Friday, December 3, 2010

silicon chip ;- Electricity and Light in One Chip

Electricity and Light in One Chip

Today's computer chips are chunks of silicon that use electrical pulses to crunch data. But IBM researchers are now making chips for tomorrow: chunks of silicon that also contain pathways for light pulses.

These optical circuits can exchange information with the conventional, electronic circuits in the same chip. This could transport data inside a computer significantly faster, because light signals can transport larger quantities of data at higher speeds than conventional copper electrical wiring can. A chip could use its optical—photonic—circuits for high-speed input and output.

"We need faster ways to shuttle information around," says Solomon Assefa, a member of the research team at IBM's Watson Research Center in Yorktown, New York. "Our main motivation is to build, in five years or so, exascale systems that will be 1,000 times faster than what we have now."

Today's supercomputers are dubbed "petascale" because their power is measured in petaflops, or quadrillions of floating-point operations per second. The U.S. Department of Energy has urged the development of machines capable of exaflops—quintillions of operations per second—to enable more powerful simulation-based research into climate change and renewable and nuclear energy.

Over the past seven years, IBM's researchers have developed a chain of individual silicon components that together can convert a chip's electrical signals into light signals and back again. Now they've found a way to build all of those components on the same chip without inhibiting the transistors' performance, using the standard complementary metal-oxide semiconductor (CMOS) techniques used to build processors and other chips today.

Now that this goal has been achieved in the lab, says Assefa, "the next step is to transfer this to a commercial fab, like those making chips today." Although the technology is not expected to be market-ready for around five years, IBM is keen to test its techniques on the production equipment for which they are designed.

This is a significant advance, says Bahram Jalali, a professor of electrical engineering at the University of California, Los Angeles, who helped kick-start silicon photonics when he developed the first silicon laser in 2004. "Integration with CMOS is a very difficult thing that has been a vision of many in the field for some time," he says.

Other companies have been developing silicon photonics as well. Earlier this year, Intel unveiled a collection of dedicated photonic chips that can be used to carry data between conventional electronic chips. Caltech spinoff Luxtera puts photonic components on a silicon wafer after the electronic silicon components have been completed.

IBM's technology can be more compact than either of these, says Assefa. "We're integrating on the same chip as the electronics, using the same piece of silicon, for both transistors and photonics," he says. "That means we're able to make much finer features and build the much denser and power-efficient structures needed to target future high-end systems." IBM's technology can fit a photonic transceiver—able to send and receive optical signals—into a space 10 times smaller than has been demonstrated before.
That's possible using new designs of photonic components that can be made at the same stage in the CMOS process in which transistors are etched, when lithography techniques precise to just tens of nanometers can be used. But it required some creative thinking to allow optical and electronic components to be built side by side.
For example, to create the last component, IBM researchers had to reinvent their photodetector, which receives incoming optical signals. "We wanted to use a layer of germanium, which is already used in CMOS processing, but had to find a way not to use too thick a layer, which would inhibit the transistors," says Assefa. The team figured out that carefully spaced tungsten "plugs" in contact with a germanium layer thin enough not to harm nearby transistors gave it the desired electronic properties.
Finding ways to design very small photonic components is impressive, says Jalali, because they have typically been orders of magnitude larger than electrical ones, such as transistors. "They have done well to lower, if not remove, that particular barrier," he says. "IBM has emerged as the industry leader at this stage." However, he points out that further big leaps in miniaturization are unlikely. The light-carrying portions of IBM's components have been scaled down to near the diffraction limit, the fundamental limit physics places on the size of optical components for any given wavelength of light. "That is a more difficult barrier to get around," says Jalali.

 

ibm :- IBM Makes Photonics Breakthrough

It may not be quite as exciting as a photonic transistor, but IBM’s latest technology breakthrough still raises hopes of a tremendous increase in computing power owing to photonic technology. The company’s new technology, dubbed CMOS Integrated Silicon Nanophotonics, integrates electronic and photonic devices onto the same silicon chip, potentially allowing faster and higher-performance connections between racks, servers, chips, and even devices on the chip.

Although the new technology does not have any immediate implications for increasing the speed of a processor, it has tremendous promise in the area of supercomputing, as well as in more mundane computers and computer networks. According to PhysOrg.com (“IBM's breakthrough chip technology lights the path to exascale computing”), the technology uses “the front-end of a standard CMOS manufacturing line and requires no new or special tooling.” As a result, the technology has greater potential for commercial success right from the start.

The technology permits greater integration of photonic devices, allowing the use of light pulses for communication among servers, devices, or chips. This technology, if IBM is able to flesh it out into a viable device or product, could help the company meet its goal of constructing an “exascale” computer by 2020. An exascale computer would be able to perform on the level of exaflops: 1018 computations per second (that’s a million trillion—or a billion billion—computations per second). Current supercomputers operate in the petaflop (1015 computations per second) range. Thus, IBM is hoping that its new nanophotonics technology will yield a 1,000-fold increase in computing power.

Again, this technology doesn’t increase processor speed. But processor speed is certainly not the only factor when it comes to computing power. In large-scale computing especially, individual processors are limited in performance by delays in, for instance, retrieving data from storage or even caches. These delays drive the need for each device (processor, cache, storage device, or other device) to be in close proximity to other devices. Furthermore, the speed of light places a fundamental limit on how quickly information can be transmitted across a given distance. Optical interconnections among devices, however, are in many ways superior to copper interconnections. Fiber optics is a widely used method of transmitting large amounts of information over long distances in a relatively inexpensive and reliable manner.

Applying a similar principle on a smaller scale—in particular, on the scale of a single chip—has yet to be realized, however. IBM is hoping that its nanophotonics technology will be the key to unlocking this new realm of possibilities. By speeding communication between devices and components on a chip, some of the limitation placed on processors by the (lack of) proximity to partner devices is removed. Of course, the fundamental limit remains—transmitting data over one meter, for instance, will always take at least 3.33 nanoseconds (at least if you believe the theory of special relativity). But IBM’s new technology may help bring current interconnects closer to this limit.

Although IBM’s focus for its new technology is limited to interchip connections, it is not discounting the possibility of reaching an even finer level of communication. According to Computerworld (“IBM chip breakthrough may lead to exascale supercomputers”), IBM photonics research scientist Will Green expressed hopes for enhanced intrachip connections, but the technology is not yet developed to that point: “There is a vision for the chip level, but that is not what we are claiming today.”

For supercomputing, the implications of a successful application of IBM’s technology are clear: greatly expanded potential computing power. Data centers may also benefit, although the benefits may be less pronounced. Nevertheless, the integration of photonic devices directly on silicon chips—and with no special new tooling technology beyond standard CMOS—could yield improved computing power. Furthermore, such integration may also open up possibilities for other technologies as more devices of different kinds become able to coexist on individual chips. As the DCJ has noted with other newly announced technologies, the proof really is in the pudding. Although the new IBM photonics technology sounds great with its promises of greatly increasing computing power, it’s only as good as a working device that employs it. Although development of a new technology is admirable, application of that technology to produce a result that yields a real and measurable performance improvement is even more admirable. In the meantime, we can only wait and see what IBM is able to do with this technology.


Read more about chips by jeffrey clark

Friday, November 19, 2010

hp india :- HP launches interactive device at Rs19,999

Computer maker HP India today launched its new interactive digital device 'DreamScreen', priced at Rs19,999.

The touch-based device will offer content through the Internet like education, video chat, e-mail, movies and news.

"The device is designed to offer features and content to each member of the family. Users can browse internet, get the latest news and play games, providing a PC-like experience," HP India vice president and general manager (Personal Systems Group) Sunil Dutt told reporters here.

The company has partnered with Airtel and Tata Teleservices for providing Internet connectivity, along with other companies like Apalya, Edurite, India Games, India Today, NDTV and Yatra for various content.

Asked if the product was a competitor for Apple's iPad, Dutt said, "While the iPad is a more personal device, DreamScreen is more oriented towards a shared environment and designed for use by families."

The product's concept, software and user interface was developed in India, he added.

The product will be available in the market from November 25 through 700 outlets across 60 cities

Divided They Stand: Microsoft and Sony to Team Up?

That’s the incredible opinion of David Reeves who believes that future consoles may involve collaboration between companies like Sony and Microsoft. Reeves, who retired from his position as deputy president of SCE (Sony Computer Entertainment
), took time from his new position as COO at Capcom to offer up this unique insight as part of a wider discussion on the future of video game  hardware. In his interview, he ponders:

    “When you’re on the first-party side, you realize how really, really expensive it is to develop a platform. Whether it’s PS3, or Xbox 360 or even Wii, they cost millions – maybe not billions, but absolutely millions. You don’t know when to put that stake in the ground of technology and move on. You know, say ‘that’s enough’.”

    “Eventually, it may just become so expensive to develop [their consoles] that Microsoft and Sony say, ‘Okay, let’s get together.’ I’d say it’s between 10 and 15 years away. That’s how long I think it will take. I don’t think it will be the next console cycle, but probably the next cycle after that, where you might have something platform-agnostic.”

It is an interesting idea, and one that has more poignancy given the recent announcement of OnLive’s MicroConsole, a new entry to the games industry that is trying to change the way we play games. Developing consoles isn’t a cheap process and the cost of remaining at the bleeding edge of games may force unlikely bed-fellows from existing competitors. Reeves went on to expand his ideas, even suggesting that Sony and Microsoft aren’t the only strange combination that could occur. He stated on this subject:

    “But it might be different players, of course. It might be Google getting together with, dare I say, Microsoft, or Google with somebody else.”

An XGoo console? AppStation? It’s not exactly unheard of in gaming circles for companies to join forces. Remember how Sony and Nintendo collaborated on much of the CD technology that eventually became the original PlayStation? If that relationship hadn’t broken down, we could very well be playing Mario on the PlayStation 3 right now; a sobering thought indeed. It’s not as far out as you may think either, the PlayStation 3 struggled for the first part of its existence to enter any sort of profit while the Xbox 360 has suffered no end of technical hiccups throughout its existence. It’s all money that these companies have had to spend and gain back slowly through sales.

In the face of stiff competition from potential competitors, there’s always the chance that this could become a reality. Imagine the success a gaming console put out by Google could enjoy or how far gaming on the Apple range of touch devices has come . It’s these ‘maybes’ that one day could force Sony and Microsoft, or any of the above, together to pool resources in the race for gamers. Even Nintendo claims to see the threat new competition might hold for it.

Do fellow Ranters see the future of gaming? Can you really see Microsoft and Sony putting aside current ill feelings and teaming up?

A game where players bend it like Beckham

Leading figures from media, advertising, computer games and the City are joining forces to develop what they claim will be a unique, football-based computer game.

We R Interactive, whose chairman is the former Merrill Lynch and Citigroup analyst Richard Dale, will today unveil I am Playr, a game set in the world of football, which puts players in the boots of a professional at the fictional River Park FC.

Makers of the game, which will go on sale in January, say that it will “sit in the space where the computer game and film industry meet”. It allows gamers to make training and lifestyle decisions on behalf of the players whose boots they occupy.

Scenes for the game were shot last month and the company hired professional actors to appear in parts that include a celebrity girlfriend for the footballer, his team-mates, his coach and even a rival coach, who was described in the casting notes as “José Mourinho with a bit of Fabio”.

We R Interactive was co-founded by six business people all of whom have worked in computer gaming, advertising and marketing. They include David Rose, one of the UK gaming industry’s most experienced figures, who previously worked for Sony and Eidos. There is also Tom Thirlwall, co-founder of Bigballs Films, which has produced the footage featured in the game.

Mr Rose said that We R Interactive was setting out to raise the quality of social games to meet the expectations of “an audience raised on PlayStation and high-quality serialised drama”.

He added: “Like many of the best products, I am Playr is an ingenious execution of a simple concept. Our approach yields the high quality that the user expects but with tremendous commercial opportunities. With I am Playr we are splicing film and game. Film gives us the ability to build characters and bring a more visceral feel to the interactive experience.”

“Steven Spielberg said: ‘I think the real indicator will be when somebody confesses that they cried at Level 17.’ With I am Playr, we are about to achieve just that.”

We R Interactive has a strong list of financial backers with plenty of City experience. Apart from Mr Dale, they include Eric Fellner, the co-founder of Working Title Films, Fru Hazlitt, the former chief executive of the radio broadcaster GCap Media and now head of ITV’s sales operations, and Peter Mead, co-founder of Abbot Mead Vickers, the advertising group.

Mr Fellner said: “This is a very exciting space in media right now. I am Playr shows what the next generation of entertainment looks like.”

playing computer games is fun

We all know that playing mmorpg computer games is fun. Therefore, we cannot take our eyes off our PC screens even if the phone is ringing, our favorite TV show is about to begin .Each day million of people playing online games. People who play online because of family and friends they have online. In that way they can communicate each other. Online games helps people to be entertained, relaxed and one of the best ways to relief stress after a busy day.

Some say online rollenspiele are dangerous. No good advantage you can get from it. I'm also a gamers I needs to takes time off from work something and just do something fun. Maybe you said that you don't like playing games but everyone has there own version of fun. I played games just to relief my stress away.

computer games :- Video games that help keep kids fit

Video games that help keep kids fit

 Tampa, Florida - Active video games like Nintendo's Wii console are changing the way kids play. They're no longer sitting at a computer, they're up and moving.

USF has spent three years studying the impact active video games have on childhood obesity.

"Why not take what everyone is deeming the enemy, why not let them play the games that they love just make them more active?" says Lisa Hansen, USF assistant professor for Physical Education and Exercise Science and co-director of the active gaming research labs at USF.

The program has caught the attention of the White House and today the executive director of the President's Council on physical fitness and sports was in Tampa to visit the program at Witter Elementary. A classroom at the school has been turned into an arcade.

Walk into the room and you'll find kids at each video game machine working up a sweat.

"It's fun and I still get to exercise my leg muscles," says Edgerrin James, 10, 4th grader.

"I don't feel weak, I feel stronger," adds Jasmine Jean, 10, 5th grader.

Witter Elementary students use the active gaming room two to three times a week.

"The more we can push the fact exercise is fun with friends, social type of thing, the more likely they will do it," says Lynda Correia, PE Teacher at Witter Elementary.

Some students box a virtual opponent. Others let their feet tap to the music. It takes coordination and stamina, plus sweat and muscle to keep these games moving.

10 year old Edgerrin James has taken more than 1,400 steps in 25 minutes. "I feel great. I know I worked hard but I feel very tired," describes Edgerrin. Does he feel energized? "Yes Ma'am," he adds.

The active game room is part of a research project by USF on childhood obesity. Hansen says research shows the active games encourage kids to move and learn.

"Students feel when they are able to play these active games fun and exciting, they're encouraged to go to PE wanting to learn the objective of the class," says Hansen.

Students say while having fun, they learn the importance of exercise.

Jasmine says, "When you play the game it increases your heart rate, makes your legs stronger."

Edgerrin says, "It's taught me as long as you keep exercising your heart will be good and healthy."

USF researchers suggest this holiday season, parents should buy active video games for their family to help keep everyone up and moving.

It's Easy to Ditch Games Now

In the past, once you bought a game, it was pretty much yours unless you gave it to somebody else or your family held a garage sale. The systemic rise of the used games market now offers you an escape route if a game just isn't your bag. Is the middle of a game testing your patience? Then why not sell it back to your local game shop, get money back in your pocket, or trade it in for a game that's better – or at least better suited for your tastes? After all, the sooner you ditch it either at a shop or on an online auction site, the more value you stand to get in return.

video game was in the manual

Failed Narrative

At one time, the only story you found in a video game was in the manual. But as game technology has advanced, so has the ability to tell a compelling narrative inside a video game with cutscenes, voice acting, and exciting locations that boost your involvement with the narrative. Now, with so many good stories in video games -- Uncharted, Fallout, and Mass Effect 2 to name a few -- a cheap or cheesy narrative now risks diluting a gamer's interest. "For me, Borderlands was a textbook case of, This is Awesome, But Dear God in Heaven I Can Only Take So Much. Gearbox's RPG/shooter controlled like a dream, the environments and art style were awesome, and the constant gun and gadget upgrades were like a sweet, sweet drug. But then one day I just realized I was done. The storyline just wasn't there to pull me through the rest of the experience. In a lot of ways, the environment in Borderlands is the story, which only takes you so far."

There will always be exceptions to this rule. For example, I think the second act of Red Dead Redemption sags thanks to main quest missions that I know will have little bearing on John Marston's success or narrative events that work at odds with the main character's persona.


games

Do you remember game-ending glitches fifteen years ago?

Straight Busted

Do you remember game-ending glitches fifteen years ago? Personally, I can't recall a single game found on a cartridge that suffered from a crippling bugaboo. (PC games have long endured a reputation for shipping before being completely stable.) But in the last few years, more and more video games have hit retail before being fully tested. Recent offenders include Metroid: Other M and Fallout: New Vegas. Really, a Nintendo game with a game-ending bug that stopped players cold? Nintendo eventually offered a fix for the bug, but how many Metroid fans just threw up their hands and moved on to another game? There's now an over-reliance on the ability to patch a console game after it ships via the console's Internet connection.
Another fun-killer is the suspicion that a video game is playing from a loaded deck. Rare is there a game like Mario Kart that is so fun you can overlook insanely unfair artificial intelligence from computer-controlled characters. ("Hey, I'm in first place. Blue shell in three… two… one… And I'm in last place.")
A fantasy board game card battler? That's totally my speed, so I was eager to get into Culdcept Saga. About halfway through, however, I realized the game was broken. Players take turns rolling dice and moving their characters around the game board, but it turned out the dice rolls were all pre-determined. If you played a round multiple times you'd see the rolls come up with the same numbers in the same order each time -- there was nothing random about them. The game was ruined and I moved on."

Video games are supposed to provide a challenge. Cake walks are boring. But there is a massive difference between a difficult game and one that deals from the bottom of the deck, whether it's because of poor programming or the hope that an ultra-hard segment will somehow extend the longevity of an otherwise short game. Would you read a book that printed an entire chapter in reverse just to slow you down?

The rise of video game franchises

I'll Catch the Next One

The rise of video game franchises isn't entirely the fault of some bean counter working in the depths of Activision's marketing department. Gamers are just as much to "blame" for the rise of sequels and annual installments. (After all, gamers poured $360 million into Activision's coffers on the launch day for 2010's annual Call of Duty release, Black Ops.) But now that gamers have come to expect the annualized franchise, does that limit the impetus to jump on the train knowing another one will pull up to the station soon enough? "Despite my roots with Japanese role-playing games, I'm actually a big Halo fan. Before ODST dropped, I was pretty excited for Bungie's spin-off, but I only ended up playing the campaign for an hour or two. It wasn't a lack of interest or distaste for the gameplay -- I was just already feeling the anticipation for Halo: Reach and I didn't want to play two Halo games in a row. This is usually how things go for me: by the time I get around to a game, the sequel is already on the horizon!"Clements hits on something so critical here: with some many franchises now running on twelve-month schedules, is there much incentive to finish a franchise game sixth months after its initial release? Game companies like Bioware may be tracking whether or not you complete a game for internal use, but you can be sure the accounting department couldn't care less if you saw the ending credits.

video games are first and foremost entertainment

Wake Me When It's Over

Despite great debate over whether or not games are art, video games are first and foremost entertainment. They are an escape. They are windows into a life that's not your own. And if a game can't sell that experience, gamers begin to weigh the value of their time versus the cost of the game itself. If a video game isn't providing a level of excitement or engagement that a competing source of entertainment offers, it moves to the back burner.
"Earlier this year, I caught a nasty cold and was laid up, head full of meds, for a week or so. Eager to play a game that would suck me in and require very little thinking, I picked up Final Fantasy XIII. I sat there for days on end, mashing the PS3's X button and letting the game sort of happen to me. It was a perfectly passive experience, and it was just was I needed. But once I started feeling better and the haze in my brain faded, I realized that Final Fantasy XIII was boring, and I stopped playing it."

Now, twenty years ago, when there were fewer games, you might have just persevered through a boring game simply because, well, it was a video game. Video games still felt new and exciting just for existing. That crutch, though, was turned into kindling when the PlayStation 2 took video games mainstream once and for all.

Video Games :- Why Don't We Finish More Video Games?

Video Games
With video games more expensive than ever, you would think that gamers would squeeze every last second of play out of them before moving on to the next adventure. But that's not always the case. Earlier this year, Bioware released some fascinating statistics about Mass Effect 2, but the stand-out figure was the revelation that only 50 -percent of players actually finished Commander Shepherd's mission to stop the Collectors.
Obviously, Mass Effect 2 isn't alone in this phenomenon of early bailing on a game. Every gamer has at least one or two titles on their shelf that they never completed for a number of reasons. Interest waned. Bought a new game. Real life came calling. And because of reasons like these, that $60 investment was relegated to the game library (or the used game store) before the adventure was brought to a proper close.
Of course, some games can't be finished by design. Arcade-style games are all about getting the high score rather than racing toward a cutscene pay-off and some closing credits. But the majority of games now are contained experiences with a designated end point, even if after the final conflict is resolved the player can still tie up loose ends such as outstanding side quests. So, knowing that there is an ending out there somewhere, what makes us push the eject button before all is said and done?

computer games :- PC games come to TV with OnLive's MicroConsole

PC games come to TV with OnLive's MicroConsole
We've been reasonably impressed to date with OnLive's cloud-based game service, which allows nearly any Internet-connected laptop or desktop to play a variety of high-end PC games via a unique streaming system. The company's long-awaited MicroConsole, which skips the computer altogether and streams games directly to your TV, finally has a release date and price.
The OnLive MicroConsole ships December 2, for $99, and includes a free game (games typically cost the same as retail boxed versions, around $49) and a wireless game controller.
If you're not familiar with the service, OnLive works by offloading the CPU and GPU-intensive tasks of actually running the game software to a remote render farm, then beaming the gameplay back to you as a streaming video. It sounds far-fetched, and we were highly skeptical of the service when it was announced in 2009, but in practice, it works surprisingly well.
We've been reasonably impressed to date with OnLive's cloud-based game service, which allows nearly any Internet-connected laptop or desktop to play a variety of high-end PC games via a unique streaming system. The company's long-awaited MicroConsole, which skips the computer altogether and streams games directly to your TV, finally has a release date and price.
The OnLive MicroConsole ships December 2, for $99, and includes a free game (games typically cost the same as retail boxed versions, around $49) and a wireless game controller.
If you're not familiar with the service, OnLive works by offloading the CPU and GPU-intensive tasks of actually running the game software to a remote render farm, then beaming the gameplay back to you as a streaming video. It sounds far-fetched, and we were highly skeptical of the service when it was announced in 2009, but in practice, it works surprisingly well.





computer games and video games | How video games enhance visual attention

video games
Action packed video games, often accused of being distracting, can enhance visual attention, the ability that allows us to focus on relevant visual information, according to a new study.

This growing body of research, reviewed in WIREs Cognitive Science, suggests that action based games could be used to improve military training, educational approaches, and certain visual deficits.

The review, authored by a group led by Dr Daphne Bavelier from the University of Rochester, focused on the impact video games have on visual attention, the mechanism which allows us to select relevant visual information and suppress irrelevant information, allowing us to function in a world made up of infinite visual data.

"Visual attention is crucial to preventing sensory overload, since the brain is constantly faced with an overwhelming amount of visual information," explained Bjorn Hubert-Wallander, the paper's lead author.

"It's an ability that is especially emphasized during visually demanding activities such as driving a car or searching for a friend's face in a crowd, so it is not surprising that scientists have long been interested in ways to modify, extend, and enhance the different facets of visual attention."

Paralleling the growing interest in visual attention, the world of video games has developed both technologically and culturally. It is now believed that 68 per cent of American households play video or  computer games. Hubert-Wallander, Green, and Bavelier reviewed recent studies by their group but also many other laboratories where gamers and non-gamers had to perform tasks related to visual attention and found that gamers consistently outperformed their non game-playing peers.

While gamers were found to outstrip nongamers in these tests, they also found that not all video games provide the same benefits to attention. Fast-paced, action based games that emphasized rapid responses to visual information and required divided attention seemed to be the only ones that affected attention specifically.

"Just as drivers have to focus on the road, other cars, and potential obstacles while ignoring other information, modern action games place heavy attentional demands on players," said Hubert-Wallander.

"These games require players to aim and shoot accurately in the center of the screen while continuously tracking other enemies and fast moving objects," Hubert-Wallander added.

Training studies have also shown improvements in the visual attention of non-gamers given experience playing these video games, establishing that it is the actual video game play that is causing the benefits.

This finding that video games can enhance visual attention abilities may have implications for military training and broader education, as well as clinical rehabilitation programmes for conditions such as amblyopia.

computer games :- Sony and Microsoft Argue About Which Console Is Best For Black Ops

On one side, we have Don Mattrick, Microsoft's president of interactive entertainment, who congratulated Treyarch and Activision for their game, and called the Xbox 360's Xbox Live online service the home of the largest Call of Duty community.

"With a record-breaking performance on Xbox Live, home to the world's largest Call of Duty gaming community, Call of Duty: Black Ops has already carved out its legacy as one of the biggest video games in history," said Mattrick.

"We congratulate our partners at Activision and Treyarch and are proud to continue offering the best Call of Duty experience to our 25 million global Xbox LIVE members by launching all Call of Duty map packs first on Xbox 360."

On the other side, we have Jack Tretton, president and CEO of Sony Computer Entertainment America, who also congratulated Treyarch on a job well done and praised the PlayStation 3.

"Call of Duty: Black Ops has been an incredible success on PlayStation 3," said Tretton.

"Treyarch's latest efforts are driving unprecedented traffic to the PlayStation Network with the flagship online experience this holiday season."

In case you've been living under a rock, Call of Duty: Black Ops has shattered sales records left and right, becoming the best selling video game of the year, and even overtook its predecessor, Call of Duty: Modern Warfare 2.

The sales trend will no doubt continue, as the winter holidays are nearly upon us and people will once again flock to the stores to buy presents for their loved ones.

Which platform did you choose to play Black Ops? Share your preferences below.

Sunday, September 26, 2010

HP Pavilion :- Warranty |Software included | Processor | HP Pavilion dv4-2100 LAPTOP | it is fast,stable,smooth,less weight, easily handled

System features
Operating system installed dv4-2110tu: Genuine Windows® 7 Home Basic 32-bit
dv4-2112tu / dv4-2126tx / dv4-2101tu / dv4-2111tu / dv4-2113tu: Genuine Windows® 7 Home Premium 32-bit
Processor dv4-2110tu: Intel® Core™ i3-330M processor
• 2.13 GHz, 3 MB L2 Cache
dv4-2101tu: Intel® Core™ i3-330M processor
• 2.13 GHz, 3 MB L2 Cache, 1066 MHz FSB
dv4-2111tu / dv4-2113tu: Intel® Core™ i3-350M processor
• 2.26 GHz, 3 MB L2 Cache
dv4-2126tx: Intel® Core™ i3-350M processor
• 2.26 GHz, 3 MB L2 Cache, 1066 MHz FSB
dv4-2112tu: Intel® Core™ i5-430M processor
• 2.26 GHz, 3 MB L2 Cache
Memory
Standard memory dv4-2126tx / dv4-2110tu / dv4-2113tu: 2 GB (1 x 2 GB) DDR3 1066 MHz
dv4-2112tu / dv4-2101tu / dv4-2111tu: 3 GB (1 x 1 GB + 1 x 2 GB) DDR3 1066 MHz
Maximum memory Supports up to 8 GB DDR3 memory
Storage
Internal drives dv4-2126tx / dv4-2101tu / dv4-2110tu / dv4-2111tu: 320 GB SATA Hard Disk Drive 7200 rpm
dv4-2112tu / dv4-2113tu: 500 GB SATA Hard Disk Drive 7200 rpm
Optical drive type LightScribe SuperMulti 8X DVD±RW with Double Layer Support
Lightscribe Lightscribe included
Graphics
Display size (diagonal) 14.1” Diagonal WXGA High-Definition HP BrightView Widescreen Display
Display resolution 1280 x 800
Graphics dv4-2126tx: ATI Mobility Radeon™ HD 4550 Graphics
512 MB GDDR3 dedicated memory
dv4-2112tu / dv4-2101tu / dv4-2110tu / dv4-2111tu / dv4-2113tu: Intel® HD Graphics
Expansion features
Ports 3 USB 2.0 (3rd shared with eSATA port), 1 HDMI, 1 eSATA Combo, 1 VGA port, 1 RJ-45, Expansion Port 3, 2 Stereo Headphone out, 1 Microphone in, Consumer IR, AC Adapter, Integrated Fingerprint reader
Slots 1 ExpressCard/54 Slot (also supports ExpressCard/34)
Memory card device 5-in-1 integrated Digital Media Reader for Secure Digital cards, MultiMedia cards, Memory Stick, Memory Stick Pro, or xD Picture cards
Media devices
TV tuner dv4-2113tu: HP Integrated HDTV Hybrid Tuner
Webcam HP Webcam with Integrated Digital Microphone
Internal audio SRS Premium Sound
Speakers and microphone Altec Lansing® speakers
Input devices
Pointing device Touch Pad with On/Off button and dedicated vertical Scroll Up/Down pad
Keyboard 101 key compatible
Communications
Network interface dv4-2126tx: Integrated 10/100/1000 Gigabit Ethernet LAN (RJ-45 connector)
dv4-2112tu / dv4-2101tu / dv4-2110tu / dv4-2111tu / dv4-2113tu: Integrated 10/100BASE-T Ethernet LAN (RJ-45 connector)
Wireless technologies 802.11b/g/n WLAN
Wireless capability Bluetooth® wireless networking
Dimensions and Weight
Product weight 2.2 kg
Product dimensions (W x D x H) 33.4 cm (L) x 24.0 cm (W) x 3.4 cm (min H) / 4.0 cm (max H)
Power
Power supply type dv4-2112tu / dv4-2101tu / dv4-2110tu / dv4-2111tu / dv4-2113tu: 65 W AC Power Adapter
dv4-2126tx: 90 W AC Power Adapter
Battery type 6-cell Lithium-Ion (Li-Ion) battery
What's included
Warranty 1 year, parts and labour
Software included HP Total Care Setup(TCS), HP Advisor (BTBSS consumer laptop), HP Wireless Assistant, HP Support Assistance, HP Software Update UserGuide Documentation, Adobe Reader - Consumer, Recovery Manager Installer for Windows® 7, Recovery Manager Addon for Windows® 7, Norton Online Backup, Sun Java VM, Microsoft® Works (selected countries only), Microsoft® Office Home & Student Edition 2007 (selected countries only), Microsoft® Office Home & Student Edition 2007 60 Day Trial (selected countries only), Microsoft® Office 2007 Professional Hybrid Consumer Prein/DIB (Basic, Small Business, Professional) (selected countries only), Windows Live applications, HP QuickWeb, Cyberlink DVD Suite premium, HP MediaSmart 3.1, HP Internet-TV, Omnipfone internation music store, HP Games Powered by Wild Tangent (launched by console) (Gadget includes for US only), Adobe Flash Player, Adobe Shockwave Player, Muvee Reveal, Symantec NIS 2010 - Consumer(60days live updates), Motorola SoftStylus, Digital Persona Finger Print Reader for Consumer NB (Digital Persona Finger Print Reader) / FPR demo

HP Pavilion :- HP Pavilion dv4-2100 LAPTOP | it is fast,stable,smooth,less weight, easily handled

Overview

Relinguish entertainment in the perfect form

Features

Featuring genuine Windows for a familiar and intuitive environment
Do more play more on this small, compact laptop - With cutting-edge Intel Core 2 Duo processors, Win 7 and MediaSmart 3.0 software, the laptop is your perfect companion in work and play
Superb quality and high definition entertainment with Intel® Graphics Media Accelerator and NVIDIA® GeForce and HP BrightView display on a 14.1" widescreen - perfect for your movie watching or gaming experiences on the go.
Candy for the eyes - available in two colours with HP Imprints, the laptop projects sophistication and your unique style.     i bought a hp pavillion dv4-2110tu in the month of april 2010. The very day i purchased it i got the remote control replaced since the battery kept popping out. i was wondering whether i had made a mistake by buying the product. after a few weeks i learned to appreciate the product. the remote works with many of the players ( audio & video) and even though the functions cannot be configured it gets all the basic funtions. i can even shut down the pc with the remote. the remote should be pointed properly to get it to work since its IR. the finger printer reader is good addition. my friends cant access my pc without my permission and swiping my finger in front of them is great show off value. altec lansing are the best speakers around and inclusion of a woofer in future products would be welcome. intel graphics are adequate for low res gaming ( i play S.T.A.L.K.E.R. - Shadow of Chernobyl ). a graphics card would be need for high end gaming. the smart media software even thou takes ages to load is fun to use. the shiny touch pad is a drag (literally). clean/wet fingers don't slide over it easily. also the pad is not very sensitive and can get annoying at times ( when editing text documents). overall its a total entertainment pc. its way cooler than any of my friend laptop. stick to win7 basic its lighter on the system. people who want to network need upgrade to higher editions for better compatibility with xp systems. overall this is a feature rich laptop. i have a habit of taking care of my stuff so i havent got a chance to test its durability but with proper care the laptop will last."
 

HP Pavilion :- HP Pavilion dm3-1100 LAPTOP | System features

System features
Operating system installed Genuine Windows® 7 Home Premium 32-bit
Processor dm3-1111ax: AMD Turion™ Neo X2 Dual-Core Mobile Processor for Ultrathin Notebooks L625
• 1.60 GHz, 1 MB L2 Cache, Up to1600 MT/s system bus running at AC/DC mode 18 watt
dm3-1131tx: Intel® Core™2 Duo Processor SP9300
• 2.26 GHz, 6M Cache at 25W TDP, 1066 MHz FSB
Memory
Standard memory dm3-1111ax: 4 GB (2 x 2 GB) DDR2 533 MHz
dm3-1131tx: 4 GB (2 x 2 GB) DDR3 1066 MHz
Maximum memory dm3-1131tx: Supports up to 8 GB DDR3 memory
Storage
Internal drives dm3-1111ax: 320 GB SATA Hard Disk Drive 7200 rpm
dm3-1131tx: 500 GB SATA Hard Disk Drive 7200 rpm
Optical drive type dm3-1111ax: LightScribe SuperMulti 8X DVD±RW with Double Layer Support
dm3-1131tx: LightScribe SuperMulti 8X DVD±RW with Double Layer Support (External)
Lightscribe Lightscribe included
Graphics
Display size (diagonal) 13.3” High-Definition HP LED BrightView Widescreen Display
Display resolution 1366 x 768
Graphics dm3-1111ax: ATI Mobility Radeon™ HD 4330 Graphics
with 512MB GDDR2(dedicated)
dm3-1131tx: NVIDIA GeForce G 105M
512 MB dedicated memory
Expansion features
Ports 4 USB 2.0, 1 HDMI, 1 VGA port, 1 RJ-45, 1 headphone-out, 1 Microphone in
Memory card device 5-in-1 integrated Digital Media Reader for Secure Digital cards, MultiMedia cards, Memory Stick, Memory Stick Pro, or xD Picture cards
Media devices
Webcam HP Webcam with Integrated digital Microphone
Internal audio SRS Premium Sound
Speakers and microphone Altec Lansing speakers
Input devices
Pointing device Touch Pad with On/Off button and dedicated vertical Scroll Up/Down pad
Keyboard Full size island-style keyboard
Communications
Network interface Integrated 10/100BASE-T Ethernet LAN
Wireless technologies 802.11b/g/n WLAN
Wireless capability Bluetooth® wireless networking
Dimensions and Weight
Product weight 1.91 kg
Product dimensions (W x D x H) 32.6 cm (L) x 23.0 cm (W) x 2.43 cm (min H) / 3.13 cm (max H)
Power
Power supply type 65 W AC Power Adapter
Battery type 6-cell Lithium-Ion (Li-Ion) battery
What's included
Warranty 1 year, parts and labour
Software included HP Total Care Setup (not available for Japan), HP Advisor, HP Wireless Assistant, HP Support Assistance, HP Software Update, User Guide Documentation, Adobe® Acrobat® Reader®, Recovery Manager, Norton Online Backup, Sun Java VM, Windows Live, HP QuickWeb, Cyberlink DVD Suite, MediaSmart v3.1, HP Games Powered by Wild Tangent (selected countries only), Adobe Flash Player, Adobe Shockwave Player, Symantec™ Norton Internet Security 2010 Consumer (60days live updates), Motorola SoftStylus, HP ProtectSMart, Microsoft® Works (Only available in Taiwan and Hong Kong), Office Trial: Microsoft® Office 2007 Home/Student (60 day Trial) (Only available in Taiwan and Hong Kong), Office Ready: Microsoft® Office 2007 Pro (60 day Trial) (Available in all countries except Taiwan, Hong Kong and Japan) Center

HP Pavilion dm3-1100 LAPTOP | it is fast,stable,smooth,less weight, easily handled

Overview

See thin in a new light - a laptop with exquisite & compact design, yet powerful features to provide rich entertainment — in thin & light size.

Features

Featuring genuine Windows for a familiar and intuitive environment
The affordable. thin and light champion - thin and light without compromise. At less than 1 inch thin and weighing less than 2kg, conveniently slips in backpacks, purses and briefcases - - all this is reality at an affordable price point.
Full PC performance with power packed features – choice of Intel & AMD processors with optional discrete graphics for unparalleled power in a thin design.
Long-lasting battery life – up to 7 hours of battery life for doing more on the go, without having to find a plug.
Do more with no compromise - surf, catch up on your favorite news or watch movies on high-definition 13.3” diagonal screen, get entertained with HP Mediasmart, enjoy integrated keyboard and touchpad for enhanced comfort and productivity.