Wednesday 21 March 2007

TV phones

TV mobile phones were released in Japan in 2001 but the reception of the program was awful and it drank up all of the phones battery. But mobile phone networks are currently working on producing a high quality DTV mobile phone.
Like TVs, mobiles recieve radio signals, in the case of mobile TV they have the ability to receive radio signals in the TV-allocated frequency bands aswell as the bands allocated for mobile phone voice data.
However, there are a few issues that are going to have to be considered. Video streaming need fast transmission speeds, previous "2G" GSM networks provided data-delivery speeds of 10 to 14 kilobits per second (Kbps), and "2.5G" networks offered 30 to 100 Kbps. At 10 Kbps, a TV show is really a slide show; and at 100 Kbps, it's pretty choppy.
Another issue to think about is bandwidth. TV data takes up a lot more space than voice data and delivering a TV signal to thousands of phones is going to really slow down the network.
Finally, receiving a TV signal on your mobile is going to use up your battery extremely fast.

Tuesday 20 March 2007

gamecube vs wii

The gamecube was released in September 2001 and the wii was bought out around 5 years later. The gamecube has a single-threaded PowerPC processor running at 485 MHZ. The wii's processor runs at 729 MHZ so is therefore a lot faster. The gamecube has 24 MB of RAM, the wii has 88 MB of RAM. The memory card in the gamecube has 16 MB of video RAM, while the wii has 88 MB.
I understand absolutely none of those numbers and RAMS and MHZ thingys in that article but I'm gathering that it's pretty obvious that the wii is better. It seems a lot more advanced and a lot more fun than just sitting on the floor clutching a games control...and I'm guessing that you have to concentrate a lot more as you have so much more control over what you're doing on screen.

Tuesday 6 March 2007

second life

So Second Life is basically what it says it is, a place where you can escape from reality and create an alternative you, but with a bit of extra magic thrown in.Not only can you create an avatar of yourself, you can create anything you want and even share it with other 'residents'

“Second Life is beyond a game; it’s a tool for artistic freedom that brings people together.”
-Foxy Xevious, Second Life resident

“Second Life is intended to be a canvas, rather than a world that constrains residents to a specific theme or style.”
-Cory Ondrejka, Linden Lab vice-president of product development

Second Life has its own economy and a currency, Linden dollars. Residents receive a small amount of this currency when they start their account, and a weekly stipend thereafter. The size of the stipend depends on the account type. To earn additional money, residents may sell objects or services through shops within the environment to earn Linden dollars. It is possible to convert Linden dollars to US dollars and vice versa through a real-world brokerage run by Linden Lab. The Second Life economy generates about $US 500,000 worth of economic activity per week.

bit weird if you ask me...