing so. In short, our resistance to the machine fades. It is "far easier to assign the intelligence solely to the machine than to seek out those tortured pathways" to the human urges within us. Society itself, not just the individual, says Talbott, "is unsurprisingly assuming the character of our technology."

The outcome is grim: "Historically, there appears to be an element of tragedy in all this. We stumble along in ignorance and, by the time we realize the subtle ways our actions have caught up with us, the damage and loss are already irrevocable." (p. 31).

Technology expresses itself in numbers and computations divorced from human values. Efficiency is nearly the sole criterion by which modern corporations make decisions, and it is no accident that these two ideas, human values versus efficiency, are mutually exclusive. In objecting to the mess we humans have created, Talbott notes: "If you want human values, if you want qualitative distinctions, then your theoretical constructs must retain those values and distinctions every step of the way. The minute you allow them to collapse into number alone, you have no way to get back from there to the qualitative world." (p. 252).

Despite these tragic overtones, he argues that we can and must return to that qualitative world where we can realize our deepest human qualities. We can retain our humanity in connection to the natural world, despite using tools skillfully, as exemplified by the wily trickster Odysseus, as well as Tomo, a member of the Waorani Indians in the Amazon jungles of Ecuador who demonstrated phenomenal knowledge of his world.

His prescription for humanity's emergence from this present Dark Age also includes developing a strong sense of history. We must realize how other humans expressed their individuality, and realized their hopes and dreams. Despite the fact that Americans generally have little appreciation for or cognizance of history, there may come a time when reading history may be the only place to find models of human behavior that went against the technophilic grain.

Interspersed throughout his analysis, Talbott offers suggestions to arrest this headlong rush into a mechanized future. They tend to be general in nature, such as urging us to seek a sense of "place," and to engage in conversations with our fellow men (and even our machines) to remind them of our human needs. Echoing Edward Abbey, who attempted to alert us to the environmental disasters of the 1960's with books like The Monkey Wrench Gang, Talbott writes, "This may at times require us to throw a wrench into the machinery in order to serve the worthy human intentions behind it." (p. 261).

Despite Talbott's skills as a writer, the book, sadly, has some substantial flaws. Two of the most obvious are the overly long digressions into the stories of Jacques Lusseyran and Martha Beck, which admittedly are fascinating, but delay the presentation of more topical material. Furthermore, they suggest that Talbott is misidentifying the emotional power of those stories as proof of his arguments, and thus committing the common error of anecdotal evidence. Even worse, they border on romanticizing blindness and Down syndrome, respectively.

He also fails to address a major factor in our growing discontent with the Information Age: the nonstop ratcheting up of our expectations, driven largely by marketing on the seller side, and a lack of philosophic questioning on the consumer side.

A common pattern in the book is a deep criticism of any given aspect or consequence of technology, to the extent that Talbott appears to be arguing that we should do away with it completely. But he often then wraps up his analysis by briefly contradicting the earlier implication, and stating that he does not believe the phenomenon at issue should be eradicated. This schizophrenic reasoning mixes bold, blanket criticisms with assurances to the contrary. Yet one may argue that, with so much of current social discourse failing to question technology, its critics must never err with overly cautious warnings.

There are other problems in his analysis: He invests much hope in what he terms "conversation," "meaning," and "value" — not clearly specified, and yet spoken of highly. He fears machine intelligence (and perhaps rightly so), and doubts its viability, but fails to understand its potential for emergence. Even though a former computer programmer, he does not seem to understand the value of abstraction, and the possibility that it can be used beneficially, without being considered the only source of important knowledge. Lastly, it is odd that he does not cite the pioneering work of a well-known predecessor, Jacques Ellul, in The Technological Society.

Nonetheless, the issues that Talbott raises are of critical importance — so much so that they make his lapses of logic that much more maddening. Because so much is at stake, our efforts at analyzing, understanding, and solving these problems, must be proportionally energetic and effective. Technophiles may dismiss his entire effort based upon the book's weaknesses, and consequently miss out on the valuable gist of his viewpoint. Similarly, impatient readers in our age of limited attention spans, might not make it through the aforesaid tangents, and likewise miss out.

The issues that he discusses should be raised more often and more loudly, with broader acceptance and expansion of the debate and its importance. Otherwise, we will continue our robotic march deeper into a future that is controlled more by soulless devices, and less by skeptical humans. If we fail completely to change course, we may be saddled with a life that is intolerable to the human spirit.

Devices of the Soul is an insightful, disturbing, imperfect, eloquent, and important contribution to what may ultimately become the most critical debate in the intensifying conflict between humans and our technological creations: Humans may survive, but will our humanity?

Michael J. Ross is a Web developer, freelance writer, and the editor of PristinePlanet.com's free newsletter. Dan Sisson is an adjunct professor at Eastern Washington University, where he has taught technology courses for the past eight years; he is an authority on Thomas Jefferson, is author of The American Revolution of 1800, and is currently building and living in a replica of Monticello.
Books

Submission + - A book full of real-world applications of CSS (nateklaiber.com)

nateklaiber writes: "The Art and Science of CSS was a quick read (208 pages) and packed full of valuable code examples. Unlike other CSS books that teach you the specifics of CSS with vague examples (not vague in a bad way), this book teaches you specific examples and gives you extra resources. This book is somewhat of a cookbook of commonly used CSS methods. Each author brings their unique writing style to the table, and each chapter focuses on a specific aspect of design and its CSS and styling methods.

Chapter 1 starts with Headings. The author of this chapter gives a brief introduction to hierarchy and branding, and how you can achieve more control with your look and typography. As typography is discussed, he moves on to talk about image replacement and the many techniques available to us today. There is no perfect solution when it comes to image replacement, but the author does a great job of showing current methods, their advantages, and their disadvantages (including an in-depth section on sIFR).

Chapter 2 is all about Images. The author starts by showing you how to create a basic but aesthetically pleasing image gallery. The task at hand is to create the enlarged version, the thumbnail page, and the galleries page while keeping the markup lean and semantic. Each of these are put together very nicely with flair not usually seen in off the shelf image galleries. The author also discusses how to create images (in context) with captions, including a nice use of transparent PNGs. The authors creative use of captions give you options outside of the box (both semantically and philosophically) of normal captions that are seen all around the web.

Chapter 3 shows us that backgrounds dont have to be boring. This is a very simple chapter that discusses backgrounds of the past (repeating pictures, large pictures, etc), and then looks forward to the present in getting creative with your backgrounds. He uses a case study as an example, and it shows specifics of positioning and layering.

Chapter 4 jumps into Navigation. Different types of navigations are discussed (vertical, horizontal, tabbed, variable width, etc) and shown with specific examples. The author shows how to take from each of those to create advanced navigation systems using images and your semantic markup. I think that from this chapter a user could create an advanced navigation simply because the foundation is set pretty solid before he gets to the advanced section. This chapter goes hand-in-hand with chapter 1 when talking about image replacement.

Chapter 5 discusses the dreaded (sometimes feared) Forms. Forms come in all shapes and sizes and it is up to us to build them accordingly with the user in mind. The styling in this chapter spruces up what is a rather mundane form while giving you great flexibility and hooks to extend yourself. The author discusses the several different layout types (top aligned label, left aligned label, right aligned label) and shows how to enhance each. If you work with forms often, this chapter will help you whip up a clean interface for the task.

Chapter 6 is everybodys favorite chapter Rounded Corners. The author gives you an arsenal of tools (and knowledge) to attack the task of adding rounded corners. He discusses the different methods (horizontal stretching, vertical stretching, and full flexibility) and shows you how to achieve each keeping in mind the task of keeping the markup minimal and meaningful. We also get a brief glimpse into what CSS3 will have to offer us with multiple backgrounds per element.

Chapter 7 closes out the book with Tables. Tables still have a strong place in web development and the author shows you how to use tables properly (with semantic markup) and then how to give them a little visual jump-start and interaction. The markup presented here helps you give clear meaning to your tables as well as building with accessibility in mind (which is always important with tables, specifically). We round off the chapter looking at some interaction enhancements via Javascript that we can use with our tables (sorting, striping, and hovering).

Overall I found this book to be an excellent read. It was short and to the point, and gives the reader a great starting point (as well as inspiration). The book itself is well designed. My only qualms with the book is that the code examples are listed in full in many places, which gives less room for content related to the chapters. As I said in the beginning, this was a fairly quick read but well worth it. I would say that this is for an intermediate CSS developer, as specific CSS is not discussed in great detail but given to you as a way to achieve a specific design task. If you are familiar with CSS and need a quick way to achieve the tasks listed above, then this book is perfect for you."

Star Wars Prequels

Star Wars Roleplaying Game — Saga Edition 206

A long time ago, in a galaxy far, far away, a ... company called Wizards of the Coast abandoned Star Wars fans who enjoyed their tabletop roleplaying game to an awful fate: product death. The Star Wars d20 product line, which saw print from 2000 to late 2004, attempted to capture the epic adventure that is the Star Wars setting within a simple quantifiable ruleset. Unfortunately, the d20 rules (circa 2000) were far too clumsy to make the RPG 'feel' like Star Wars. Even a 2002 Revised Core Rules book did little to create an intuitive play experience. Now, in time for the setting's 30th anniversary, Wizards has released a brand new edition of the rules, marking a relaunch of the product line. Dubbed the 'Saga Edition', it has completely revamped the d20 rules to meet with demands for Star Warsyness. Read on for a review of the changes, which may finally bring the fun to the galaxy far, far away.
Java

Submission + - Computer Graphics with Java

Michael Grady writes: "Computer graphics has become an indispensable part of mainstream computing and the undergraduate course in computer graphics programming is often one of the most popular courses in the curriculum. In the early days, such courses dealt with low level implementation details and algorithms such as converting lines to pixels, filling rectangles, view clipping and anti-aliasing.

When OpenGL arrived on the scene, it was welcomed as an efficient and powerful, procedure-oriented library that kept many of the low level details out of sight. The sort of projects that could be tackled in an introductory course became much more impressive.

But that was back in the 90's. Is there a way to build a course covering the basic computer graphics concepts and techniques which takes advantage of object orientation and higher levels of abstraction? I believe the authors of Computer Graphics using Java have found a way.

Their strategy is to teach by example using the comprehensive, high level interfaces provided by Java 2D and Java 3D. Their examples are often well chosen and fun. The programming exercises are entertaining and appropriate.

About one third of the book is devoted to 2D graphics and covers the usual topics: coordinate systems, modeling, constructive area geometry, color models, affine transformations, compositing, splines, clipping, fonts, raster images, animation and image processing. As anyone who has worked in this area knows, Java 2D provides a beautifully designed set of classes for high quality 2D graphics and imaging. This part of the book could also serve as an excellent introduction for any programmer who wants to begin exploring its functionality.

Where the book really shines is in the examples. My favorite 2D examples include:
  • An interactive demo of the RGB Color model which also illustrates constructive area geometry.
  • An efficient rendering of the Mandelbrot set as a raster image.
  • An elegant analog clock that shows how to use the Timer class in animation.
  • An interactive demo of the common 2D affine transformations.


Surprisingly, none of the code uses anti-aliasing, even though Java 2D does a great job smoothing rough edges. In computer graphics circles, this is a faux pas — a violation of accepted, although unwritten, social rules, and points must be deducted for this omission. But if you add the required one line of code, most of the examples look pretty good.

The last two thirds of the book are devoted to 3D graphics programming, which reflects a common emphasis in the course at the undergraduate level. Coverage includes scene graphs, the rendering pipeline, 3D modeling, affine and projective transformations, illumination and reflection models, texture mapping, adaptive rendering, animation and interactivity, as well as object oriented graphics concepts such as behavior dynamics.

Java 3D provides a high level, object oriented framework for 3D graphics programming, with about 360 classes. For those who are used to programming with OpenGL, the Java 3D mindset may require a bit of indoctrination. It's based on the concept of a scene graph, and makes a lot of sense from an object oriented programming viewpoint.

Basically, a scene graph is a data structure for organizing the objects of a scene. We mean objects in the object oriented sense. Java 3D objects may be responsible for geometric, transformation, illumination, shading or behavioral data. The nodes of the scene graph represent objects and the edges represent a necessary connection. For example, a transformation node may be connected to a node representing a cube. The corresponding transformation object defines how the cube should be rotated, scaled, etc. In traversing the graph from its root, the Java 3D rendering engine finds all the information required to render the scene. It's a cool way to do computer graphics at a higher level of abstraction than programming directly with OpenGL.

Once again, many of the examples are excellent for an introductory text. My favorite 3D examples include:
  • The classic spinning dodecahedron. This example shows that setting up the scene geometry is pleasantly intuitive in Java 3D. The ease of computing the normal vectors of all plane surfaces using the NormalGenerator class is a good illustration of the power of object oriented programming. Transformations, lighting and material properties are handled by dedicated classes.
  • An interactive illustration of the common 3D affine transformations showing the effect of modifying transformation matrices.
  • The mirror image of rotating 3D text that demonstrates the effect of composing transformations.
  • How to generate a torus mesh.
  • The canonical Utah Teapot.


And once again, surprisingly, the code does not use anti-aliasing, even where it is badly needed.

All in all, it's clear that the authors are excellent teachers. This shows in their effective use of the teaching-by-example style.

As stated in the preface, the authors intended their book for students and computer professionals who want to learn basic computer graphics concepts and techniques and who want to get started in programming with the Java 2D and 3D APIs. I believe they have succeeded in this goal, and if you are in this group of readers, I can confidently recommend their book.

One of the benefits of using the Java platform is the extensive support for networking, multithreading, multimedia, database access and web services. For the most part, none of these benefits are exploited in the text. But that is probably the subject for a second course in computer graphics using Java.



References:

Book website:

http://www.cs.armstrong.edu/liang/graphics/graphic stoc.html



Project homepage for Java 3D:

https://java3d.dev.java.net/"
Book Reviews

It's Not News, It's Fark 229

"In It's Not News, It's Fark, Drew Curtis takes a critical look at the mass media. He promises to examine why the news is often not news at all, to look at the fear mongering, the cyclical nature of the news and the fluff that is passed off as important. Drew breaks down these not-news stories into 8 separate categories and gives examples, along with user comments from Fark. Unfortunately, 230 of the books 278 pages (including the index) are used for these examples. What time is spent talking about the media and the advertisement model it is built on, is insightful a bit cynical and very brief." Read below for the rest of the review.
The Matrix

Submission + - On Game AI In The Uncanny Valley

An anonymous reader writes: Normally, the Uncanny Valley theory is used to critique graphical realism in games, but it also applies to AI. Therefore, designer David Hayward examines AI's Uncanny Valley over at Gamasutra, citing games from Valve's Half-Life 2 to the interactive drama Façade." From the article: "There's a small minority of people who are consistently strange in particular ways... I don't mean to pick on them as a group; nearly all of us dip into such behavior sometimes, perhaps when we're upset, out of sorts, or drunk. Relative and variable as our social skills are, AI is nowhere near such a sophisticated level of interactive ability. It is, however, robotic. Monstrous and sometimes unintentionally comedic; the intersection of broken AI and spooky people is coming."

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