Saturday, January 15, 2011

First 4G Apps Are Visual, Real-Time

HD video streaming, video calling, and multiplayer gaming will likely become the first hit apps for 4G networks.

Now that wireless carriers are rolling out faster, next-generation wireless networks, we will gradually start seeing connection speeds that are far faster and steadier than those of older 3G networks. The carriers say that 4G LTE and WiMax networks produce data throughput that is ten times faster than 3G. 

Although that 10X speed increase is not yet a reality in most of the United States, by the middle of 2012 the higher speeds will have reached enough markets and enough consumers to establish a new baseline for U.S. wireless broadband speed. Users will no longer expect Web pages to load slowly on their smartphones, and consumers will demand that video play smoothly and at high quality.

With network performance kicked up a few notches, we'll naturally want to do some new things with our devices. The wireless carriers, meanwhile, will want very much to get as many customers connected to their new 4G networks, and to lure us in they’ll tempt us with amazing apps that fully utilize the speeds of 4G. Consumers might begin to see these fast new apps as must-haves--just as mapping apps have become essential in the 3G world.
The first-wave 4G apps that the carriers are demonstrating are not entirely new things--they're simply apps that we traditionally use at home, but they're now making their debut on mobile devices. During press conferences and private demos, as well as in Web and TV ads, the wireless carriers are emphasizing three categories of apps in particular: HD video streaming, videoconferencing, and online gaming. Here's a look at each category.

HD Video Streaming

Watching video on a smartphone with 3G service often means tolerating pixelation, jerky movement, and even screen freezes. The video lacks the look and feel of what we recognize as high definition on our TVs at home. That's because 3G service cannot establish a large enough data pipe to the end device to deliver a high number of video data packets fast enough (not to mention with minimum packet loss) to create genuine high definition on the small screen.
HTC EVO 4G smartphone 
Another crucial issue is packet latency, or the time in milliseconds that a packet of video data (in this case) takes to move from a server up in the network down to the end device. With 3G service, the latency time can be around 150 milliseconds, which is too much drag time for high-definition streaming video. Mobile HD video requires a fast and steady stream of packets moving to the end device in order to remain “HD.”
In 4G networks, the latency time is much less; for instance, Verizon’s new 4G LTE service is showing latency numbers of around 40 milliseconds. That near-instantaneous send-and-receive connection between the end device and the server--combined with much higher raw data speeds--creates a video image that looks rich in color, has obvious dimension, and handles movement in a smooth and fluid way. In short, it looks like what we know as HD video.

Videoconferencing

You might notice that many (if not the majority) of the new 4G handsets being announced these days have front-facing cameras in addition to the camera on the back. We’re even beginning to see a move from 1-megapixel front-facing cameras to 2-megapixel cameras, which increase the quality of the video of the caller being sent upstream through the network.
Videoconferencing is a bit different from HD video streaming in that it is a real-time, bidirectional application. Like HD video streaming, videoconferencing requires a certain threshold of download speed--preferably around 1 megabit per second--to pull down the moving image of the person on the other end from a server on the network. The real challenge, however, is the upload speed. Because today’s networks are configured to serve up far faster download speeds than upload speeds, and because videoconferencing requires adequate downlink and uplink speeds, poky upload speeds are often the bottleneck in substandard videoconferencing sessions.
Thankfully, 4G networks not only offer higher download speeds but also higher upload speeds. Sprint’s and Verizon’s respective 4G networks, for example, can consistently deliver upload speeds of more than 1 mbps--enough to accommodate the uplink requirement of mobile videoconferencing.
Low latency is even more important to videoconferencing than it is to HD video streaming. In-person communications involve very little gap between one person’s talking and the other person’s responding; we rely on quick verbal and visual clues to know when to speak and when to listen. When the conversation is taking place over a network, even the slightest delay in communicating those cues can cause the callers to begin talking over each other.
But again, the 4G networks of today reduce the latency of 3G networks by about two-thirds. Even at 4G speeds, mobile videoconferencing may not be perfect, but it’s likely to be good enough for effective communication--and it will probably only get better as network speeds increase and handset cameras improve.

Mobile Gaming

Gamers have long imagined a day when they can play high-definition games with their friends using their mobile devices. That time has come. The advent of 4G will likely spur the first generation of real-time mobile games that operate on cellular networks.
The limitations of 3G networks have confined gaming to an asynchronous model. In a Scrabble game, for instance, one player takes a turn placing a word on the board, and then the other player receives a notification when the network is ready for the next move. Such games don’t require fast network connections or low latency rates.
But because 4G networks can deliver more data packets (upstream and downstream) at a more predictable rate and with less latency, a whole new class of games is becoming possible on mobile devices. The games we’re used to playing on a home PC with a wired broadband connection will become possible on devices connected on a cellular network.
Mobile gaming
The 4G networks will be able to accommodate synchronous gaming--games in which players make quick moves in reaction to the moves of other players, or to the moves of a virtual opponent that the game creates at the server. In a shooter game, for example, Player A might be dodging the shots that Player B fired in real time, while reacting to his opponent's evasive moves to decide where to fire his own shots. For that kind of quick interplay to work, players must be able to see and hear these events almost immediately when they happen.
Another (more peaceful) example is Rock Band, which Verizon featured in a 4G demonstration at the Consumer Electronics Show in Las Vegas. In the game, a group of mobile players must play in unison with the music the game generates, following visual cues on the screen. Meanwhile, they must play in unison with other (mobile) band members in real time.
Such synchronous games rely on very fast download speeds to convey a high-definition gaming environment to the mobile device, as well as to communicate the movement of the game to all players quickly. Very low latency is necessary to communicate the moves of the players almost instantaneously to the server and to one another. Such games also depend greatly on the reliability of the network connection; the network can compensate for a certain number of lost packets, but if too many are lost, the fluidity of the game breaks down. And finally, the network must allow for very little jitter, meaning that the rate at which the packets flow back and forth between the players and the server should remain relatively constant and not slow down or speed up drastically.
That’s a lot to ask of a radio network with no wires.
Today 4G networks are far from ubiquitous in the United States, and the network technology the mobile carriers are currently building out represents only the earliest stages of 4G's evolution. It will be the mass appeal of mobile apps such as HD video streaming, videoconferencing, and gaming that will accelerate the arrival and improvement of 4G service. Don’t be too surprised if these apps have become mainstream by the end of 2013.

Sunday, December 12, 2010

IronKey Personal S200 Flash Drive Is Rugged and Secure

The IronKey Personal S200 is possibly the slickest combination of software- and hardware-based security in the flash drive market. Though you log on via software, the S200 uses hardware encryption so there's no software running on your PC that can be hacked to intercept data. It's also stylishly rendered in brushed silver metal, rugged, and easy to use.

The Personal S200 uses a small CD-emulation partition to store and auto-run its control panel, which is used to log on and administer the drive. The control panel is portable, so no installation is required and it can run on Windows, the Mac, and Linux. It's nicely laid out, easy to learn and you may add icons to it for any portable apps you load onto the data partition.
You may enter the password via a randomizable onscreen keyboard to foil key-loggers if the situation demands. One flourish I particularly enjoyed was that that actual data partition remains hidden until you've entered the correct password. You may also log on in read-only mode.
IronKey couples the Personal S200 with an online account at my.ironkey.com, which is secured with a password, questions, and an image or 45 user-defined phrase combination. There you may back up and retrieve your device password, and any passwords stored in the included Identity Manager password management software that makes it easier to employ complex passwords online. If you log onto the Web portal using anything other than the portable Firefox browser shipped on the IronKey, then you must then enter a code emailed to you after you enter your user name and password. Nice.
If you're not looking for drive with biometrics, such as the Imation Defender F200, or one with a keypad, such as Lok-It, then the IronKey is a stylish and exceptionally well-conceived flash drive security product.

World's Smallest Battery: Real-Time Observation of Nanowire Anode to Help Improve Lithium Batteries

A benchtop version of the world's smallest battery -- its anode a single nanowire one seven-thousandth the thickness of a human hair -- has been created by a team led by Sandia National Laboratories researcher Jianyu Huang.
To better study the anode's characteristics, the tiny rechargeable, lithium-based battery was formed inside a transmission electron microscope (TEM) at the Center for Integrated Nanotechnologies (CINT), a Department of Energy research facility jointly operated by Sandia and Los Alamos national laboratories.

Says Huang of the work, reported in the Dec. 10 issue of the journalScience, "This experiment enables us to study the charging and discharging of a battery in real time and at atomic scale resolution, thus enlarging our understanding of the fundamental mechanisms by which batteries work."
Because nanowire-based materials in lithium ion batteries offer the potential for significant improvements in power and energy density over bulk electrodes, more stringent investigations of their operating properties should improve new generations of plug-in hybrid electric vehicles, laptops and cell phones.
"What motivated our work," says Huang, "is that lithium ion batteries [LIB] have very important applications, but the low energy and power densities of current LIBs cannot meet the demand. To improve performance, we wanted to understand LIBs from the bottom up, and we thought in-situ TEM could bring new insights to the problem."
Battery research groups do use nanomaterials as anodes, but in bulk rather than individually -- a process, Huang says, that resembles "looking at a forest and trying to understand the behavior of an individual tree."
The tiny battery created by Huang and co-workers consists of a single tin oxide nanowire anode 100 nanometers in diameter and 10 micrometers long, a bulk lithium cobalt oxide cathode three millimeters long, and an ionic liquid electrolyte. The device offers the ability to directly observe change in atomic structure during charging and discharging of the individual "trees."
An unexpected find of the researchers was that the tin oxide nanowire rod nearly doubles in length during charging -- far more than its diameter increases -- a fact that could help avoid short circuits that may shorten battery life. "Manufacturers should take account of this elongation in their battery design," Huang said. (The common belief of workers in the field has been that batteries swell across their diameter, not longitudinally.)
Huang's group found this flaw by following the progression of the lithium ions as they travel along the nanowire and create what researchers christened the "Medusa front" -- an area where high density of mobile dislocations cause the nanowire to bend and wiggle as the front progresses. The web of dislocations is caused by lithium penetration of the crystalline lattice. "These observations prove that nanowires can sustain large stress (>10 GPa) induced by lithiation without breaking, indicating that nanowires are very good candidates for battery electrodes," said Huang.
"Our observations -- which initially surprised us -- tell battery researchers how these dislocations are generated, how they evolve during charging, and offer guidance in how to mitigate them," Huang said. "This is the closest view to what's happening during charging of a battery that researcher have achieved so far."
Lithiation-induced volume expansion, plasticity and pulverization of electrode materials are the major mechanical defects that plague the performance and lifetime of high-capacity anodes in lithium-ion batteries, Huang said. "So our observations of structural kinetics and amorphization [the change from normal crystalline structure] have important implications for high-energy battery design and in mitigating battery failure."
The electronic noise level generated from the researchers' measurement system was too high to read electrical currents, but Sandia co-author John Sullivan estimated a current level of a picoampere flowing in the nanowire during charging and discharging. The nanowire was charged to a potential of about 3.5 volts, Huang said.
A picoampere is a millionth of a microampere. A microampere is a millionth of an ampere.
The reason that atomic-scale examination of the charging and discharging process of a single nanowire had not been possible was because the high vacuum in a TEM made it difficult to use a liquid electrolyte. Part of the Huang group's achievement was to demonstrate that a low-vapor-pressure ionic liquid -- essentially, molten salt -- could function in the vacuum environment.
Although the work was carried out using tin oxide (SnO2) nanowires, the experiments can be extended to other materials systems, either for cathode or anode studies, Huang said.
"The methodology that we developed should stimulate extensive real-time studies of the microscopic processes in batteries and lead to a more complete understanding of the mechanisms governing battery performance and reliability," he said. "Our experiments also lay a foundation for in-situ studies of electrochemical reactions, and will have broad impact in energy storage, corrosion, electrodeposition and general chemical synthesis research field."
Other researchers contributing to this work include Xiao Hua Liu, Nicholas Hudak, Arunkumar Subramanian and Hong You Fan, all of Sandia; Li Zhong, Scott Mao and Li Qiang Zhang of the University of Pittsburgh; Chong Min Wang and Wu Xu of Pacific Northwest National Laboratory; and Liang Qi, Akihiro Kushima and Ju Li of the University of Pennsylvania.
Funding came from Sandia's Laboratory Directed Research and Development Office and the Department of Energy's Office of Science through the Center for Integrated Nanotechnologies and the Energy Frontier Research Centers program.

Tuesday, November 23, 2010

VOW (Videos on Warid)

VOW (Videos on Warid)

Warid brings a fabulous service for its customers to enjoy free videos on the move where ever they are. Our valued customers can now access the world of entertainment with a user friendly interface on their mobiles via the new ‘VOW’ (Videos on Warid)Service. No matter what age or where you are, we are sure you will find something to your liking that will provide you with good entertainment and no more boring moments in your day.

‘VOW’ shall be constantly updated with new FREE video content that users can view using their GPRS enabled mobile phones. ‘VOW’ provides mobile video content for full screen video streaming and downloading over Warid’s widespread GPRS/Edge network.
Enjoy ‘VOW’ by visiting  vow.waridtel.com from your GPRS enabled mobile handset.
*GPRS charges apply.  
For further details on ‘VOW’ mobile video content click here.

Life ka network: Warid Bol Anmol

Warid Bol Anmol
You expect the best rates and superior network quality from Warid.  But we are always looking to exceed your expectations, because we know how to take care of our family. 
Keeping in line with our tradition of providing innovative and exciting offers to our family members, we present the “Warid Bol Anmol Program”.
Now, without any activation or conditions, you will be rewarded with an immediate bonusfor any activity on the Warid network! All you have to do is spend as low as Rs. 5 a day on the network and you will be rewarded with an immediate bonus with our “Bonus Rozana Program”.  Ramp up your usage to Rs. 10 a day and you’ll be automatically entitled to the “Bonus Mahana Program”. The more you spend, the more you get. Keep using your Warid connection and keep winning!
You thought your words were precious; they just got even more valuable…

Friday, October 29, 2010

Sprint CEO thanks iPad for uptick in Overdrive demand

Well, wouldn't you know it? Seems that tongue-in-cheek marketing campaign may actually be working. Way back in April of this year, Sprint decided it would begin offering its own iPad case, despite the fact that even today the iPad isn't sold in Sprint stores. The reason? It's the perfect opportunity to push the Overdrive, a 4G mobile hotspot that's able to take the iPad (and any other WiFi-enabled device) to 4G speeds where available. In a recent interview with GigaOM, the carrier's CEO (Dan Hesse) confirmed that most iPads being sold are of the WiFi variety, and due to that, "the company has seen an uptick in demand for its Overdrive (3G/4G) MiFi wireless-hotspot device, as people use it to connect their iPads to the Internet when on the go." He failed to exaggerate on actual numbers, but it's obvious he's in favor of Apple's darling tablet selling like hotcakes -- after all, how else are you going to get an iDevice into 4G territory?

Samsung notches record profits, aims to sell ten million Galaxy S phones this year

My, how a year changes things. Q3 2009 was a nightmare for mega-corps in terms of earnings, but things have definitely been on the up and up just 12 months later. After Sony pushed out a glowing quarterly report this morning, rival Samsung has done likewise. The company saw record breaking revenues of ₩40.23 trillion ($35.8 billion) as well as profits (₩4.46 trillion; $3.96 billion) in this most recent quarter, with Sammy crediting strong semiconductor performance for the bulk of its newfound fortune. A tip of the hat was also given to its mobile communications business, with the outfit moving a staggering 71.4 million phones during Q3 2010 (a 19 percent boost year-over-year). Reports are noting that between five and seven million of those were of the Galaxy S variety, and it's hoping to sell ten million of 'em before the close of this year. All that said, the firm isn't expecting an equally rosy Q4, noting that a strengthening won and heightened price pressures around LCD panels and DRAM could put a damper on skyrocketing profits. So much for taking a day to celebrate, eh?