Showing posts with label IPhone. Show all posts
Showing posts with label IPhone. Show all posts

Friday, February 15, 2013

How to Convert a Tethered Jailbreak to an Untethered Jailbreak for iOS 6 & iOS 6.1

This instructable will show all of you people who could not wait to jailbreak your IPhones from a tetherd jailbreak to a untethered one. If you have a  iPhone 4, 4S, 3GS, or iPod touch 4th gen, and want to convert to an untethered Jailbreak version, it is now possible. WARNING!!! Jailbreaking your ...
By: mfrontuto

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Thursday, February 14, 2013

Rapid Racing iPad App

My name is Paul, I am 15 years old, and I made an app! I've been learning how to build games for the iPhone and iPad for about 3 years and just published my first iPad game to the AppStore. Check it out, its free! http://www.appstore.com/rapidracing My answers to the Make-To-Learn contest: What I ...
By: Gerome42

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Kickstarter Goes Mobile With New iOS App

01-Discover-iPhone-5

It’s Valentine’s Day and what better way for a crowdfunding site to show its love for you than release an iOS app? The new app will go live on iTunes shortly and allows users to follow their funded projects and search for new projects from the comfort of their iOS device. No word on an Android version yet.


“The app is a whole new way to experience Kickstarter. We took things we’ve learned from the past three years of building the site, and applied them to a total redesign for the iPhone,” wrote Yancey Stickler, CEO.


The app allows you to find and fund projects on your mobile and browse projects based on popularity and category. You can also follow the projects you’ve funded once you’ve logged in using your Kickstarter account.


It also allows project creators to manage their pages and notifies creators when they get pledges. You can even upload video straight to your project while on the road. The app, built by Brandon Williams and Andrew Cornett, is available today.





Wednesday, February 13, 2013

can i Splice A usb socket extension cable into power cable???

Hello, I have a little sub woofer box and 4  speakers connected to it, it has a line out 3.5 mm headphone jack which i connect my iphone to, the Subwoofer box has a power cable which plugs into the mains power. This is for work and it does the job just fine. my question is though i want to put a USB...
By: Benji29

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Monday, January 28, 2013

Apple, cross-promotion, Discovery Engineering, eCPA, Electronic Arts, Europe, Facebook, Fantasy Sports, guano, iPhone, potato, sheep, South America, SPI, whales, wolves

A BROWSER MANIFESTO – PART 10

After doubling European farming output with the potato, there was a further tripling of value from another South American import: the bird droppings known as guano. Let’s apply the fertilizer metaphor to how we can make games better with a new technical discipline that I’ll call Discovery Engineering. In short, how do we start with the same game but add engineering and technology that brings in much more new daily traffic as well as more frequent return visits?

Our gaming guano starts with my very old concept that great games must be Simple, Hot and Deep. I’ve been saying this since I founded Electronic Arts in 1982 and it remains true nearly 30 years later. Consider the ocean, which is simple enough in concept and access that everyone likes to go to the beach. The babies are playing in the sand and puddles while the kids that can walk are getting wet and letting the lapping waves chase them. It’s hot and the graphics and sound are fantastic; everyone is enthralled by the spectacle and can’t get enough. And no matter how far you go it just keeps getting deeper until you need a surfboard or scuba gear and have to worry about sharks. The analogy I used earlier was how the depth satisfies the whales, also known as wolves, who generate your revenue. The wolves need to conquer the sheep that are represented by the casual players. Hence the game must appeal to everyone like the ocean. You cannot even begin to make this work if the game is not Simple, Hot and Deep.

There are additional things that can now be embodied in the game itself that will drive more traffic and return visits. Game mechanics that are very satisfying to play by yourself are of less value than mechanics that engage you in competition and contact with other players, which provokes both viral spread and higher return rates. Repeatable game mechanics that are driven more by algebra and stats, like Fantasy Sports, are not only more efficient to build than a content treadmill, but they provoke endless competitive comparisons leading to higher return rates and more spending.

Independent of the game, additional technology layers can be wrapped around it to generate more free traffic. The APIs of an SNS like Facebook are one great example. Apple makes it easy to send an email invitation but any of these ideas is going to be more effective if the game is not limited to one platform. Everyone that is looking at email or Facebook is but one click away from the browser, regardless of his or her preferred game platform. If your game runs in the browser without requiring any plug-ins, installs or memberships you have a better chance of getting the recipient of an invitation to try it right now. If they like a short trial session, they may later become a Facebook member or buy an iPhone but even if they don’t they can play your game in any case.

My favorite example of Discovery Engineering is how we do cross-promotion. Many people dislike this idea because they don’t understand it and are clinging to the past. Old School thinking says that customers go to destinations and that you would be crazy to distract them or let them exit prematurely once you have gone to all the trouble to bring them to your game. But if your game is in the browser, the player only invested in one simple click to get to you. Not only was the “investment” nothing, he’s busy right now, possibly at work or at school, and he’s going to be leaving your website within seconds regardless of how you treat him.

The principle of cross-promotion is to get something of value when, inevitably, he leaves. Hence we show a display ad banner offering a few other games to try. If the current game is no longer holding his attention, he’s a goner anyway. But if he clicks on a game in the banner, he goes to a competitor’s game for a free trial, and that competitor now owes our company a return click from one of their customers that we don’t already have. If your product is lousy this will only make you fail faster. But if you make a superior game you will double your customers this way, because your game is good enough that your departing player will remember to come back to your game again. And your competitor is giving you a new customer who will also like your game, so you’ll have two good customers instead of just one. Voila, your eCPA just dropped in half, which dramatically increases the chance that the game’s lifetime value will be profitable.

It is for the same reason that auto dealerships cluster together on the same street. But many game developers are too paranoid and distrusting to do this kind of cross-promotion. They’re afraid to help a competitor or they’re insecure or overly protective about their game. But we know this works for us; it’s the best guano we’ve got.

Friday, November 11, 2011

Google News: Motorola Droid RAZR vs. Apple iPhone 4S: Verizon Smartphone Showdown

Google News
PC Magazine - ‎2 hours ago‎
The Motorola Droid RAZR is one of the most-hyped phones in recent memory. But you don't need to think back too far to recall the months of rumors and speculation surrounding the Apple iPhone 4S.



Browse all of today's headlines on Google News
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Monday, October 31, 2011

Google News: HTC hurt by Sprint iPhone

Google News
Kansas City Star - ‎5 hours ago‎
HTC Corp., Asia's second-largest smartphone maker, forecast revenue and shipments that missed analyst estimates as competition from Samsung Electronics Co.
more »



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Google News: IBM opens up smartphone, tablet support for its workers

Google News
Computerworld - ‎8 hours ago‎
Computerworld - IBM has embraced -- nearly -- the growing "bring your own device" trend of allowing employees to buy and use their own smartphones and tablets for work tasks, said IBM's CTO for mobility, Bill Bodin.



Browse all of today's headlines on Google News
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Saturday, October 29, 2011

Google News: Smartphone market growth begins to slow

Google News
Inquirer - ‎22 hours ago‎
THE SMARTPHONE MARKET is beginning to slow down, with lower shipment growth experienced in the third quarter of this year, according to reports by both Internationl Data Corporation (IDC) and ABI Research.
See all 18 sources »



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Google News: Reporters' Roundtable: Can Nokia come back from the dead?

Google News
CNET (blog) - ‎11 hours ago‎
What happened to Nokia? This company once ruled the mobile phone business. But it never made a successful smartphone for the US market.
See all 16 sources »



Browse all of today's headlines on Google News
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Google News: Samsung Passes Apple in Smartphone Shipments

Google News
PCWorld - ‎15 hours ago‎
Apple's position in the catbird seat for global smartphone shipments has been short-lived. Just a scant three months ago, the maker of the iPhone knocked Nokia out of the top spot.
See all 611 sources »



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Friday, October 14, 2011

Apple Tribute Logo Moves the Web

Image representing Tim Cook as depicted in Cru...Image via CrunchBase When Steve Jobs resigned from Apple in August, 7,000 miles away in Hong Kong, graphic design student Jonathan Mak Long, "shocked" by the CEO's departure, did what he knew best: He created a design to honor the Apple co-founder.

The 19-year-old posted the image, the Apple logo with the bite changed to a profile of Jobs, to his Tumblr blog. Known as Jonathan Mak, he initially received about 80 notes on the image. Then word came this past Wednesday that Jobs had died, after a long battle with cancer. The designer reposted the homage, which this time caught fire on the Web, attracting an almost immediate response of 10,000 likes and reblogs on his Tumblr site and surging to 180,000 -- in one day. Comments included "awesome invention like steve jobs." One thought it should be the "new Apple logo." Another wanted to "use it as a tattoo."

Speaking in fluent English (which he said he learned from watching the TV show "Friends"), the Polytechnic University School of Design student told Yahoo! in a Skype interview that the image was a tribute to Jobs's contributions to the world: "I wanted to commemorate him. He's such an integral part of Apple. I thought it would be fitting to include him in the Apple logo." The artist added, "With Jobs gone, Apple is literally missing a piece."

Mak was inspired by the uncompromising personality of the creative genius. He said of Jobs: "He had this vision that he was not afraid to commit to. That's how he broke new ground. His commitment and belief in himself is what inspire me." Long's vision for his own work is an aesthetic that joins a simple graphic element with a richer meaning, giving the viewer, as he put it, an "a-ha moment."

The cyber tribute became a hit, and, along with attracting media attention, the logo found itself as the preferred profile pic on Ashton Kutcher's Twitter account and on merchandise featured on eBay. The design prodigy has received several job offers, but he hasn't acted on them; "I'm still a student," he said. The artist has a portfolio of minimalist design, but don't call him an Apple fanboy. "I just got my first MacBook Pro a year ago," he admitted -- and he still doesn't own an iPhone.

Asked whether he'd gotten any response from Apple, Long said he had emailed CEO Tim Cook but so far hadn't heard back.
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One-Year-Old Tries to Work Magazine Like an iPad

The brushed aluminum back of the iPad Wi-FiImage via Wikipedia
The Apple iPad. So easy to use, a child can do it. A magazine? Well, that proves to be more of a challenge -- at least for one very gadget-savvy baby girl.

A video surfaced by CNET shows an adorable one-year-old working an iPad faster than most of us can think. But when the same techno-whiz kid is handed a magazine, the child of the iPhone age is lost.

The video was posted by French father Jean-Louis Costanza, who has seen the future for his daughter: She thinks a magazine is a broken iPad. In the clip, the adorable child is traded an iPad for a magazine.

The techno-baby patiently taps the printed page and pinches it as if it were a touch screen. But the magazine is nothing more than a useless piece of broken tech. Glossy photos of fashion models? Pages of text? What good are they if they aren't an app?

Somewhere, Steve Jobs is laughing. Or, as dad Costanza put it, "Steve Jobs has coded a part of her OS."

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Wednesday, October 5, 2011

Apple - iPhone 4S - The most amazing iPhone yet



World phone
UMTS/HSDPA/HSUPA (850, 900, 1900, 2100 MHz);
GSM/EDGE (850, 900, 1800, 1900 MHz)
CDMA EV-DO Rev. A (800, 1900 MHz)4
802.11b/g/n Wi-Fi (802.11n 2.4GHz only)
Bluetooth 4.0 wireless technology
Location

Assisted GPS
Digital compass
Wi-Fi
Cellular
Display

Retina display
3.5-inch (diagonal) widescreen Multi-Touch display
960-by-640-pixel resolution at 326 ppi
800:1 contrast ratio (typical)
500 cd/m2 max brightness (typical)
Fingerprint-resistant oleophobic coating on front and back
Support for display of multiple languages and characters simultaneously
Camera, Photos, and Video

8-megapixel camera
Autofocus
Tap to focus
Face detection in still images
LED flash
Video recording, HD (1080p) up to 30 frames per second with audio
Video stabilization
Front camera with VGA-quality photos and video at up to 30 frames per second
Photo and video geotagging
External Buttons and Connectors
External Buttons and Controls


Connectors and Input/Output


Power and Battery5

Built-in rechargeable lithium-ion battery
Charging via USB to computer system or power adapter
Talk time: Up to 8 hours on 3G, up to 14 hours on 2G (GSM)
Standby time: Up to 200 hours
Internet use: Up to 6 hours on 3G, up to 9 hours on Wi-Fi
Video playback: Up to 10 hours
Audio playback: Up to 40 hours
Audio Playback
Frequency response: 20Hz to 20,000Hz
Audio formats supported: AAC (8 to 320 Kbps), Protected AAC (from iTunes Store), HE-AAC, MP3 (8 to 320 Kbps), MP3 VBR, Audible (formats 2, 3, 4, Audible Enhanced Audio, AAX, and AAX+), Apple Lossless, AIFF, and WAV
User-configurable maximum volume limit
TV and Video
AirPlay Mirroring to Apple TV support at 720p
Video mirroring and video out support: Up to 1080p with Apple Digital AV Adapter or Apple VGA Adapter (adapters sold separately)
Video out support at 576p and 480p with Apple Component AV Cable; 576i and 480i with Apple Composite AV Cable (cables sold separately)
Video formats supported: H.264 video up to 1080p, 30 frames per second, High Profile level 4.1 with AAC-LC audio up to 160 Kbps, 48kHz, stereo audio in .m4v, .mp4, and .mov file formats; MPEG-4 video up to 2.5 Mbps, 640 by 480 pixels, 30 frames per second, Simple Profile with AAC-LC audio up to 160 Kbps per channel, 48kHz, stereo audio in .m4v, .mp4, and .mov file formats; Motion JPEG (M-JPEG) up to 35 Mbps, 1280 by 720 pixels, 30 frames per second, audio in ulaw, PCM stereo audio in .avi file format
Headphones

Apple Earphones with Remote and Mic
Frequency response: 20Hz to 20,000Hz
Impedance: 32 ohms

Mail Attachment Support
Viewable Document Types
.jpg, .tiff, .gif (images); .doc and .docx (Microsoft Word); .htm and .html (web pages); .key (Keynote); .numbers (Numbers); .pages (Pages); .pdf (Preview and Adobe Acrobat); .ppt and .pptx (Microsoft PowerPoint); .txt (text); .rtf (rich text format); .vcf (contact information); .xls and .xlsx (Microsoft Excel)

Sensors
Three-axis gyro
Accelerometer
Proximity sensor
Ambient light sensor
System Requirements
Mac System Requirements

Mac computer with USB 2.0 port
OS X v10.5.8 or later
iTunes 10.5 or later (free download from www.itunes.com/download)
Apple ID (required for some features)
Internet access
PC System Requirements

PC with USB 2.0 port
Windows 7; Windows Vista; or Windows XP Home or Professional with Service Pack 3 or later
iTunes 10.5 or later (free download from www.itunes.com/download)
Apple ID (required for some features)
Internet access
Environmental Requirements
Operating temperature: 32° to 95° F (0° to 35° C)
Nonoperating temperature: -4° to 113° F (-20° to 45° C)
Relative humidity: 5% to 95% noncondensing
Maximum operating altitude: 10,000 feet (3000 m)
Languages
Language Support
English (U.S.), English (UK), Chinese (Simplified), Chinese (Traditional), French, German, Italian, Japanese, Korean, Spanish, Arabic, Catalan, Croatian, Czech, Danish, Dutch, Finnish, Greek, Hebrew, Hungarian, Indonesian, Malay, Norwegian, Polish, Portuguese, Portuguese (Brazil), Romanian, Russian, Slovak, Swedish, Thai, Turkish, Ukrainian, Vietnamese

Keyboard Support
English (U.S.), English (UK), Chinese - Simplified (Handwriting, Pinyin, Wubihua), Chinese - Traditional (Handwriting, Pinyin, Zhuyin, Cangjie, Wubihua), French, French (Canadian), French (Switzerland), German (Germany), German (Switzerland), Italian, Japanese (Romaji, Kana), Korean, Spanish, Arabic, Bulgarian, Catalan, Cherokee, Croatian, Czech, Danish, Dutch, Emoji, Estonian, Finnish, Flemish, Greek, Hawaiian, Hebrew, Hindi, Hungarian, Icelandic, Indonesian, Latvian, Lithuanian, Macedonian, Malay, Norwegian, Polish, Portuguese, Portuguese (Brazil), Romanian, Russian, Serbian (Cyrillic/Latin), Slovak, Swedish, Thai, Tibetan, Turkish, Ukrainian, Vietnamese

Dictionary Support (enables predictive text and autocorrect)
English (U.S.), English (UK), Chinese (Simplified), Chinese (Traditional), French, French (Canadian), French (Switzerland), German, Italian, Japanese (Romaji, Kana), Korean, Spanish, Arabic, Catalan, Cherokee, Croatian, Czech, Danish, Dutch, Estonian, Finnish, Flemish, Greek, Hawaiian, Hebrew, Hindi, Hungarian, Indonesian, Latvian, Lithuanian, Malay, Norwegian, Polish, Portuguese, Portuguese (Brazil), Romanian, Russian, Slovak, Swedish, Thai, Turkish, Ukrainian, Vietnamese

Siri Languages
English (U.S., UK, and Australian), French, German

In the Box

iPhone 4S
Apple Earphones with Remote and Mic
Dock Connector to USB Cable
USB Power Adapter
Documentation
iPhone and the Environment
Apple takes a complete product life cycle approach to determining our environmental impact. Learn more

iPhone 4S embodies Apple’s continuing environmental progress. It is designed with the following features to reduce environmental impact:

Mercury-free LED-backlit display
Arsenic-free display glass
Brominated flame retardant-free
PVC free
Majority of packaging made from post-consumer recycled fiberboard and biobased materials
Power adapter outperforms strictest global energy efficiency standards
Apple and the Environment
Learn more about Apple’s dedication to reducing the environmental impact of our products and process. Apple Product Environmental Reports detail the environmental attributes of our products.

Recycling
Apple takes a holistic view of materials management and waste minimization. Learn more about how to recycle your iPhone.

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Monday, October 3, 2011

Task Rabbit

WASHINGTON - NOVEMBER 09:  U.S. Vice President...Image by Getty Images via @daylife
Who are the TaskRabbits?

TaskRabbits are friendly, awesome people in your community who are either under-employed, retired, parents with grown children, or folks who just want something more interesting than a standard desk job.

See Top TaskRabbits »

TaskRabbits are

Tuesday, September 20, 2011

Samsung Electronics

Samsung Group HeadquarterImage via Wikipedia
Samsung Electronics (SEC, Korean: 삼성전자, KRX: 005930, KRX: 005935, LSE: SMSN, LSE: SMSD) is a multinational electronics and information technology company headquartered in Samsung Town, Seoul, South Korea.[1][2] It is the flagship subsidiary of the Samsung Group. With assembly plants and sales networks in 65 countries across the world, Samsung has as many as 200,000 employees. [5]
In 2009, the company took the position of the world’s biggest IT maker by surpassing the previous leader Hewlett-Packard.[6] Its sales revenue in the areas of LCD and LED displays and computer chips is number one in the world.[7]
Some of the most popular items produced by Samsung include LED-backlit LCD TVs and Galaxy S mobile phones.
In the TV segment, Samsung’s market position is dominant. For the four years since 2006, the company has been in the top spot in terms of the number of TVs sold, which is expected to continue in 2010 and beyond. In the global LCD panel market, the company has kept the leading position for eight years in a row.[8]
With the Galaxy S model, Samsung’s smartphone lineup has retained the second-best slot in the world market for some time.[9] In competition to Apple's iPad tablet, Samsung released the Android powered Samsung Galaxy Tablet[10], despite Samsung manufacturing the iPad's CPU.
Contents
1 History
1.1 Growth
2 Business areas
3 Products
3.1 Semiconductors
3.2 Slimmer panels
3.3 Televisions
3.4 3D experience
3.5 Smart TVs and apps
3.6 Mobile phones
3.7 Home appliances
4 Market share
5 Design
6 Environmental record
7 Corporate name and logo
7.1 Sonic logo
8 Management and board of directors
8.1 Division heads
8.2 Regional directors
9 Sports Clubs
10 See also
11 References
12 External links
[edit]History



Samsung Group headquarters at Samsung Town, Seoul.
Samsung Electronics was founded in 1969[11] in Daegu, South Korea as Samsung Electric Industries, originally manufacturing electronic appliances such as TVs, calculators, refrigerators, air conditioners and washers. By 1981, the company had manufactured over 10 million black and white TVs. In 1988, it merged with Samsung Semiconductor & Communications.
It is noteworthy that Samsung Electronics has grown in leaps and bounds in a business notorious for cyclical fluctuations. Founded in 1938 as a food processing and textile purveyor, the parent group entered the electronic business as late as in 1969 when it created under its wings an electronic component subsidiary. It was a decision made after considering the fast-growing domestic demand for electronic goods.
Just one year after its founding, the Samsung Group established in 1970 another subsidiary Samsung-NEC jointly with Japan’s NEC Corp. to manufacture electric home appliances and audio-visual devices. In 1974, it expanded into the semiconductor business by acquiring Korea Semiconductor, one of the first chip-making facilities in the country at the time. It was soon followed by the 1980 acquisition of Korea Telecommunications, an electronic switching system producer.
In February 1983, Samsung’s founder Lee Byung-chull made an epoch-making announcement, dubbed the “Tokyo declaration,” that his company would enter the DRAM (dynamic random access memory) business. And only one year after the declaration did Samsung became the third company in the world that developed the 64k DRAM after the United States and Japanese predecessors. The march from then onward as the pioneer in the memory chip-making industry has continued to this day for almost three decades.
Although Samsung Electronics was already one of the biggest companies in Korea as early as the 1990s, it now is by far the most important company with unrivaled influence on the economy through a large network of supplier and partner companies as well as through its own revenue-generating power. Since the onset of the 1997 Asian financial crisis, the company has become more powerful: While most other high-tech companies were hit by cash-flow problems after the crisis, Samsung could avoid financial difficulties by broad-based structural reforms.
After the crisis subsided, Samsung emerged as a global corporation. For four consecutive years from 2000 to 2003, it posted more than 5-percent net earnings when 16 large conglomerates out of 30 top companies of the nation went out of business in the wake of the unprecedented crisis.[12] [13]
On 2009 and 2010, the US and EU fined Samsung Electronics with 8 other memory chip makers for its part in a price fixing scheme from 1999 to 2002. Other companies fined included Infineon Technologies, Elpida Memory (Hitachi and NEC) and Micron Technology.[14][15][16][17][18] In December 2010, The EU granted immunity to Samsung Electronics for its part in informing on other members (LG Display, AU Optronics, Chimei InnoLux, Chunghwa Picture Tubes and HannStar Display) of a price fixing scheme.[19][20]
On April 2011, Samsung Electronics Co. have sold their HDD commercial operation to Seagate Technology for about $1.4 billion with payment of 45.2 million of (Samsung-Seagate) shares (9.6 percent of shares) with value of $687.5 million and the rest will be paid in Cash.[21]
[edit]Growth
Only ten years ago, Samsung’s only goal was to catch up with Japanese rivals. But now it is outperforming major Japanese electronics makers in many categories: in terms of global market share, Samsung is No. 1 in flat-panel TVs and memory chips; it is No. 2 in mobile handsets; it is one of the top suppliers in other home appliances.[22]
In 2005, Samsung surpassed Japanese rival Sony for the first time to become 20th world's largest and most popular consumer brand as measured by Interbrand.[23] In 2006, Business Week rated Samsung as 20th on its list of global brands, 2nd in the electronics industry.[24] Business Week also ranked Samsung as 20th in innovation.[25] In 2007, Samsung Electronics' handset division overtook American rival Motorola, making it the world's second-largest mobile phone maker.[26] In 2009, Samsung overtook Siemens of Germany and Hewlett-Packard of the USA with a revenue of $117.4 billion to take the No.1 spot as the world's largest technology company.[27]
The semiconductor division of Samsung Electronics is the world's largest memory chip and second largest semiconductor manufacturer worldwide.[28] This has been the case for DRAM and SRAM for over a decade.[citation needed]
To become the top brand in the electronics business, Samsung has spent enormous sums on marketing and branding. As part of fulfilling this strategy, the company devised in 1996 a plan to sponsor major sporting events. It succeeded in becoming an official sponsor for the 1998 Nagano Winter Olympics. Samsung today is the name that almost always appears in many big games.[29]
Despite being a giant in the global technology business with enviable growth, Samsung—and its chairman Lee Kun-hee—is famous for fretting over its future and coming crisis. Since returning from a mini retirement in March 2010, Mr. Lee said, “Samsung Electronics’ future is not guaranteed because most of our flagship products will be obsolete in 10 years from now.” [30]
Global consumers’ brand recognition of Samsung Electronics has increased steadily: According to the top-100 brand list compiled by Millward Brown, the British brand consultancy, Samsung, ranked at 68th on its list, was one of the world’s most valuable brands whose growth has been most pronounced during the 2009-2010 period. Its brand value, estimated at as much as US$1.1 billion, grew by 80 percent.
In the “World’s Most Reputable Companies 2010” ranking published by Reputation Institute of the United States, Samsung was placed at 22nd, a large advancement from the previous year’s 74th. This ranking, compiled by the U.S. consulting company since 2006, reflects survey results collected from consumers in 24 different countries for global 600 large corporations in terms of annual revenue and its GDP share in respective countries. The respondents answer questions in seven categories including products and services, innovativeness, work conditions, corporate governance, social responsibility, leadership, and financial performance.
Samsung was also ranked 11th in the “50 Most Innovative Companies 2010” list put out by Business Week, a five-notch increase from the previous year’s 16th. The ranking, collated jointly by the U.S. weekly magazine and Boston Consulting Group since 2005, is based on answers to innovation-related survey questions asked to executives of global corporations. While survey answers take an 80-percent weight to the compilation of the ranking, the remaining 20 percent is accounted for by annual share appreciation (10%) and three-year average sales revenue and profit margin (5% each), respectively.
Samsung had emphasized innovation in its management strategy since the early 2000s and it again highlighted innovation as part of core strategies when it announced the Vision 2020 in which the company set an ambitious goal of reaching the $400-billion sales revenue within 10 years. In order to cement its leadership in the areas of memory chip and TV production, Samsung has invested aggressively in research and development. The company currently has 24 R&D centers around the world. In the 2010 Business Week innovation ranking, Apple Computer and Google retained the leading positions as in the 2009 list, followed by Microsoft, which gained one notch from 2009’s fourth place.
Meanwhile, Samsung took the 33rd place in the “World’s Most Valuable Brands 2010” list made public by the Forbes magazine. Forbes said that Samsung’s brand value was as much as $12.8 billion with an average sale revenue growth rate of 17 percent for the past three years.
[edit]Business areas


This section needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (February 2010)
Samsung Electronics focuses on four areas: Digital Media, Semiconductor, Telecommunication Network, and LCD Digital Appliance.[31]
The Digital Media business area covers computer devices such as laptop computers and laser printers; digital displays such as televisions and computer monitors; and consumer entertainment devices such as DVD players, MP3 players and digital camcorders; and home appliances as refrigerators, air conditioners, air purifiers, washers, microwave ovens, and vacuum cleaners.
The Semiconductor business area includes semiconductor chips such as SDRAM, SRAM, NAND flash memory; smart cards; Mobile Application Processors; Mobile TV receivers; RF transceivers; CMOS Image sensors, Smart Card IC, MP3 IC, DVD/BD/HD-DVD Player SOC and multi-chip package (MCP); and storage devices such as optical disc drives and hard disk drives.
The Telecommunication Network business area includes multi-service DSLAMs and fax machines; cellular devices such as mobile phones, PDA phones, and hybrid devices called Mobile Intelligent Terminals (MITs); and satellite receivers.
The LCD business area focuses on producing TFT-LCD and organic light-emitting diode (OLED)panels for laptops, desktop monitors, and televisions.
Samsung Print was established in 2009 as a separate entity to focus on B2B sales and has released a broad range of multifunctional devices and printers and more.
[edit]Products

Samsung Electronics manufactures products in a number of categories:
Semiconductor: DRAM, SDRAM, flash memory
[edit]Semiconductors
For more than 20 years since 1993, Samsung has kept the title of the world’s largest memory chip maker. In 2009, it began a strategy of “Green Memory” by which it increased the global DRAM market share to 33 percent. It also started mass-producing 30 nm-class NAND flash memories in the same year whose world share rose as high as 42 percent.[32] It succeeded in 2010 in mass-producing 30 nm-class DRAMs and 20 nm-class NAND flashes, both of which were the first time in the world.[33] According to market research firm Gartner, during the second quarter of 2010 Samsung Electronics took the top position in the DRAM segment due to brisk sales of the item on the world market. Gartner analysts said in their report, “Samsung cemented its leading position by taking a 35-percent market share. All the other suppliers had minimal change in their shares.” Samsung took the top slot in the ranking, followed by Hynix, Elpida, and Micron, said Gartner.[34] Another market researcher IC Insights predicted that Samsung would become the world’s biggest semiconductor chip supplier by 2014 when it surpasses Intel. For the ten-year period from 1999 to 2009, Samsung’s compound annual growth rate (or CAGR) has been 13.5 percent, compared with that for Intel paltry 3.4 percent. Extrapolating this trend to the future, Samsung will be able to catch up with Intel by the year 2014, estimated IC Insights.[35] IC Insights also said that Intel’s 2009 sales revenue had been 52 percent higher than that for Samsung, but that differential narrowed to only 21 percent during the second quarter of 2010 [36]
Another hitherto not-well-publicized area where Samsung had significant business in for years is the foundry segment. Samsung had begun investment in the foundry business since 2006 and now positioned it as one of the strategic pillars for semiconductor growth.[37]
Hard drives
Digital display: LCD displays, LED displays, plasma displays, OLED displays
[edit]Slimmer panels


Galaxy Tab
Samsung Electronics’ TVs and display products have undergone a race toward ever-slimmer panels. In 2009, the company succeeded in developing the super-slim panel for 40-inch LED TVs, with the thickness of 3.9 millimeters (0.15 inch). Dubbed the “Needle Slim,” the panel is as thick (or thin) as two coins put together. This is about a twelfth of the conventional LCD panel whose thickness is approximately 50 millimeters (1.97 inches).
While reducing the thickness substantially, Samsung could maintain the performance as before, including full HD resolution, 120 Hz refresh rate, and 5000:1 contrast ratio.[38] In October 2007, Samsung broke the 10-millimeter barrier by introducing the 10-mm thick 40-inch LCD TV panel, followed in October 2008 by the world’s first 7.9-mm panel.[39] Samsung is leading the industry by developing panels for 24-inch LCD monitors (3.5 mm) and 12.1-inch laptops (1.64 mm).[40] According to Samsung officials, the biggest factor in reducing the panel thickness was the LED backlight. They are optimistic that their company could cut TV width by 40 percent within two years from now.[41]
Home electronics: TVs, DVD players, Blu-ray players, home cinema systems, set-top boxes, projectors
[edit]Televisions

This section is written like an advertisement. Please help rewrite this section from a neutral point of view. (December 2010)
For years in a row, Samsung has taken the top spot in the world TV market, with the launch of best-selling items. In 2009, it sold as many as 31 million flat-panel TVs, maintaining the top position for four consecutive years in terms of world market share.[42] In early 2010, the company had set the year’s sales goal at 39 million units (including 10-million LED TVs).[43]
According to DisplaySearch, the U.S. market research and consulting firm, Samsung is forecast to take a 27-percent share for the global TV market in the second quarter of 2010 while LG Electronics accounts for 26.2 percent of the market. The market researcher predicted that Samsung’s leadership would continue in 2011 [44]
Samsung Electronics is creating a new market by introducing the “Finger-Slim” LED TV. Launched in March 2009, the super-slim LED TV has thus far been sold as many as 2.6 million units. In 2009 alone, it was sold more than 2 million units, which brightens the future prospect.[45]
Samsung has led the flat-panel TV market for the past five years with the 2006 introduction of its “Bordeaux” line, followed by the 2007 Bordeaux model, the 2008 “Crystal Rose” line, and the “Finger-Slim” in 2009.[46] The company retained the leading position by successfully selling more than 1 million 3D TVs as of August 2010.[47]
As rivals are jumping on the bandwagon, Samsung outstrips them by consistently introducing new, better models. Today the company offers the full line of TVs, at many price point.
This company is developing new LED TV models too. After expanding its TV lineups, Samsung became the industry-first 10-million-seller challenge. One of the new products to watch is the full HD 3D LED TV that was launched the first time in March 2010.[48] Combining LED features with 3D functionality, the new 3D TV is expected to lead the market for years to come. Samsung showcased the new TV in the International Consumer Electronics Show (CES 2010) held in Las Vegas early this year.[49]
In 2009, Samsung TVs were selected in major U.K. publications and retailers as the best TV of the year. For example, Samsung’s LED TV 7000 series was the winner of the “Gadget Awards 2009” by T3, U.K.’s most prestigious electronics magazine.[50]
The T3 magazine in its news article on “ten reasons why you should buy Samsung LED TV” listed as the reasons superior picture quality, slim design, energy efficiency and connectivity.[51]
[edit]3D experience
Samsung sold more than 1 million 3D TVs within six months of its launch. This is the figure close to what many market researchers forecast for the year’s worldwide 3D TV sales (1.23 million units).[52] It also debuted the 3D Home Theater (HT-C6950W) that allows the user to enjoy 3D image and surround sound at the same time. With the launch of 3D Home Theater, Samsung became the first company in the industry to have the full line of 3D offerings, including 3D TV, 3D Blu-ray play, 3D content, and 3D glasses.[53]
The company is trying offer the 3D content streaming service on its 3D TVs. Just like iTunes store, the Samsung 3D TV aims to allow the user to connect to its own online store, Samsung Apps, and download applications on the user’s hard disk drive.
[edit]Smart TVs and apps
Samsung has introduced the Internet TV in 2007 that enabled the audience to receive information from the Internet while at the same time watching conventional TV programming. Samsung is also developing a new “Smart LED TV”, (later renamed to just “Samsung Smart TV”[54]) from which consumers can download applications as well as view Internet content. In 2008, the company launched the Power Infolink service, followed in 2009 by a whole new Internet@TV. In 2010, Samsung started marketing the 3D TV while unveiling the upgraded Internet@TV 2010, which offers free (or for-fee) download of applications from its Samsung Apps store, in addition to existing services such as news, weather, stock market, YouTube videos, and movies.[55]
Samsung Apps will provide for-fee premium services starting the latter half of 2010, beginning in Korea and the United States, followed early next year by the same services in Europe. The services will be custom-tailored for each region’s culture. Samsung plans to offer family-oriented applications such as health care programs and digital picture frames as well as games.
SamyGO community created at 2009 for hacking Samsung B series TV firmwares, and later supported A and C series TV's also, under GPLv2 license and deployed new applications like a tool increasing subtitle size and changing its color, enabling PVR functionality of TV, enabling internal video player on low end models, supporting DTS codec on B Series TVs, work around for DLNA problems by playing movies from SAMBA and NFS shares support etc. Also placed web browser right into TV with mouse and keyboard support and many more applications... Samsung started to release restricted firmware updates starting from Feb 2010 for fixing security issues those used by SamyGO community and disabled firmware downgrade option from TV menus, which believed to disable the SamyGO project. But hackers find workarounds for those new restricted firmwares.[56]
Samsung expects that Samsung Apps would ultimately become a multi-device application store attracting users of all kinds of electronic device such as mobile phones, computers, and cameras. The company also reckons that its Smart TV will be the future home entertainment hub.[57] The UK consumers association (Which?) writeup of the latest model in 2011 was highly complimentary of the picture quality [58]
[edit]Mobile phones
Samsung Electronics sold 235 million mobile handsets in the year 2009.[59] At the end of Q3 2010 Samsung had surpassed the 70 million unit mark in shipped phones, giving it a global marketshare of 22% trailing Nokia by 12%.[60] Overall, Samsung sold 280 million mobile phones in 2010, corresponding to a market share of 20.2%.[61]
Following the success of its “Anycall” brand mobile phones in Korea, the company introduced numerous mobile handset models including premium phones, full-touch screen phones, and environmentally friendly phones. Samsung’s flagship mobile handset line is the Galaxy S, which many consider a direct competitor of Apple's popular iPhone.[62] It was initially launched in Singapore, Malaysia and South Korea in June 2010 [63][64][65] followed by US variants called Vibrant and Captivate in July and Epic and Fascinate in August and September. It sold more than 1 million units within the first 45 days of in the US alone [66]
Samsung’s I9000 Galaxy S and S8500 Wave smartphones were the winners of the 2010 European EISA Awards in the smartphone and social media phone categories. The I9000 Galaxy S was recognized for its superior-quality screen and excellent connectivity while the S8500 Wave for its Bada operating system with unparalleled social networking and location-based services.[67]
Samsung’s 2010 smartphone shares worldwide are rising rapidly. The share in the United States has doubled in the second quarter of the year from the previous quarter. In the second quarter the company shipped as many as 3 million smartphones, a 173-percent increase from the same period last year.[68]
While many other handset makers tend to focus on supporting one (or at most two) operating system, Samsung has kept supporting a wide range of operating systems in the market. Although the Galaxy S adopts Google Android as the primary operating system, it also supports other competing operating systems such as Symbian, Microsoft Windows Phone, Linux-based LiMo, and Samsung’s proprietary Bada.[69]
The company set the sales goal of the 2010 yearend at 20 million units.[70]
Samsung faces challenges in the phone market. An alliance of Chinese low wage and Taiwanese technology is catching up closely. Smartphone makers such as Apple, RIM, and HTC are busy coming up with new models, and Samsung is working to maintain its top position.
[edit]Home appliances
In 2009, the year of worldwide recession due to the 2008 global credit crisis, Samsung’s sales revenue rose 27 percent from the previous year, the biggest increase in the industry. In the home market, Samsung held the leading position thanks to strong sales of its flagship items, Zipel-brand side-by-side and kimchi refrigerators. In the North American, European, and Russian markets, it solidified its image as a premier home appliance maker by selling so many refrigerators, washing machines, air-conditioners, as well as new steam microwave ovens and “robot” vacuum cleaners.
In a market clearly split into two extremes of upmarket and budget categories, Samsung employs a two-pronged strategy to emphasize its premium image for affluent consumers while marketing lower-end items with fewer bells and whistles for emerging economies consumers.
In 2009, Samsung introduced a host of new products including a premium mini-laptop computer N310 and slim-sized laptop X420. The N310 and the X420 are the third-generation laptops with all the advanced features as well as portability and connectivity. Thanks to these new market entrants, Samsung could sell as many as 6 million laptops for the year.
In the printer business division, one of the next-generation strategic areas, Samsung launched mono-laser printer, multifunction printer, and enterprise-use high-speed digital multifunction printer models. Samsung was ranked second in the world in the area of letter-size (A4) laser printers. In other segments such as mono-laser printers, multifunction printers, and color laser printers, Samsung was first or second place in the world. In the laser multifunction printer segment, it became No. 1 the first time in its history, all of which indicates that Samsung is growing fast in the printer business despite under the condition of severe economic recession.
In 2010, Samsung introduced many new products boasting energy efficiency and eco-friendliness, including the premium laptop R580, netbook N210, the world’s smallest mono-laser printer ML-1660, and color laser multifunction printer CLX-3185.
In the area of wireless networking, the mobile telecom protocols such as Mobile WiMax and WiBro, the protocols developed by Samsung and adopted in 2007 as international standards, are in wide commercial use in many overseas markets. Since mobile telecom service providers in the United States, Japan, and Russia began deploying the standards, more and more providers (as many as 139 providers in 75 countries) are readying to take it up.
Digital cameras and camcorders are the areas Samsung cannot overlook. The company has introduced several models in these areas such as the WB550 (the premium camera), the ST550 (the dual-LCD-mounted camera), and the HMX-H106 (64GB SSD-mounted full HD camcorder). Samsung in 2009 took the third place in the compact camera segment. Since then, the company has focused more on high-priced items. In 2010, the company launched the NX10, the next-generation interchangeable lens camera, thereby commencing the race toward the new category of camera market.
In the area of storage media, Samsung in 2009 succeeded in grabbing more than 10 percent of the world market share by introducing a new hard disk drive capable of storing 250Gb per 2.5-inch disk.[71] In 2010, the company started marketing the 320Gb-per-disk HDD, the largest in the industry. In addition, it is focusing more on selling external hard disk drives.
In the MP3 player segment, Samsung is doing quite well. It is launching a host of new products including the M1, the premium MP3 player model, and the world’s smallest DivX MP3 player R1.[72]

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Tuesday, May 24, 2011

Rio Review

Rio is inconsistent and short on personality, but there's some enjoyment to be had in this multiplayer party game.

The Good

  • Many enjoyable minigames   
  • Just $30.

The Bad

  • Doesn't take advantage of film license   
  • Some games are too basic to appeal to players of any age.
In the tradition of Fuzion Frenzy and the Mario Party games comes Rio. Rio tosses the vibrant avian stars of the animated film of the same name into a host of simple minigames. Not all of the games here will hold the interest of even young players for very long, and Rio fails to capitalize on its film license, squandering its story and giving its characters short shrift. But young players (and their parents) will find some enjoyment in the better minigames here, and the reasonable $30 price makes its shortcomings a little easier to overlook.
If you've spent any time with party games, everything about Rio will feel immediately familiar. You, and hopefully one to three friends, progress through a series of games simple enough that brief instruction screens before each one tell you everything you need to know about how to play them. There are 43 games in all, but don't take that to mean there are 43 entirely different types of experiences to be had here. Many of the games are very similar to each other, and they can be grouped into just a few categories.
Welcome to Rio, where birds engage in reckless activities for your enjoyment!
There are some basic rhythm games in which the characters dance or play a musical instrument, and you need to push a thumbstick in a certain direction in time with onscreen prompts. These games move at a pace that most players of any age will find easy to keep up with and some will find too easy to be interesting. Then, there are shooting galleries in which you move an onscreen reticle to target fireworks or marmosets. The fireworks minigame is absorbing because your score multiplier increases each time you score a hit and gets wiped out if you miss, which encourages you to take shots carefully. Shooting marmosets is much less interesting. The screen is constantly filled with the animals, so you just move your reticle around and fire as much as possible, which quickly gets old.
In some games, players drop fruit from a high ledge onto marmosets or onto another player below. Being the one the other players are targeting is exciting; you dodge left and right and try to mislead your opponents about which direction you're going to head in next. But dropping fruit from above is less engaging. The camera is too far out to give you a clear view of the action, and when targeting marmosets, there are so many creatures and so much movement down below that it's difficult to keep track of who's hitting what. As a result, there's little satisfaction to savor when the watermelon you toss strikes true.
A number of games are variations on musical chairs. You and your competitors run around trying to collect as much fruit as possible, and when the music stops (or when villainous cockatoo Nigel appears), you scurry into a hiding place or leap onto a perch. As in actual musical chairs, there's a rush of excitement when the time comes for everyone to hurry to safety and someone is left in the cold. A few games are pure tests of your reflexes. One, which is conceptually identical to a game in Fuzion Frenzy, places you atop a moving vehicle and requires you to press buttons to leap over and duck under obstacles. Another has you and the other birds flying down a street, moving up and down to avoid fire hydrants, awnings, and other hazards. These modes start out slowly and progressively get faster and faster, ratcheting up the excitement as players are eliminated until only one is left standing.
The largest group of games are those that put you and your rivals in a small, contained area. These have you collecting fruit while avoiding an incoming tide; collecting fruit while jumping over a rope; running around and throwing snowballs, mud balls, or soccer balls at each other; or doing some other simple activity to try to earn the most points. These games move quickly and control well, making it satisfying to snag those bananas and mangoes from an approaching opponent or nail your friend with a soccer ball to the beak in dodgeball. Power-ups that provide brief score multipliers, speed increases, or other benefits like stealing points from a competitor lend the action an element of unpredictability without being frequent enough to make the contests feel purely like games of chance rather than skill.
There are a number of ways to play Rio. A Story mode loosely follows the events of the film. You play a few games in a given location and then a character from the movie updates you on your standings and tells part of the story before you move on to the next location from the film to play a few more games. The characters who narrate the story--Luiz the bulldog, Mauro the marmoset, and Nigel the cockatoo--repeat sections of dialogue so frequently that kids may be reciting them along with the characters before you've even finished it once, making this mode one you won't want to return to after completing it. Carnaval Wheel mode has players spin wheels to determine which game will be played next and the point value of that game. In Garland Gala, you earn garlands based on your performance in the minigames and then toss them at targets to score points and determine the game's victor. Carnaval Dance has you competing with other players to get a certain number of marmosets into your conga line, and it awards you four marmosets for each first-place finish in a minigame, three for each second-place finish, and so on.
The problem with all of these modes is that the selection of games you play is random. Initially, this is fine, but before long, you've seen all the minigames and inevitably will prefer some to others. For this reason, Party mode, in which you can create custom games with whichever minigames you want to play and lets you compete as individuals or on teams, is likely to be your go-to mode. There are also quiz variations in Party mode. In quiz games, players are asked questions between each minigame, with correct answers contributing to your position in the standings. These multiple-choice questions cover both places related to the movie ("Do you know which country Minnesota is in?") and specific plot points from the film, which make them as much a test of whether you've seen the movie as they are a test of knowledge. Additionally, repeats start cropping up in these questions after just a few games, so you won't select the quiz variants more than a few times.
It's a shame that the game doesn't take better advantage of the film on which it's based. The six birds that make up the playable characters really stand out on the screen, thanks to their vibrant feathers, but their personalities don't come through at all. Each has a few lines that he or she rattles off frequently during minigames, but that's about it. The disappointing Story mode uses snippets from the film so brief that you might miss them if you blink. Where other games aimed at kids, like Madagascar: Escape 2 Africa, have used their characters to great effect, Rio's failure to capitalize on the source material feels like a missed opportunity.
There's no online support here; you can only play locally. Given the game's party vibe and target audience of young children, this isn't much of a setback. It's the sort of game that ought to be played with people in the same room. Not every minigame is a winner, and they could have benefitted from more charm and personality, but there's enough family-oriented fun here to make this good-natured game an enjoyable diversion.

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