Posts tagged "landscape"

Breaking News: Big Ten standing pat, Missouri wishes it wasn’t

The big headline on Wednesday was “Report: Missouri hopes to join SEC, wanted a Big ten invite the most.”

In other news, “Statistics show that teen pregnancy drops off significantly after age 25.”

Obviously Missouri’s first choice was the Big ten. When the Big ten considered which school to add last season, Missouri practically begged the conference to pick it.

Citing an anonymous school official, the article said the Big ten has once again shown no interest in expansion, much less Missouri.

Incredibly, the Big ten office confirmed to the Missourian the aforementioned anonymous source’s statement: commissioner Jim Delany stands by the comments he made the last two months.

What were some of those comments?

Aug. 19: “We’re about as comfortable as we can be with where we are. We’ve said that we will continue to monitor the landscape, but we have closed down active expansion and have no plans to seek new members.”

Sept. 18: “I don’t think that moves in the SEC or the a.C.C. or Pac-10 or Big 12, haven’t, to date, created an environment that changes our position. We’re as comfortable as we could be. We’re cautious and conservative.”

Sept. 29: “to expand, we must make a compelling case for it. Right now, we can’t make a compelling case for it… We looked around with interest, and we looked around to analyze. We try not to over-react, and I don’t expect that we will.”

If Texas, Oklahoma, Oklahoma State and Texas Tech had left for the Pac-12 a few weeks ago, it would be reasonable to wonder if the Big ten is considering further expansion. The Pac would be up to 16 teams, and by inviting Missouri the SEC would have the intention of becoming 14. The age of super-conferences would have been imminent, and if the Big ten had any intentions of expanding to 14 or 16 teams, Missouri would presumably be one of the top choices.

But with the Pac standing pat, the Big ten has reiterated its satisfaction with the 12 teams it has.

No real headline there. Not really news that, given other circumstances, Missouri might have ended up in the Big ten. Not really news that Missouri would have preferred those circumstances.

Breaking News: Big Ten standing pat, Missouri wishes it wasn’t


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    Posted by admin - October 7, 2011 at 7:00 am

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    GamesOnDeck.com – GDC Online: Trinigy On ‘Very Saturated’ Mobile, Casual Reaching ‘Balance’ With Core

    • GDC Online: Trinigy On ‘Very Saturated’ Mobile, Casual Reaching ‘Balance’ With Core [10.06.10]
    • Trinigy U.S. CEO Danie Conradie hopes that the company's Vision Engine framework will stand out in an increasingly complex middleware landscape because of its flexibility.

      Over 150 projects now use the engine across all platforms — it supports Xbox 360, PlayStation 3, Wii and PC — and Conradie says that it's the engine's large number of partner integrations that drive value for licensees.

      "It's definitely modular; we designed it that way," he tells Gamasutra of the tech during an interview at this week's GDC Online. "we ship an evaluation SDK, people get the source code so they can see how we do the partner integrations."

      "Then they can choose them or leave them out; we don't want to get in the way. They're used to using third-party libraries already, [so] we can interface with what they're already familiar with."

      Partners include Speedtree, PhysX, Havok and FMOD, and Conradie says Vision Engine aims to add value for users already working with those tools. "It's not just the components," he adds.

      "For example, if you have Speedtree, it combines with our dynamic lighting system; you can place the trees and landscapes in our editor."

      In an environment where tools focus on getting ever lighter and more accessible — the better to serve smaller studios, independents and developers of iPhone apps or browser games — Conradie says his company continues to focus primarily on a traditional base of licensees.

      "our target has always been middle to upper-level developers… we've stayed away more from targeting indie developers, just because of the inherent complexity of what we do. our software is also used for a lot of serious games, which have specific high-performance demands."

      The Browser Space

      but recently, Trinigy rolled out the Webvision framework, a tool that allows users to package their products so that they can run over the web. "We've also seen quite an increase in terms of adoption in the MMO space just because the developers — for example, in Korea — they have their own networking tech already, but they might need an engine to display tools for editing worlds."

      In cases like those, having a modular framework can be a value add, Conradie explains. "There are 15 MMOs in development [using our tech] even though we don't do anything specific in terms of networking for that," he adds. "Many customers have proprietary backends."

      Even though it's primarily focused on a different kind of customer, Conradie says the movement in MMOs and online games has been increasingly impossible to ignore — "That's one of the reasons why we made our engine available to those that want to publish games on the web."

      and Trinigy formally revealed Webvision just after it announced seven licensing deals with studios in China, South Korea, and Vietnam, including big players like Neowiz and SmileGate. all in all, that's begun to spell a broader spectrum than Trinigy has historically explored in the past.

      "our typical pricing model for boxed titles always had a sliding scale — it's a percentage-based system that's not based on royalties, but on budget. Many customers want to do Xbox Live Arcade, PlayStation Network or Wii Ware titles; that's why we make the model flexible, so that developers who want to do shorter titles have access to our technology. we see some developers doing a game every two to three years; others are doing two to three titles every year. So we cover both ends, there."

      So Trinigy's approach the evolving marketplace is that rather than offer indie licensing deals or an alternative solution for smaller platforms, is simply to be as flexible as possible with the solution it has: "Being modular definitely helps, because we can support different libraries," Conradie says.

      but it's a unique set of challenges middleware companies face in the current environment, in the middle of an exceptionally long console cycle with new platforms emerging in the mobile and social spaces. "I think everybody is looking at how they can adapt," says Conradie.

      Looking East and Growing Bigger

      Besides being modular and as flexible as it can, Conradie says the Korea space has indeed received increasing focus. the company has a German headquarters, and sales and support offices in Texas and in Korea.

      There's been "quite a lot of interest" from the latter market, Conradie says — Eastern countries are more open than they've ever been to Western technology, and the challenge for companies like Trinigy is learning to meet the specific needs of that market in terms of crossing language barriers and learning what kind of visual look and inputs developers in the region require, for example.

      Conradie says Trinigy has hired more people to keep up with its quickly-growing customer base, as like many middleware companies it focuses on ongoing sales and support relationships with licensees. It also wants to make sure it helps users stay abreast of version evolutions, and that it collects feedback on features users are asking for in the framework.

      That's not to say that changes in the marketplace haven't posed unique challenges for Trinigy to consider. "In the past year, you've seen some of the bigger studios shutting down," he suggests. "Historically you would have seen maybe one or two companies coming out of that, but now we're getting a lot of new studios up."

      but because of those studios' small size, they traditionally focus on smaller-budget projects like casual, social and iPad games, a market Trinigy has historically not addressed. "It's definitely challenging," Conradie says. "but we've sort of continued doing what has worked for us, focusing on the higher end where we know we have revenues. I think there has been a gold rush… that market is getting very saturated and it's getting really difficult to have success in that space."

      Trinigy's recent client list, on the other hand, reads very traditionally core-market — games made with its tech include Ubisoft's strategy title Settlers 7 and unannounced projects from TimeGate Studios and Robot Entertainment.

      "There is always going to be a market for the hardcore console games," says Conradie. "the casual market has just become more popular right now. It'll reach a balance point."

      by Leigh Alexander 2010-10-06 13:35:00

    <a href="http://www.gamesondeck.com/news/2177/gdc_online_trinigy_on_very_.phptag:news.google.com,2005:cluster=http://www.gamesondeck.com/news/2177/gdc_online_trinigy_on_very_.phpWed, 06 Oct 2010 17:03:27 GMT 00:00″>GamesOnDeck.com – GDC Online: Trinigy On ‘Very Saturated’ Mobile, Casual Reaching ‘Balance’ With Core


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    Posted by admin - October 19, 2010 at 4:00 am

    Categories: Technology   Tags: ,

    Blackberry Curve vs. Blackberry Storm Comparison since upgrade?

    the old answers on here where when the storm first came out and before the firmware upgrade). I am deciding on upgrading between the two. I am a first time smartphone user. I have had trouble typing on both when trying them out. The keys on the curve seem kind of small, yet i still made typos on the storm in landscape. what do you think is better. I would be using it half business half personal (i do not get 9000 emails, more like maybe a few when i am not in the office). any advice for those experienced blackberry users and first timers who have tried on eof them or both would be greatly appreciated.

    Blackberry Curve vs. Blackberry Storm Comparison since upgrade?


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    Posted by - March 29, 2010 at 6:00 pm

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    Hands-on with the new iPod nano, part 1


    Look and feel
    The iPod nano comes in the now-standard nano packaging consisting of a small, plastic case with the accessories tucked behind the device. Included with the nano is a set of stock Apple earbuds, a dock adapter, a USB cable, and an instruction book. There’s no power supply here; you’re expected to charge while you have it hooked up to your computer.
    The new iPod is slightly longer than the previous generation, in order to compensate for the slightly larger screen. The width of the screen, when in landscape form, now matches that of the 5.5G iPod video, and the length is almost the same. The headphone jack is tucked next to the dock connector on the bottom, and there is a hold switch on top. The camera, now added to the back with a small microphone/speaker next to it, is flush with the device, but placed in an odd location. As seen in the image above, the camera on an iPhone is located in the upper-left side of the device. With the nano, the camera is right behind the click wheel. my normal tendency is to wrap my hand around the device over the wheel, so I’ll have to be careful while using the camera as to not accidentally cover the lens.

    Syncing, Audio and Video

    For those familiar with the nano, or any iPod for that matter, the vast majority of the features on the device are pretty much standard. VoiceOver, Voice Memos and Genius Mixes have all made their way onto the nano. 14.98GB out of a total of 16GB are available for use, and I quickly synced a selection of music, audiobooks, along with a couple of videos and podcast episodes, for testing.

    For those who choose to sync over manually managing their iPods, iTunes 9′s vastly improved syncing features makes this a far-easier chore than it was in the past. The one main area here that could use tweaking is the syncing of audiobooks. There’s no way to select an individual audiobook for syncing unless you create its own playlist. I wish that iTunes would include a way to sync individual audiobook titles rather than the entire genre, all the author’s works, or a playlist. The ability to sync by album would be nice as well. I like the option to automatically fill free space with songs, but it’s not something I’m taking advantage of yet.

    Edit (7:35 a.m. PDT): A prior version of this article mentioned issues with syncing and manually managing the nano. When I got home this morning and plugged in my iPod, I was prompted to update to software version 1.0.1. After this, I had no issues manually managing the iPod.

    Audio using the new built-in speaker is okay, but nowhere near as robust as on an iPhone. it would also make true audiophiles cringe. If you want to pipe sound externally from a nano, you should still reach for those 3rd party speakers. Video is crystal clear and sharp, and I had few problems reading the subtitles on an anime episode I tried out. I still don’t see this device as a solution for long-term video use, however.

    Pedometer

    While it won’t substitute for RunKeeper during my walks yet, the built-in pedometer is a very nice addition to the nano. I turned it on, plugged in my weight, then kept it going while I walked out and back to check my mailbox. You need to be careful not to press the center button on the click wheel, or else the pedometer will reset. When the iPod is in pedometer mode, you can back out to the main menu and do other tasks. a pedometer listing on the main menu, only available while it’s active, shows you how many steps you’ve taken. The pedometer is not easily manipulated, as I’ve stood and swung the iPod around and it wouldn’t jog the steps.

    When you hook the nano back up to iTunes for the first time after using the pedometer, you will get an option to send your fitness data to a Nike+ account. a Nike + iPod tab is added to iTunes at this point and stores data in the case you decide to get a Nike+ account in the future. a history of your pedometer use is also kept on the nano itself.

    Radio

    I have to say that the built-in radio tuner is my favorite new feature on the nano. To get the radio to work, you must plug in a pair of headphones — but it does not have to be the stock Apple buds that come with the nano. I used my Bose earphones and got pretty good reception.

    You have the option to switch among different radio regions, but it doesn’t mean that you’ll suddenly tune into Tokyo radio stations from Arizona. it means that if you happen to travel frequently to different radio regions, you’ll be able to set favorite radio station while visiting France without overwriting your favorite local station. for the most part, the available radio broadcast bands are the same worldwide except for Japan, which 70-90 MHz.

    You can pause your radio programs for up to 15 minutes, and also rewind during that same time span. This is useful if you want to listen to a song again, or replay a missed news or traffic bulletin — a feature enjoyed for many years by cable and satellite television subscribers with access to DVR features. When you’re tuned into a station, the title of the song you’re listening to will pop up on screen. like it? Press and hold the center button to either tag the song or add the station to your list of favorites. The next time you sync your iPod nano, a “Tagged” playlist will be added to the iTunes Store, and the songs you have on that list will be available for purchase if they are available in the iTunes Store.

    In the second half of the review, we’ll dive into new video camera and see how it holds up to some competition.

    Hands-on with the new iPod nano, part 1


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    Posted by - March 22, 2010 at 4:00 am

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