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Selasa, 02 Oktober 2012

THE TABLE OF THE FUTURE

Teknologi Terbaru 2012 : Meja Masa Depan Microsoft Surface dan EXOdesk 
PAL may have often seen a video or movie showing the sophistication of the newest technology for the future. But what happens if it becomes real and PAL have? While this may be a function table for PAL only as household appliances to put writing equipment or just the charger's interior. In early 2011, outstanding tv technology news hologram. But recently, dipenghujung 2011, Microsoft made a breakthrough with a technology called Microsoft Surface, where a combination of a desk, a computer, a camera, and touch sensivity of size that allows users to interact for various activities.

On a large table that uses a 40-inch LCD touch screen, Microsoft put a smartphone on the screen Surface, instantly will recognize the device and displays information about the device and allows to choose different models. Reportedly, Microsoft has confirmed the latest price for a table of the future they are going to release in 2012 later in the American market for $ 8,900.

As well as the Microsoft Surface, the latest technology for the future, an interactive table, EXOdesk, enabling PAL to perform all activities in the virtual space. EXOdesk originally a tabletop computer that offers high definition screen is 40 inches, where we can manipulate virtual objects by touching and dragging. EXOdesk will be released on the upcoming year 2012 is priced at $ 1.299.

BILL GATES

 
William Henry "Bill" Gates III (born October 28, 1955)[4] is an American business magnate and philanthropist. Gates is the former chief executive and current chairman of Microsoft, the world’s largest personal-computer software company, which he co-founded with Paul Allen. He is consistently ranked among the world's wealthiest people[5] and was the wealthiest overall from 1995 to 2009, excluding 2008, when he was ranked third;[6] in 2011 he was the wealthiest American and the second wealthiest person.[7][8] During his career at Microsoft, Gates held the positions of CEO and chief software architect, and remains the largest individual shareholder, with 6.4 percent of the common stock.[9] He has also authored or co-authored several books.
Gates is one of the best-known entrepreneurs of the personal computer revolution. Gates has been criticized for his business tactics, which have been considered anti-competitive, an opinion which has in some cases been upheld by the courts.[10][11] In the later stages of his career, Gates has pursued a number of philanthropic endeavors, donating large amounts of money to various charitable organizations and scientific research programs through the Bill & Melinda Gates Foundation, established in 2000.[12]
Gates stepped down as chief executive officer of Microsoft in January 2000. He remained as chairman and created the position of chief software architect. In June 2006, Gates announced that he would be transitioning from full-time work at Microsoft to part-time work, and full-time work at the Bill & Melinda Gates Foundation. He gradually transferred his duties to Ray Ozzie, chief software architect, and Craig Mundie, chief research and strategy officer. Gates's last full-time day at Microsoft was June 27, 2008. He remains at Microsoft as non-executive chairman.

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STEVE JOBS


Steven Paul "Steve" Jobs (/ˈɒbz/; February 24, 1955 – October 5, 2011)[6][7] was an American entrepreneur.[8] He is best known as the co-founder, chairman, and chief executive officer of Apple Inc. Through Apple, he was widely recognized as a charismatic pioneer of the personal computer revolution[9][10] and for his influential career in the computer and consumer electronics fields. Jobs also co-founded and served as chief executive of Pixar Animation Studios; he became a member of the board of directors of The Walt Disney Company in 2006, when Disney acquired Pixar.
In the late 1970s, Apple co-founder Steve Wozniak engineered one of the first commercially successful lines of personal computers, the Apple II series. Jobs was among the first to see the commercial potential of Xerox PARC's mouse-driven graphical user interface, which led to the creation of the Apple Lisa and, one year later, the Macintosh. By introducing the LaserWriter he enabled a revolution called desktop publishing.[11]
After losing a power struggle with the board of directors in 1985, Jobs left Apple and founded NeXT, a computer platform development company specializing in the higher-education and business markets. In 1986, he acquired the computer graphics division of Lucasfilm, which was spun off as Pixar.[12] He was credited in Toy Story (1995) as an executive producer. He served as CEO and 50.1% majority shareholder until Disney bought Pixar in 2006.[13] Jobs received 7% of Disney shares, and joined the Board of Directors as the largest individual shareholder.[14][15] By 1996, Apple had failed to deliver a new operating system, Copland. Gil Amelio turned to NeXT Computer, and the NeXTSTEP platform became the foundation for the Mac OS X.[16] Jobs returned to Apple as an advisor, and took control of the company as an interim CEO. Jobs brought Apple from near bankruptcy to profitability by 1998.[17][18]
As the new CEO of the company, Jobs oversaw the development of the iMac, iTunes, iPod, iPhone, and iPad, and on the services side, the company's Apple Retail Stores, iTunes Store and the App Store.[19] The success of these products and services, provided several years of stable financial returns, and propelled Apple to become the world's most valuable publicly traded company in 2011.[20] The reinvigoration of the company is regarded by many commentators as one of the greatest turnarounds in business history.[21][22][23]
In 2003, Jobs was diagnosed with a pancreas neuroendocrine tumor. Though it was initially treated, he reported a hormone imbalance, underwent a liver transplant in 2009, and appeared progressively thinner as his health declined.[24] On medical leave for most of 2011, Jobs resigned in August that year, and was elected Chairman of the Board. He died of respiratory arrest related to his metastatic tumor on October 5, 2011.
Jobs has received a number of honors and public recognition for his influence in the technology and music industries. He has widely been referred to as "legendary", a "futurist" or simply "visionary",[25][26][27][28] and has been described as the "Father of the Digital Revolution",[29] a "master of innovation",[30][31] and a "design perfectionist".


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Senin, 01 Oktober 2012

HISTORY OF COMPUTING HARDWARE


Computing hardware evolved from machines that needed separate manual action to perform each arithmetic operation, to punched card machines, and then to stored-program computers. The history of stored-program computers relates first to computer architecture, that is, the organization of the units to perform input and output, to store data and to operate as an integrated mechanism.
Before the development of the general-purpose computer, most calculations were done by humans. Mechanical tools to help humans with digital calculations were then called "calculating machines", by proprietary names, or even as they are now, calculators. It was those humans who used the machines who were then called computers. Aside from written numerals, the first aids to computation were purely mechanical devices which required the operator to set up the initial values of an elementary arithmetic operation, then manipulate the device to obtain the result. A sophisticated (and comparatively recent) example is the slide rule in which numbers are represented as lengths on a logarithmic scale and computation is performed by setting a cursor and aligning sliding scales, thus adding those lengths. Numbers could be represented in a continuous "analog" form, for instance a voltage or some other physical property was set to be proportional to the number. Analog computers, like those designed and built by Vannevar Bush before World War II were of this type. Numbers could be represented in the form of digits, automatically manipulated by a mechanical mechanism. Although this last approach required more complex mechanisms in many cases, it made for greater precision of results.
The invention of electronic amplifiers made calculating machines much faster than their mechanical or electromechanical predecessors. Vacuum tube (thermionic valve) amplifiers gave way to solid state transistors, and then rapidly to integrated circuits which continue to improve, placing millions of electrical switches (typically transistors) on a single elaborately manufactured piece of semi-conductor the size of a fingernail. By defeating the tyranny of numbers, integrated circuits made high-speed and low-cost digital computers a widespread commodity. There is an ongoing effort to make computer hardware faster, cheaper, and capable of storing more data.
Computing hardware has become a platform for uses other than mere computation, such as process automation, electronic communications, equipment control, entertainment, education, etc. Each field in turn has imposed its own requirements on the hardware, which has evolved in response to those requirements, such as the role of the touch screen to create a more intuitive and natural user interface.
As all computers rely on digital storage, and tend to be limited by the size and speed of memory, the history of computer data storage is tied to the development of computers.

Earliest true hardware

Devices have been used to aid computation for thousands of years, mostly using one-to-one correspondence with our fingers. The earliest counting device was probably a form of tally stick. Later record keeping aids throughout the Fertile Crescent included calculi (clay spheres, cones, etc.) which represented counts of items, probably livestock or grains, sealed in containers.[1][2] The use of counting rods is one example.
The abacus was early used for arithmetic tasks. What we now call the Roman abacus was used in Babylonia as early as 2400 BC. Since then, many other forms of reckoning boards or tables have been invented. In a medieval European counting house, a checkered cloth would be placed on a table, and markers moved around on it according to certain rules, as an aid to calculating sums of money.
Several analog computers were constructed in ancient and medieval times to perform astronomical calculations. These include the Antikythera mechanism and the astrolabe from ancient Greece (c. 150–100 BC), which are generally regarded as the earliest known mechanical analog computers.[3] Hero of Alexandria (c. 10–70 AD) made many complex mechanical devices including automata and a programmable cart.[4] Other early versions of mechanical devices used to perform one or another type of calculations include the planisphere and other mechanical computing devices invented by Abū Rayhān al-Bīrūnī (c. AD 1000); the equatorium and universal latitude-independent astrolabe by Abū Ishāq Ibrāhīm al-Zarqālī (c. AD 1015); the astronomical analog computers of other medieval Muslim astronomers and engineers; and the astronomical clock tower of Su Song (c. AD 1090) during the Song Dynasty.

Suanpan (the number represented on this abacus is 6,302,715,408)
Scottish mathematician and physicist John Napier noted multiplication and division of numbers could be performed by addition and subtraction, respectively, of logarithms of those numbers. While producing the first logarithmic tables Napier needed to perform many multiplications, and it was at this point that he designed Napier's bones, an abacus-like device used for multiplication and division.[5] Since real numbers can be represented as distances or intervals on a line, the slide rule was invented in the 1620s to allow multiplication and division operations to be carried out significantly faster than was previously possible.[6] Slide rules were used by generations of engineers and other mathematically involved professional workers, until the invention of the pocket calculator.[7]

Yazu Arithmometer. Patented in Japan in 1903. Note the lever for turning the gears of the calculator.
Wilhelm Schickard, a German polymath, designed a calculating clock in 1623. It made use of a single-tooth gear that was not an adequate solution for a general carry mechanism.[8] A fire destroyed the machine during its construction in 1624 and Schickard abandoned the project. Two sketches of it were discovered in 1957, too late to have any impact on the development of mechanical calculators.[9]
In 1642, while still a teenager, Blaise Pascal started some pioneering work on calculating machines and after three years of effort and 50 prototypes[10] he invented the mechanical calculator.[11][12] He built twenty of these machines (called Pascal's Calculator or Pascaline) in the following ten years.[13] Nine Pascalines have survived, most of which are on display in European museums.[14]
Gottfried Wilhelm von Leibniz invented the Stepped Reckoner and his famous cylinders around 1672 while adding direct multiplication and division to the Pascaline. Leibniz once said "It is unworthy of excellent men to lose hours like slaves in the labour of calculation which could safely be relegated to anyone else if machines were used."[15]
Around 1820, Charles Xavier Thomas created the first successful, mass-produced mechanical calculator, the Thomas Arithmometer, that could add, subtract, multiply, and divide.[16] It was mainly based on Leibniz' work. Mechanical calculators, like the base-ten addiator, the comptometer, the Monroe, the Curta and the Addo-X remained in use until the 1970s. Leibniz also described the binary numeral system,[17] a central ingredient of all modern computers. However, up to the 1940s, many subsequent designs (including Charles Babbage's machines of the 1822 and even ENIAC of 1945) were based on the decimal system;[18] ENIAC's ring counters emulated the operation of the digit wheels of a mechanical adding machine.
In Japan, Ryōichi Yazu patented a mechanical calculator called the Yazu Arithmometer in 1903. It consisted of a single cylinder and 22 gears, and employed the mixed base-2 and base-5 number system familiar to users to the soroban (Japanese abacus). Carry and end of calculation were determined automatically.[19] More than 200 units were sold, mainly to government agencies such as the Ministry of War and agricultural experiment stations.


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ABOUT COMPUTER

A computer is a general purpose device that can be programmed to carry out a finite set of arithmetic or logical operations. Since a sequence of operations can be readily changed, the computer can solve more than one kind of problem.
Conventionally, a computer consists of at least one processing element and some form of memory. The processing element carries out arithmetic and logic operations, and a sequencing and control unit that can change the order of operations based on stored information. Peripheral devices allow information to be retrieved from an external source, and the result of operations saved and retrieved.
The first electronic digital computers were developed between 1940 and 1945 in the United Kingdom and United States. Originally they were the size of a large room, consuming as much power as several hundred modern personal computers (PCs).[1] In this era mechanical analog computers were used for military applications.
Modern computers based on integrated circuits are millions to billions of times more capable than the early machines, and occupy a fraction of the space.[2] Simple computers are small enough to fit into mobile devices, and mobile computers can be powered by small batteries. Personal computers in their various forms are icons of the Information Age and are what most people think of as "computers". However, the embedded computers found in many devices from mp3 players to fighter aircraft and from toys to industrial robots are the most numerous.

History of computing

The first use of the word "computer" was recorded in 1613, referring to a person who carried out calculations, or computations, and the word continued with the same meaning until the middle of the 20th century. From the end of the 19th century the word began to take on its more familiar meaning, a machine that carries out computations.

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HISTORY OF TECHNOLOGY

 
The history of technology is the history of the invention of tools and techniques, and is similar in many ways to the history of humanity. Background knowledge has enabled people to create new things, and conversely, many scientific endeavors have become possible through technologies which assist humans to travel to places we could not otherwise go, and probe the nature of the universe in more detail than our natural senses allow.
Technological artifacts are products of an economy, a force for economic growth, and a large part of everyday life. Technological innovations affect, and are affected by, a society's cultural traditions. They also are a means to develop and project military power.

Measuring technological progress

Many sociologists and anthropologists have created social theories dealing with social and cultural evolution. Some, like Lewis H. Morgan, Leslie White, and Gerhard Lenski, declare technological progress to be the primary factor driving the development of human civilization. Morgan's concept of three major stages of social evolution (savagery, barbarism, and civilization) can be divided by technological milestones, such as fire, the bow, and pottery in the savage era, domestication of animals, agriculture, and metalworking in the barbarian era and the alphabet and writing in the civilization era.
Instead of specific inventions, White decided that the measure by which to judge the evolution of culture was energy. For White "the primary function of culture" is to "harness and control energy." White differentiates between five stages of human development: In the first, people use energy of their own muscles. In the second, they use energy of domesticated animals. In the third, they use the energy of plants (agricultural revolution). In the fourth, they learn to use the energy of natural resources: coal, oil, gas. In the fifth, they harness nuclear energy. White introduced a formula P=E*T, where E is a measure of energy consumed, and T is the measure of efficiency of technical factors utilizing the energy. In his own words, "culture evolves as the amount of energy harnessed per capita per year is increased, or as the efficiency of the instrumental means of putting the energy to work is increased". Russian astronomer, Nikolai Kardashev, extrapolated his theory creating the Kardashev scale, which categorizes the energy use of advanced civilizations.
Lenski takes a more modern approach and focuses on information. The more information and knowledge (especially allowing the shaping of natural environment) a given society has, the more advanced it is. He identifies four stages of human development, based on advances in the history of communication. In the first stage, information is passed by genes. In the second, when humans gain sentience, they can learn and pass information through by experience. In the third, the humans start using signs and develop logic. In the fourth, they can create symbols, develop language and writing. Advancements in the technology of communication translates into advancements in the economic system and political system, distribution of wealth, social inequality and other spheres of social life. He also differentiates societies based on their level of technology, communication and economy:
  • hunters and gatherers,
  • simple agricultural,
  • advanced agricultural,
  • industrial,
  • special (such as fishing societies).
Finally, from the late 1970s sociologists and anthropologists like Alvin Toffler (author of Future Shock), Daniel Bell and John Naisbitt have approached the theories of post-industrial societies, arguing that the current era of industrial society is coming to an end, and services and information are becoming more important than industry and goods. Some of the more extreme visions of the post-industrial society, especially in fiction, are strikingly similar to the visions of near and post-Singularity societies.

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LG MOBILE PHONES

 
LG Electronics Korean Consumer Electronics & Home Appliance Manufacturer, have started mobile appliance business since 1996. Formerly known as LG Information & Communication Co. (LGIC), which former GoldStar Telecommunication Company successor, build the first Korean made CDMA phones for Korean consumer market, and later it merged to mother company as department and start GSM division for export based mobile phone business. In 2002, LG UMTS Mobile division demonstrate the World first WCDMA Video Telephony at Korean-Japan World Cup Game Opening Ceremony, the nominal growth of Mobile Communication have been started. Currently LG MC Company produce CDMA, GSM, WCDMA products and recent success of design based phone concept series Black Label Series boosted its revenue since 2005.

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SAMSUNG GALAXY S III

 
The Samsung Galaxy S III is a touchscreen-based, slate-format Android smartphone designed, developed, and marketed by Samsung Electronics. It sees additional software features, expanded hardware, and a redesigned physique than its predecessor, the Samsung Galaxy S II. The S III employs an intelligent personal assistant (S Voice), eye-tracking ability, increased storage, and a wireless charging option. Depending on country, the 4.8-inch (120 mm) smartphone comes with different processors and RAM capacity, and 4G LTE support.[10] The device was launched with Android 4.0.4 "Ice Cream Sandwich", and is in the process of being updated to Android 4.1 "Jelly Bean".
Following an eighteen-month development phase, Samsung unveiled the S III on 3 May 2012 in London.[11] The device was released in 28 European and Middle Eastern countries on 29 May 2012, before being progressively released in other major markets in June 2012. Prior to release, 9 million pre-orders were placed by more than 100 carriers globally.[12] The S III was released by approximately 300 carriers in nearly 150 countries at the end of July 2012.[3] More than 20 million units of the S III were sold within the first 100 days of release.[5]
Due to overwhelming demand and a manufacturing flaw in the blue version of the phone,[13] there was an extensive shortage of the S III, especially in the United States. Nevertheless, the S III was well-received commercially and critically, with some technology commentators touting it as the "iPhone killer".[14] It played a major role in boosting Samsung's record operating profit during the second quarter of 2012.[15] As of September 2012, the Galaxy S III is a subject of a high-profile lawsuit between Samsung and Apple.

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NINTENDO 3DS

The Nintendo 3DS logo 
An open aqua-blue Nintendo 3DS system.
The Nintendo 3DS (ニンテンドー3DS Nintendō Surī Dī Esu?, abbreviated to 3DS) is a portable game console produced by Nintendo. The autostereoscopic device is able to project stereoscopic 3D effects without the use of 3D glasses or any additional accessories.[12] The Nintendo 3DS features backward compatibility with Nintendo DS series software, including Nintendo DSi software.[12] Announcing the device in March 2010, Nintendo officially unveiled it at E3 2010,[12][13] with the company inviting attendees to use demonstration units.[14] The console succeeds the Nintendo DS series of handheld systems[12] and competes with Sony PlayStation Vita handheld console.[15]
The Nintendo 3DS was released in Japan on February 26, 2011; in Europe on March 25, 2011; in North America on March 27, 2011;[16][17] in Australia on March 31, 2011; in Korea on April 28, 2012;[18]and in Taiwan and Hong Kong on September 28, 2012.[19] On July 28, 2011, Nintendo announced a major price drop starting August 12. In addition, consumers who bought the system at its original price gained access to ten free Nintendo Entertainment System games starting September 1, 2011, and 10 free Game Boy Advance games starting December 16, 2011, both from the Nintendo eShop.[20]
A redesigned version, the Nintendo 3DS XL, was announced on June 21, 2012. It primarily features screens that are 90% larger than the original Nintendo 3DS.

History

Nintendo had been experimenting with 3D technology since the early 1980s. Famicom Grand Prix II: 3D Hot Rally was the first game developed by Nintendo to take advantage of the technology, and utilized special goggles with a liquid crystal shutter in order to make images appear to pop out of the screen, giving them a 3D effect.[21] In 1995, Gunpei Yokoi, the creator of the Game Boy, began developing the Virtual Boy. The system was released much earlier than intended, so that Nintendo could allocate more resources to the then-Ultra 64, and the Virtual Boy went on to become a commercial failure for Nintendo.[22][23][24] Shigeru Miyamoto was dissatisfied with the wire-frame models the console displayed and practicality of the system, feeling that the concept was ahead of its time.[25]
The failure of the Virtual Boy left many at Nintendo doubting the viability of 3D gaming.[26] Despite this, Nintendo continued to investigate incorporating 3D technology into other products. The Nintendo GameCube, released in 2001, is Nintendo's second 3D capable system.[27] Every GameCube system produced features the capability to display true stereoscopic 3D, but only the launch title Luigi's Mansion was designed to utilize the technology. As 3D displays were not widespread at the time and producing a compatible display was deemed prohibitively expensive to consumers, this functionality was never enabled.[28]
Nintendo next attempted putting a display later used for the Nintendo 3DS into a Game Boy Advance SP.[29] However, the resolution for such a display was not sharp and precise enough at the time, and Nintendo was not satisfied with the experiment.[30] With the development of the Nintendo DS and at the insistence of Hiroshi Yamauchi, the company investigated achieving 3D visuals at an exhibition at Shigureden, a theme park.[31] Visitors navigate around the park with the aid of guide software on a Nintendo DS system. Although nothing was produced, Nintendo was able to conduct extensive research and develop the methodology that was later used to develop the Nintendo 3DS.



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NINTENDO

Nintendo.svg 
Nintendo Co., Ltd. (任天堂株式会社 Nintendō Kabushiki gaisha?) is a Japanese multinational consumer electronics company located in Kyoto, Japan. Nintendo is the world's largest gaming company by revenue.[6] Founded on September 23, 1889[2] by Fusajiro Yamauchi, it originally produced handmade hanafuda cards.[7] By 1963, the company had tried several small niche businesses, such as a cab company and a love hotel.[8]
Abandoning previous ventures, Nintendo developed into a video game company, becoming one of the most influential in the industry and Japan's third most valuable listed company with a market value of over US$85 billion.[9] Nintendo of America is also the majority owner of the Seattle Mariners Major League Baseball team.[10]
The name Nintendo can be roughly translated from Japanese to English as "leave luck to heaven".[11] As of October 18, 2010, Nintendo has sold over 565 million hardware units and 3.4 billion software units.

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PLAYSTATION PORTABLE

PSP Logo.svg
Original model PSP (PSP-1000)
The PlayStation Portable (プレイステーション・ポータブル Pureisutēshon Pōrutaburu?, officially abbreviated PSP) is a handheld game console manufactured and marketed by Sony Corporation[4] Development of the console was announced during E3 2003,[5] and it was unveiled on May 11, 2004, at a Sony press conference before E3 2004.[6] The system was released in Japan on December 12, 2004,[7] in North America on March 24, 2005,[8] and in the PAL region on September 1, 2005.[9]
The PlayStation Portable is the only handheld video game console to use an optical disc format, Universal Media Disc (UMD), as its primary storage medium.[10][11] Other distinguishing features of the console include its large viewing screen,[12] robust multi-media capabilities,[13] and connectivity with the PlayStation 2, PlayStation 3, other PSPs and the Internet.[14][15]
After the release of a slimmer, lighter, remodeled version of the PlayStation Portable (the PSP-2000/"Slim & Lite") in early September 2007, sales quadrupled in the United Kingdom the following week and increased by nearly 200% in North America for the month of October.[16][17] This model was later replaced by another remodeling, the PSP-3000, which included a new screen and an inbuilt microphone. Since then, a complete redesign called the PSP Go has been released, which was sold alongside the PSP-3000. In 2011 a budget model, the PSP-E1000, was released. The PSP line was succeeded by the PlayStation Vita, released in December 2011 in Japan, and in February 2012 in North America, Europe and Australia, respectively.

History

Sony first announced development of the PlayStation Portable at a press conference before E3 2003.[18] Although mock-ups of the system were not present at the press conference or E3,[18] Sony did release extensive technical details regarding the new system.[19] Then-CEO of Sony Computer Entertainment Jose Villeta called the device the "Walkman of the 21st Century" in a reference to the console's multimedia capabilities.[20] Several gaming websites were impressed by the handheld's computing capabilities and looked forward to the system's potential as a gaming platform.[5][18][21]
The first concept images of the PSP appeared in November 2002 at the Sony Corporate Strategy Meeting and showed a PSP with flat buttons and no analog stick.[22] Although some expressed concern over the lack of an analog joystick,[23] these fears were allayed when the PSP was officially unveiled at the Sony press conference during E3 2004.[24] In addition to announcing more details about the system and its accessories,[25] Sony also released a list of 99 developer companies that had pledged support for the new handheld.[26] Several PSP game demos, such as Konami's Metal Gear Acid and SCE Studio Liverpool's Wipeout Pure were also shown at the conference.

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PLAYSTATION

Playstation logo 
The PlayStation (プレイステーション Pureisutēshon?, officially abbreviated PS) is a series of video game consoles created and developed by Sony Computer Entertainment. Spanning the fifth, sixth, seventh, and eighth generations of video gaming, the brand was first introduced on December 3, 1994 in Japan.[1] The brand consists of a total of three home consoles, a media center, an online service, a line of controllers, two handhelds and a phone, as well as multiple magazines.
The first console in the series, the PlayStation, was the first video game console to ship 100 million units after 9 years and 6 months of its initial launch.[2] Its successor, the PlayStation 2, is the best-selling console to date, having reached over 150 million units sold as of January 31, 2011.[3] Sony's latest console, the PlayStation 3, has sold over 63.9 million consoles worldwide as of March 31, 2012.[4]
The first handheld game console in the PlayStation series, the PlayStation Portable or PSP, has sold a total of 71.4 million units worldwide as of September 14, 2011.[5] Its successor, the PlayStation Vita, which launched in Japan on December 17, 2011 and in most other major territories in February 2012 has sold in excess of 1.2 million units as of the end of February 2012.[6]
Other hardware released as part of the PlayStation series includes the PSX, a digital video recorder which was integrated with the PlayStation and PlayStation 2, though it was short lived due to its high price and was never released outside Japan as well as a Sony Bravia television set which has an integrated PlayStation 2. The main series of controllers utilized by the PlayStation series is the DualShock, which is a line of vibration-feedback gamepad having sold 28 million controllers as of June 28, 2008.[7]
The PlayStation Network is an online service with over 69 million users worldwide (as of January 25, 2011).[8] It comprises an online virtual market, the PlayStation Store, which allows the purchase and download of games and various forms of multimedia, a subscription-based online service known as PlayStation Plus and a social gaming networking service called PlayStation Home, which has over 14 million users worldwide.[9] PlayStation Suite is an upcoming software framework that is aimed to provide PlayStation content cross-platform and cross-devices; currently only Android and the PlayStation Vita devices are supported. Content set to be released under the framework consist of only original PlayStation games currently.[10]
Current-generation PlayStation products also use the XrossMediaBar, which is an award-winning graphical user interface.[11] A new touchscreen-based user interface called LiveArea is being designed for the PlayStation Vita, which integrates social networking elements into the interface. Additionally, PlayStation 2 and original PlayStation 3 consoles also featured support for Linux-based operating systems, though this has since been discontinued. The series has also been known for its numerous marketing campaigns, the latest of which being the "Long Live Play" commercials in the United States.
The series also has a strong lineup of first-party titles due to Sony Computer Entertainment Worldwide Studios, a group of fifteen first-party developers owned by Sony Computer Entertainment which are dedicated to developing first-party games for the series. In addition, the series features various budget re-releases of titles by Sony with different names for each region; these include the Greatest Hits, Platinum and The Best ranges of titles.

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IPHONE 5

 
 
The iPhone 5 is a touchscreen-based smartphone developed by Apple Inc, the sixth generation of the iPhone. It was announced on September 12, 2012,[4][5] and was released on September 21. It has a larger 4-inch screen and a smaller eight-pin dock connector than its predecessor, and is lighter, thinner, and contains the Apple A6 processor.[6] It is the first iPhone that supports LTE or has a screen with a 16:9 widescreen aspect ratio.
The reception to the iPhone was primarily positive as many reviewers praised the hardware improvements such as the larger[7] and higher resolution screen and improved internal components. However, many negatively received the new Maps application as it is reported to contain many serious errors.
   
History

Speculation about the iPhone 5 and its specifications arose shortly after the announcement of the iPhone 4S. However, detailed rumours and leaks did not emerge until June 2012.[10] As early as July 30, 2012, reports pinpointed the exact date of unveiling and release of the phone along with probable features.[11]
On September 4, 2012, Apple invited the media to an event scheduled for September 12, 2012, at the Yerba Buena Center for the Arts in San Francisco. Many sources speculated that this would be related to the next iPhone due to a shadow of the number 5 that featured in the design of the invitations.[12] Apple subsequently announced a number of new products including the iPhone 5, iPod Nano (7th generation), and iPod Touch (5th generation) at the same event.[4] The phone was available for pre-order on September 14, 2012.
A few days after the iPhone 5 was announced over two million orders had been taken.





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IPHONE

 

The iPhone (play /ˈfn/ EYE-fohn) is a line of smartphones designed and marketed by Apple Inc. The iPhone runs Apple's iOS mobile operating system, originally named "iPhone OS". The first iPhone was released on June 29 2007;[1] the most recent iPhone, the 6th-generation iPhone 5, was released on September 21, 2012.[2] The user interface is built around the device's multi-touch screen, including a virtual keyboard rather than a physical one. The iPhone has Wi-Fi and cellular connectivity (2G, 3G and 4G (iPhone 5 only)).
An iPhone can shoot video (though this was not a standard feature until the iPhone 3GS), take photos, play music, send and receive email, browse the web, send texts, and receive visual voicemail. Other functions — games, reference, GPS navigation, social networking, etc. — can be enabled by downloading apps; as of 2012, the App Store offered more than 700,000 apps by Apple and third parties.[3]
There are six generations of iPhone models, each accompanied by one of the six major releases of iOS (formerly iPhone OS). The original iPhone was a GSM phone, and established design precedents, such as screen size and button placement, that have persisted through all models. The iPhone 3G added 3G cellular network capabilities and A-GPS location. The iPhone 3GS added a faster processor and a higher-resolution camera that could record video at 480p. The iPhone 4 featured a higher-resolution 960 × 640 "retina display", a higher-resolution rear-facing camera and a lower-resolution front-facing camera for video calling and other apps.[4] The iPhone 4S added an 8-megapixel camera with 1080p video recording, a dual-core processor, and a natural language voice control system called Siri.[5][6][7] iPhone 5 features the new A6 processor, holds a 4-inch Retina display that is larger than its predecessor's 3.5-inch display, and replaces the 30-pin connector with an all-digital Lightning connector.
For some years, Apple and its manufacturing contractor Foxconn have received criticism due to poor working conditions at the assembly plant in China.

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