User Control Panel
Search iVirtua
Advanced/Tag Search...
Search Users...
What is iVirtua Exclusive Community?
  • An exclusive gaming industry community targeted to, and designed for Professionals, Businesses and Students in the sectors and industries of Gaming, New Media and the Web, all closely related with it's Business and Industry.
  • A Rich content driven service including articles, contributed discussion, news, reviews, networking, downloads, and debate.
  • We strive to cater for cultural influencers, technology decision makers, early adopters and business leaders in the gaming industry.
  • A medium to share your or contribute your ideas, experiences, questions and point of view or network with other colleagues here at iVirtua Community.
Guest's Communication
Live Chat
Teamspeak (VOIP) Audio Conference
Private Messages
Check your Private Messages
Themes
Choose an iVirtua Community theme to reflect your interests...
Business Theme
India/Arabic Theme

Gaming Theme
iVirtua Recommends
Young teen porn galleries
Fly Emirates Advertising
743 results for drive
Kingston ships 256GB DataTraveler 310 USB Flash Drive to U.S in Hardware, Internet, Networking, Comms and Security
<style type="text/css">     <!--          @page { size: 21cm 29.7cm; margin: 2cm }          P { margin-bottom: 0.21cm }     -->     </style>
Quote:
After its 256GB SSDNow V+ Drive,Kingston is now going to capture the US market with world’s first256GB USB flash drive, DataTraveler 310. This is Kingston’s first256GB USB flash drive, which is going to ship to US. In fact, thismodel has replaced Kingston’s earlier 256GB DataTraveler 300 USBwith its advanced features. If you need to move a lot of files withreasonable portability, then DataTraveler 310 flash drive isbest.



Read full information at TechPl.us
Posted by dealrocker Tue Feb 23, 2010 9:34 am
How to Transfer iTunes From One Computer to Another in Entertainment, Film and Music, Mobile devices and media
Before you do this, you’ll have to first transfer the actual files to your new computer. You may choose to burn CDs, DVDs, or use a thumb drive; but using a FireWire cable is easiest for large libraries, unless you have a portable hard drive.

Video:


  1. Export the source iTunes library as an XML file(File&gt;Library&gt;Export Library…). This will create a file thatholds information about the location, song filenames, and *song rating*!
  2. Replace the file paths in your XML file with thepath that the songs from the source library will be in when you importthem. This path may point to your FireWire Drive, a DVD you haveburned, or a temporary folder on your hard drive that you have copiedyour music to. Just to be sure of the new path, copy one of the filesfrom this location to your library, export your destination library,and look at the file path to that song in the resulting XML file. Toactually replace the file paths, I did a Find/Change in TextWrangler but you can just use TextEdit (Edit&gt;Find&gt;Find…).
  3. Set the preferences in iTunes in your source library to “Copy files to iTunes Music folder when adding to library.” This is under “Advanced.”
  4. Import your library (File&gt;Library&gt;Import Playlist…).
  5. Delete redundant files. If you’re like me, youhave some duplicate songs in your multiple libraries. This is a tedioustask, but I plan to do it over time.

Of course, you can prevent all of this by being organized in thefirst place. I probably should have just had an iPod that I synchedwith my home computer and brought to work.

  • if you aren’t keen on messing with XML files – and play count isn’t important to you use this process, involving smart playlists, for retaining song ratings when you transfer your iTunes library.[\/LIST]iTunes does not transfer your “My Rating” field to a new computer.Yes it is in the XML, and you could probably edit this file, but Thefollowing is a non-technical process for transferring your music,playlists, and “My Rating” to a new computer that anyone can do in afew minutes. (this is windows, mac may be different).
    On the old computer:
    1.     Create 5 Smart Playlists for one for each of your star ratings (1-5 stars)
    2.     Create 5 (regular) Playlists for one for each of your star ratings (1-5 stars)
    3.     Go to each of the Smart Playlists and “Select All” (Ctrl+A)
    4.     Drag all songs from each of the Smart Playlists to their corresponding (regular) Playlist
    5.     Choose “Export Playlist” from the File menu. This will generate an XML file of all Playlists.
    On the new computer:
    1.     Move/load your music on the new computer
    2.     Import the XML file by selecting “Import” from the File menu
    3.     Select “Preferences” from the “Edit” menu
    4.     On the “Advanced” tab “Change” the “iTunes Music folder location” to the folder that contains the newly moved music files.
    5.     Make sure “Keep iTunes Music folder organized” is checked and select “OK”
    6.     From the Advanced menu select “Consolidate Library” and click “OK” to the dialog window.
    7.     You should now have your music without “My Rating”
    8.     Now go to each of the 5 (regular) Playlists and “Select All” (Ctrl+A)
    9.     Right mouse click, Select “My Rating” and choose the appropriate rating for the playlist
    10.     Once complete for each of your ratings you can delete the 5 (ratings) Playlists

    To remove the duplicate songs (on a Mac anyway), select your library andgoto View&gt;Show Duplicates. It’s not perfect and only goes by title,but it makes removing them a bit easier. Also when you’re done you needto click “Show All” at the bottom, to see the rest of your files.

    Here is a clever way to transfer while retaining playlists

    I exported the entire iTunes library before the transfer. Then, toconstruct the new library, I imported all of the xml filescorresponding to each playlist first, then I imported the Library.xmlfile, to fill in the gaps. If a song is already in the new library, itdoes not create a duplicate. In this way, I believe I managed to moveevery file. Doing it the other way around (importing the entirelibrary, then the playlists) did not seem to work: if it was already inthe library, it did not get added to the playlist.

    Transferring between macs?
    . make sure both versions are set as described above.
    2. restart the old computer in Firewire mode. Copy the contents of the“iTunes Music” folder (all your music) to the corresponding folder inthe new computer and also copy the “iTunes Library” file that sits inthe “iTunes” folder, to the corresponding folder on the new computer.
    3. launch iTunes on the new computer, it will update its libraryautomatically and all your music, metadata, playlists will show up.
    4. done.
    Couple notes:
    * I would “deauthorize” your old iTunes before transferring the music,especially if you have purchased music in the iTunes Store.
    * I would rename any album name that has a “.” in it to get rid of thedot, as iTunes replaces the . by a “_” in its folder structure and thenew iTunes will think it has lost those songs that you will then haveto manually go and reassign one by one.

    And finally....
    Moving your iTunes music folder
    http://support.apple.com/kb/HT1449?viewlocale=en_US
  • Posted by Editorial Team Sat Oct 31, 2009 6:45 pm
    Windows 7 vs. Mac Snow Leopard: The Great Debate in Microsoft / Windows
    By now, you've seen the Windows 7 commercials and read the reviews. PCMag will have far more to say in the coming days and weeks about the quality and performance of Microsoft's Windows 7 OS, as well as how it stacks up against its primary competition, Apple's Snow Leopard. But have you ever wondered what it would be like if you could watch executives from both companies really have at it? Not with snarky commercials, but with an honest discussion of the technologies that drive these operating systems? It won't happen, of course, but this is pretty close.

    A couple of weeks ago, I got a surprise offer: Apple wanted to go on record and talk about why Snow Leopard is better than Windows 7. Apple's Senior Director of Mac OS X Product Marketing Brian Croll gave me his side of the story. Then I interviewed Microsoft's Jay Paulus, Director, Product Management Windows Client, to let him make his case. Although the interviews were conducted separately, I've tried to blend the comments to make it something of an ex post facto debate. It seems fair enough, as each side knew I would be talking to the other. What I ended up with is a good-old-fashioned debate, in which I play the moderator—and occasional fact-checker. It may not settle the question of which OS is better, but goes into a lot more technical detail than the 30-second spots that will be all over TV this holiday season.

    Editor's Note: To reiterate, the interviews with Mr. Croll and Mr. Paulus were conducted separately—at no time were all three parties speaking to each other at the same time, and while they did respond to these topics and questions, I have added some detail to my moderator sections in order to put Mr. Croll and Mr. Paulus' responses in the proper context.

    The 64-Bit Question

    Lance Ulanoff: Let's start with 64-bit. For perhaps the first time in operating system history, average consumers are aware of the 64-bit choice and thinking about whether or not they need or want to use it. Mr. Croll, what does Apple bring to the table here?

    Brian Croll: We have one version of Snow Leopard. Contrast that to Windows, which has six versions and adds a lot of complexity. Their product matrix gets really complex very fast. Then multiply by two, because you have to know if you want 32- or 64-bit.

    In 2003, we started adding 64-bit technology. Apple went from a 32-bit to 64-bit environment without any issues for customers. Now we can allow 64-bit apps to run entirely on a 64-bit Intel processor. The major system apps now run in 64 bits. We architected Snow Leopard to allow the whole system to run in 64-bit mode on a 64-bit chip, not partial. (Ed. Note: But the vast majority of Macs will still run the OS kernel in 32-bit mode.)

    Application developers can package up applications to put both 32- and 64-bit binary in one package. We never wanted the consumer to have to decide, and app manufacturers do not have to offer two versions.

    LU: Mr. Paulus, your rebuttal?

    Jay Paulus: We do have two versions. When you buy media, it comes with both in the box. We recommend people with 3GB or more of memory install the 64-bit version. (Ed. Note: You cannot upgrade from a 32-bit version of Vista to a 64 bit version of Windows 7. You must do a clean install.)

    I think the transition to 64-bit is hard. It takes work to transition to 64-bit. Apple knows 64-bit is hard. They wanted to take credit for the work they did. OS X 10 Snow Leopard doesn't boot into 64-bit by default. And switching between 32-bit and 64-bit causes a big performance hit. The only SKU that boots into 64-bit by default is OS X server. Tough position for them to take, as much as I like their 64-bit logo.

    We've had 64-bit and drivers since 2003 on Windows XP. Pretty hard for them to claim a lead on that.
    LU: What about Microsoft's two-version approach, as opposed to one binary?

    JP: I think it's representative, a pretty good way to make transition. As the hardware and software catches up and people have more and more memory in the systems, 64-bit makes more sense. The fact that they can make a choice, is that a bad thing?

    Programming for Multicore

    LU: Modern computers now feature multicore CPUs. However, consumers aren't always sure if their operating systems or apps are taking full—or any—advantage of all those cores. What are you guys doing in the multicore space?

    BC: We took a step back and rethought the problem. It's a big deal for developers to get the most out of multicore systems. Programmers usually have to write apps differently if there are two, four, or eight cores. Grand Central lets the operating system figure it out. We'll shield the developers from having to worry about it. It's a big breakthrough in software. For application developers to take advantage of it, they only need to add a couple of constructs to their code. It's minimally invasive to the current set of code.

    The primary benefit is speed (how fast it goes on screen) and responsiveness, if I click on something on the screen how quickly it comes back.

    JP: It's a tough computing problem, the multicore, multithreading, programming across GPU and CPU. These are tough problems, no doubt. Anyone who does this wants to take credit. I feel like Apple is playing catch-up in this realm. We've had threads and fiber since 2000. The Windows 7 kernel is the same kernel as Window Server 2008 [R2]. I would hold our granular scheduling and multicore scaling up to theirs any day of the week. They're providing a queuing mechanism. People will still have to design their apps to be multithreaded. I reject the fact that it's going to fundamentally alter the way people are building apps to be multithreading or multicore.

    Programming for Multicore

    LU: Modern computers now feature multicore CPUs. However, consumers aren't always sure if their operating systems or apps are taking full—or any—advantage of all those cores. What are you guys doing in the multicore space?

    BC: We took a step back and rethought the problem. It's a big deal for developers to get the most out of multicore systems. Programmers usually have to write apps differently if there are two, four, or eight cores. Grand Central lets the operating system figure it out. We'll shield the developers from having to worry about it. It's a big breakthrough in software. For application developers to take advantage of it, they only need to add a couple of constructs to their code. It's minimally invasive to the current set of code.

    The primary benefit is speed (how fast it goes on screen) and responsiveness, if I click on something on the screen how quickly it comes back.

    JP: It's a tough computing problem, the multicore, multithreading, programming across GPU and CPU. These are tough problems, no doubt. Anyone who does this wants to take credit. I feel like Apple is playing catch-up in this realm. We've had threads and fiber since 2000. The Windows 7 kernel is the same kernel as Window Server 2008 [R2]. I would hold our granular scheduling and multicore scaling up to theirs any day of the week. They're providing a queuing mechanism. People will still have to design their apps to be multithreaded. I reject the fact that it's going to fundamentally alter the way people are building apps to be multithreading or multicore.

    Backing Up

    LU: Okay, let's talk about backup—something everybody needs, but no one really does. Windows Backup has been around for a long time, but isn't widely used. Apple's Time Machine arrived with Leopard and deep integration with the hardware. Where are we now with OS-based backup?

    BC: Time Machine versus Windows Backup: We built it in with Time Machine. It's easy to use, easy to restore, easy to understand, easy to search. There's a huge qualitative difference between what you get on a Mac and what you get on Windows.

    JP: There's been some work done to make Windows Backup easier to use. It does a good job of full-system backup. If you have pictures scattered around the disk, you can send them to Library view—Backup is smart about picking up files from wherever they are. Another feature that is key is Previous Versions. It was called Time Warp and we have had it since Server 2003. It manages previous versions of files and is running by default on disk—it's a file system feature. There's no separate disk. It doesn't protect you from disk failure, but lets you go back in time to previous versions of files.

    Upgrade Paths

    LU: Perhaps one of the most stressful things users face is the act of upgrading their OS. With Windows 7 coming out, people will be making choices and possibly upgrading their OS. Mr. Croll, what's Apple's perspective on what's happening with Windows 7?

    BC: Over 60 percent of the people are out there running Windows XP. I will point out that Microsoft more or less left the XP users behind. So I'm not understanding the logic.

    LU: Mr. Paulus, Brian has a point. There were a lot of netbooks sold over the last 12 to 18 months, and the vast majority of them shipped with Windows XP.

    JP: The majority of people get their new OS with a new machine, so the notion that we're leaving behind a vast set of people, I'm not sure I accept that. The fact is that Windows XP shipped eight years ago and hardware and software has moved on. We made a tough choice and I hope in the end that it's the right choice. It's a bit disingenuous for Apple guys to talk about us leaving people behind. On positive side, Windows 7 will run really well on those netbooks.
    Windows users aren't left behind to the degree that people who are running those old Macs are being left behind. If you didn't buy a Mac since the Intel transition three years ago, you are really getting left behind. (Ed. Note: Snow Leopard only runs on newer, Intel-based Macs.)

    What's Inside

    LU: After years of integrating utilities and even full-blown apps from competing products in the operating system, or as part of the OS package, Microsoft made an about face this year and is letting end users decide whether or not they want to download Mail, Messenger, Movie Maker and other apps. Why?

    JP: Pulling things out allows us to update them on a more regular basis. There's more customer value, the apps are more directly integrated with the cloud offerings. I think that people will realize that that's the way they want it: software plus service. Those upgrades are free. Apple can say they include it in the OS, but they also charge you for the upgrade.

    LU: Mr. Croll, how do you view the debundling of applications?

    BC: We build everything in and put together a package that works beautifully out of box. Microsoft is going in a different direction, pulling out Mail, and other apps and having people download them. For example, we have Exchange support in Snow Leopard. You have to buy Microsoft Office to get Exchange support in Windows 7. We bundle that right out of box.

    JP: The premier client for Exchange is Outlook. If you want the full-fidelity experience, you want Outlook. For those that don't want to buy Outlook, there's Outlook Web Exchange. It's a strong, high-fidelity client.

    What's Different

    LU: In the race to build the best operating system, where do each of you think you stand? What sets you apart? Mr. Croll?

    BC: Mac OS X is much simpler than Windows. We're more advanced from a technological standpoint. Windows 7 still has DLL and the Registry, still has defragmenting, still needs activation. We don't make users enter in activation codes.

    LU: It's a fair point, Mr. Paulus. Microsoft has done many things to Windows 7, but couldn't change some of the fundamentals like the DLL and Registry.

    JP: So what? Yeah, we've got the Registry and DLL, so what? It's not something we talk about. We do a lot of work around reliability and performance. Getting into notions of replacing Registry and DLL, it just doesn't become relevant.

    LU: What about Mr. Croll's activation and technology comments?

    JP: Apple has a different model. They charge you a lot of money for the hardware and charge you again for the OS. We're selling you the OS. We use the activation to help ensure that you have genuine versions of Windows out there.

    Pricing

    LU: Let's talk about pricing. There are free operating systems out there, like Linux, but, as we can see from market share, free does not necessarily translate into mass-market adoption. How do the two of you see price and the OS?

    BC: With Snow Leopard, the upgrade price is $29 for Leopard users or $49 for a family pack with five licenses. With Windows 7 Ultimate, the upgrade is $119 for Home Premium and $199 for Professional—that is really expensive software.

    LU: Jay, I know Microsoft has one $30 plan for students. What else do you have to say about pricing?

    JP: Snow Leopard is much more akin to a service pack and Apple is charging $29. We don't do that. Windows 7 demonstrates a lot of customer value and priced at a pretty attractive price point. Most users get their OS automatically when they buy a new system. With Apple, you're going to be paying an Apple Tax. You're going to have to buy their expensive hardware just to get in the game.

    Making the Choice

    LU: Okay, here's your opportunity to make your case for your OS. Mr. Paulus, why Windows?

    JP: I would say it's all about value, choice, compatibility, and simplicity. Value we've talked about that lot. There is value in a Windows ecosystem with nearly a billion users and thousands of PCs manufactured. Having lots of apps and systems drives a lot of end-user value. Stack any PC up against a Mac, we'll win pretty comfortably.

    Windows 7 was designed around simplicity. It offers innovative features that set it apart, including Jump Lists and HomeGroup. A whole bunch of things that we think will make Windows 7 land as a game changer. I think the game has changed.

    LU: Mr. Croll? Why should people choose Snow Leopard?

    BC: Over last ten years we've been adding a lot of features, and it all culminated with Leopard. It's the best-selling software product Apple has ever done. It added things like Cover Flow and Time Machine. For Snow Leopard—the goal was to make a better Leopard. Mac OS 10 was made up of 1,000 different projects. For Snow leopard we refined 90 percent of them. Mac OS 10 continues to be much simpler than Windows.
    Posted by JohnHuit Mon Oct 19, 2009 9:34 pm
    Razer Lycosa Gaming Keyboard Review (v. Tarantula) in Hardware, Internet, Networking, Comms and Security
    Chalk up the Lycosa as anotherattractive and cutting-edge peripheral made by Razer, but that's not tosay that this rose doesn't have its thorns. It seems as though there'sa flipside to almost every feature with the Lycosa.


    Backlit keys aregreat at night, but these keys provided very little contrast during thedaytime for readability. The Lycosa is compact compared with otherkeyboards, but this comes at the cost of having no additional macrokeys. And the flashy appeal of its glossy finish only takes a daybefore fingerprints tarnish its surface.
    On the other hand, the Lycosa slips in some features that merit itsprice tag. Razer continues to evolve its software for peripherals, thistime allowing users to program any key on the keyboard. We don't recallany other keyboard that can do that. Also, the laptop-like keyssurprised us with some solid tactile, and clicky, feedback, despitetheir appearance. We're also happy to see that users can store multipleprofiles and disable that annoying Windows key that can prove to be abuzzkill when pressed mid-frag.

    Software and Macro Keys
    Without the aid of Razer's software, the Lycosa would be nothing other than a fancy keyboard that lights up. Users can program any key they want and toggle between up to ten profiles, thus providing a virtually endless amount of macro capabilities. This does come at the expense of surrendering existing keys you may want for other things. Remapping keys on the number pad doesn't affect the numbered keys in the main typing area, or vice versa. We found the F-keys as great guinea pigs for our macros.




    Razer has a reputation of having a sleek, cool-looking software interface, though we'd prefer something a little less edgy and a little more usable. You'll have to scoot towards the screen to view all of the included options. They're so small.

    Software and Macro Keys
    Without the aid of Razer's software, the Lycosa would be nothing other than a fancy keyboard that lights up. Users can program any key they want and toggle between up to ten profiles, thus providing a virtually endless amount of macro capabilities. This does come at the expense of surrendering existing keys you may want for other things. Remapping keys on the number pad doesn't affect the numbered keys in the main typing area, or vice versa. We found the F-keys as great guinea pigs for our macros.

    Razer has a reputation of having a sleek, cool-looking software interface, though we'd prefer something a little less edgy and a little more usable. You'll have to scoot towards the screen to view all of the included options. They're so small.

    There's no denying that the Lycosa is one sexy beast. Promotional pictures highlight how well the Lycosa shines at night, but that's not the whole picture. When this thing is plopped on your desk, in daylight, its true colors come out.





    Physically the Razer Lycosa is neither the largestkeyboard I have seen nor the smallest. The Lycosa measures in at 469mmx 168mm x 15mm without the removable wrist rest and 669mm x 221mm x15mm with the wrist rest attached. The wrist rest itself is matte blackin color with the same look as the keys, but lacking the non-sliprubber coating.


    One of the casualties of having a fully backlit keyboard is that, during the day, key labels aren't as conspicuous—even with backlighting set. Each key label must be clear enough to allow light from underneath to shine through, but we felt that there wasn't enough contrast between the key labels and the keys themselves. Heck, the keys reminded us of the DAS keyboard II—the keyboard with blank, black keys. Logitech's G-series and Saitek's Eclipse II keyboards both provide fully backlit keys, and a key (pun intended) to their success is that labels are bright and easily read. Obviously anybody who buys a backlit keyboard will use it at night, but that's not to say that they'll toss it aside during the day for another keyboard.

    Razer Tarantula:

    Razer Lycosa:


    Now, let's look at that pristine glossy finish surrounding the keys. Anybody that owns a keyboard with a similar surface (like the diNovo Edge or Tarantula) knows that it deserves a little housekeeping once in a while. This area is a magnet for fingerprints and blotches when the light hits it just right. Some keyboards and mice with this type of surface even come with a cleaning cloth, but there wasn't one included with the Lycosa.

    While the multimedia TouchPanel has its artistic appeal, it doesn't help with usability. For starters, you have to have backlighting on just to view the controls. Secondly, anything touch-sensitive spawns no tactile feedback, and given that there are numerous options to choose from, all sitting close to each other, pressing the wrong control can be a common occurrence.

    These are some of the issues we encountered regarding the Lycosa's look and feel. As for some positives, we were impressed with the keys. Despite their short vertical height, keypresses yield positive tactile feedback, with a slight clicky sound. They don't feel quite as mushy as the Tarantula, and are in no ways as clicky as the old IBM keyboards from yesteryear.

    Shorter keys mean less pressing and faster typing, especially given the Lycosa's 1ms response time. We didn't notice any improvement in our typing speed, but this is something hardcore gamers may find appealing.

    The Lycosa also has a sturdy exterior, despite its smallish size compared to other gaming keyboards. It planted itself rather firmly on our desk without sliding around—thanks in part to its six rubber feet.

    It's cheapest at Ebuyer:
    http://www.ebuyer.com/product/143289

    Fully-programmable keys with macro capability
    Be one step ahead of the competition with fully-programmable keys with macro capability that enable instantaneous command executions.

        *  Keytop with non-slip rubber finish
        * Backlight illumination with WASD cluster lighting option
        * Fully-programmable keys with macro capability
        * Gaming cluster with anti-ghosting capability
        * Slim keycap structure with Hyperesponse™ technology
        * TouchPanel™ easy access media keys
        * Gaming mode option for deactivation of the Windows key
        * 10 customizable software profiles with on-the-fly switching
        * 1000Hz Ultrapolling™ / 1ms response time
        * Earphone-out and microphone-in jacks
        * Detachable wrist rest
        * One integrated USB extension port
        * Razer Lycosa Approximate size:
          469mm (length) x 168mm (width) x 15mm (height) – without wrist rest
          469mm (length) x 221mm (width) x 15mm (height) – with wrist rest
    System Requirements for Razer Lycosa
    Windows® XP / x64 / Vista / Vista64
    PC with built-in USB ports
    CD-ROM drive (for drivers)
    At least 35MB of hard disk space (for drivers)
    Posted by Editorial Team Sun May 17, 2009 4:45 pm
    30 tips on how to upgrade your motherboard in Hardware, Internet, Networking, Comms and Security
    It happens to all of us eventually, theExtremeTech staff probably more than most. Whether due to failure orobsolescence—or after you've run out of alternative upgrade paths—itcomes time to pull a motherboard out of a working system and replace itwith something different.
    That's a job. It requires you to pull all of your expansion cards,disconnect and work around all the cabling, wrest the big board fromsometimes-tight quarters within a case, prep the new board, wiggle itinto that possibly cramped quarter, and, when you think you're alldone, you still have to coax Windows through the trauma of waking upwith new hardware.
    We find the process daunting but fun—but then again, we're almostdisgustingly techy. If it's less of a treat for you, we've got, well, atreat for you. In the following pages we share our very best hints onswapping out a motherboard, culled from years of experience and scoresof system builds and upgrades.
    Now, remember—this is a series of tips, not a step by step how-to.Don't expect a full-on motherboard installation manual; instead, usethe manual that comes with your motherboard, and use our tips to makethe job even easier.
    Also, we're assuming you're keeping your existing Windowsinstallation in place. In general, it's better to perform a freshoperating system install if you're replacing your motherboard, butpractical realities often prevent this. So we've got a number of tipsthat should help you prep your Windows installation for the switch,then bring it up properly.
    Preparing Windows for the Inevitable Freak-out
    The first stepin motherboard replacement is to prepare the operating system, andsince most of the world runs on Windows, we'll concentrate on that.Before you even think about pulling the board out of the case:


    • Uninstall motherboard drivers. Anything you installed withthe disc that came with your previous motherboard (or anything youdownloaded specifically for that board) has to come out. You can dothis easily through Add/Remove Programs (XP) or Uninstall a Program(Vista) in Control Panel.
    • Don't forget, during your uninstallations, to remove drivers foronboard devices. If your motherboard contains, and you installeddrivers for, an audio codec, a graphics subsystem, a Wi-Fi networkinterface, a wired Ethernet interface, or what have you, uninstall thedrivers for them.

    • You may leave drivers for expansion cards in place, but you mayhave to reinstall them after the upgrade process. Graphics drivers areespecially touchy.
    • This is a good time for general maintenance: Clean up the harddrive. Empty the recycle bin, delete old files you don't need any more,uninstall unused programs, run a registry cleaner if you're into thatsort of thing, and generally tidy up. Then, defrag the hard drive.
    • Make a complete backup of your system. If you have the necessarysoftware, create an image (in other words, an exact snapshot saved to afile) of your entire hard drive(s). If not, use Windows' own backupsoftware to create a complete backup. At the very least, save off yourimportant data files to removable media. You must do this. Shouldsomething go awry and you lose the contents of the drive, you willregret it if you don't back everything up.


    • Remember Your Activations!
    If you have applications that require activation, those may be tied tosome portion of your existing motherboard. The most obvious of these isWindows itself. However, a number of other applications, including somegames and Adobe applications, may also require activations.
    The best thing to do is to deactivate and uninstallthese apps. This is particularly true for Adobe apps. You can thenreinstall and reactivate as needed after your motherboard upgrade isdone. Of course, you'll also want the correct CD key or serial numbersfor those apps. In the case of Windows, you may not be able to activateover the Internet, but will need to talk to a live human through theWindows activation phone line. We've never had a reactivation turneddown using this method.


    Removing the Old Board
    Now that you've tidied up, backed up, and generally prepared thesoftware, it's time to do battle with the hardware. The first step, ofcourse, is to remove the outgoing motherboard. Let's hope your computercase doesn't have any sharp edges. Tips ahoy:


    • Make sure you have plenty of room to operate. Clean off aworkbench and place the off, unplugged system upon it. Make absolutelysure there aren't any metal shavings or other metal detritus on thebench.
    • Be static-safe: Plant your feet and ground yourself before touching any electronics. If you move your feet, repeat the process.
    • Have some sort of repository ready for screws that would otherwiseroll or get scattered away. Old 35mm film canisters work well, as dopaint can tops, shot glasses, or (clean) ashtrays. As you pull screws, drop them in the container for easy access later when you're reassembling the system.
    • Pull as many wires as you can from the board before you pull it outof the case. It's easier to remove data and power cables with the boardscrewed tight into the enclosure.
    • Leave the CPU, cooler, and memory in place until the board is out.It's much easier to remove them (or just discard them if you'reupgrading everything) when they're out of the case.
    • Keep any expansion cards you remove from the PC in antistatic bags,especially if you plan to transfer them to the new system. Set them ina safe place until you're ready to place them into the newly remodeledcomputer.
    • Leave the cabling in place, but move it out of the way. Sure, youhave to pull cables from the motherboard, but you don't have to pullthe other ends. Leave the cables in your system's hard drive, opticaldrive, media card reader, and so on; simply pull them aside or cramthem in a handy crevice to make room for board swapping.



    • If your case has a removable drive mount rack, remove it to make more room for trading the motherboards.
    • Pull the motherboard up by the edges as much as possible. If youmust grab something else, grab a plastic expansion slot; don't move theboard by the CPU cooler, the installed memory, or the various north-and south-bridge heat sinks.
    • Place the board and any components you won't need in antistaticbags and keep them safe until you know you won't need them (say, incase the new board is a nonworking dud). You might even place the oldboard in the box your new motherboard came in, relabeling it with amarker.

    Preparing and Installing the New Board
    Now it's time to reverse the process and install the brand-newmotherboard, and any other new components, into the system currentlyunder the proverbial surgical knife. Here are the tips:


    • Unbox the motherboard and examine it. Familiarity will makelife easier, especially if it's significantly different from your oldone. Know where the SATA and, if necessary, IDE and floppy ports are.Check out the CPU socket if it's different from your old one (it'squite a culture shock to go from an AMD-style ZIF (zero insertionforce) socket to an Intel-style LGA (land grid array) socket).
    • Also examine the extra stuff that came with your new board. You'llprobably have SATA cables, an IDE cable, a floppy cable, some expansionbrackets for USB and/or IEEE 1394 ports with onboard headers, a bookand CD or DVD, and, depending on the price point of your board and thegenerosity of the manufacturer, other goodies. Decide whether you planto use any of it, and unwrap that which you will.
    • Check the layout of screw holes in the board and brass standoffs inthe case. Make sure they all match up, and move any brass standoffsthat do not match with motherboard screw holes.
    • Install the CPU, CPU cooler, and memory before you insert the boardinto the case. It's far easier to do that on a nice, flat surface thanit is when the board is deep within the confines of the enclosure.



    • Lay the board on the corner of the case and attach as muchcabling as you can. It's easier to attach cables with the board out ofthe case than with it buried within. Attach SATA, IDE, and floppy datacables to their ports; front-panel connectors to the front panelheaders; any expansion bracket ports you wish to use to the properheaders; and even the power supply cables.
    • Lower the board into the case by the edges. Again, if you have tomaneuver it by a component, avoid the RAM and cooling parts in favor ofexpansion slots.
    • Screw the case into place with every screw available. Secure itsolidly within the case. With electricity and fan action comesvibration: Using every available screw will cut down on vibration thatcan eventually cause premature failure of the board.
    • Finally, replace any straggling wires, add expansion cards and you're almost ready.
    • When you first start the system up, do it with the case open. Makesure the PC will POST before you even think of sealing it up. You mighteven launch Windows once before you close the case. There's some sortof law of nature that says if you close the case too early, somethingwill be loose or unplugged and you'll just have to open it again.<!-- start ziffarticle //-->

    Resolving Windows' Contortions of Protest
    A Windows computer doesn't relish the idea of getting new insides.Windows installs hoards of low-level subsystem drivers on installation,and when you change-up the low-level subsystems the OS gets fidgety.Here are some tips to make its reentry a bit smoother:


    • Begin by letting it do its thing. It will run its driverinstallation routine for what might seem like hours. Let it install allits low-level stuff; anything you install manually will supersedeWindows' built-in drivers.



    • As dialog boxes appear asking for discs or driver locations, click Cancel on them. You'll install any drivers Windows doesn't already have on your own.
    • Windows will probably want to reboot between two and fifty times(we're kidding!) before it lets you install drivers. Allow it to do so.
    • When the time comes that Windows finally stops installing its owndrivers, start installing your own. Do them in this order: Motherboardcore INF files; then any other motherboard drivers (SATA/RAID,Ethernet, audio, and so on); then graphics; then any other devices thataren't working.
    • If you're unsure about which devices need drivers, use DeviceManager. It's available in the System area of Control Panel andpresents a list of devices in the computer. Devices lacking driverswill appear with an alert icon near their entries.
    • When your drivers are all installed, you should be through with the process. Enjoy your new souped up computer!

    Upgrading your motherboard doesn't have to be an adverse experience.Our tips should help you streamline your motherboard install, reducefrustration, and enable a smooth transition.
    Posted by Editorial Team Fri Mar 27, 2009 1:48 am
    Need for speed: Undercover. in Gaming
    well, after sink down of Pro street Last EA lunched a new NFS named
    NEED for speed Undercover.
    Unfortunately. this game is getting the same way.
    BTW. I loved and played NFS series. played it from the NFS 1.

    here s the review from
    ign.com
    Need for Speed is as much a Christmas regular as Santa these days, sowhat exactly is EA stuffing down our chimneys this year? Good question.Need for Speed Undercoveris a transparent attempt to capitalise on the success of 2005's MostWanted after ProStreet (or, as we like to call it, No Street) fell onits face. Undercover brings back the cops, the chases and the pursuitbreakers from Most Wanted, inserts an undercover cop and Maggie Q and…well, actually, that's about it.

    The game itself is fairly straightforward. Drive fast. Win money.Buy cars. It's a simple formula, but it generally works. The racing isfast and fun (freeway races are a real highlight, seriously). Buthere's the rub – the skidmarks from Most Wanted haven't even faded and Black Box are bringing us a carbon copy of it.

    The biggest problem with Undercover is located just under the surfacesheen, and it strikes at the very core of the game. It's simple. Wejust can't see what it is about Undercover that has kept Black Box busyfor 12 months. We don't want to trivialise the amount of work thatobviously goes into building a fully functional videogame – it's notour intention to sound like spoilt children asking why the Christmasstocking is only half full. However, when you break Undercover down toits parts the shortcuts begin to show.
    more
    http://ps3.ign.com/articles/931/931732p1.html

    but i can say that.
    I loved it. and thanks to EA for this.

    post ur opinion.
    Posted by sa_rocky Fri Nov 21, 2008 1:50 am
    Apple sees Mac sales rise 28% amid latest notebook launch in Syndicated News: Hardware, Networking, Computing, IT, and Business and Industry News
    Apple sees Mac sales rise 28% amid latest notebook launch
    A slowing global economy had little impact on Apple's computer business last month, as consumers willingly plunked down their cash for the company's new MacBook offerings, helping to drive Mac sales up more than 25 percent  year-over-year.

    Publish Date: Tue, 18 Nov 2008 11:05:00 -0500
    Read more...
    Posted by Apple Computer Wed Nov 19, 2008 5:30 pm
    New 60GB Xbox 360 announced, cheaper 20GB version in Gaming
    Microsoft has announced that it willbe producing a new $349 60GB Xbox 360, and the 20 GB version that itwill slowly replace will be cut in price in the US to $299.
    AlthoughUK price changes have not been published, the arrival of a new 60GBversion – giving users much more memory for things like movies,trailers and Xbox Live Arcade games – is in keeping with Microsoft'spush into downloadable content.
    "We know consumers need moreand more space to store the amazing digital content Xbox 360 offers,and we're giving it to them at no extra charge," said Albert Penello,Xbox director of product management at Microsoft.
    "No onedevice offers the depth and breadth of entertainment that Xbox 360 candeliver, and now you'll have three times the storage to manage all thatgreat content."
    What does it mean for UK?
    The20GB version of the Xbox 360 – normally known as the Pro – currentsells for £199.99, and it seems likely that the news 60GB version willretail for the same price when it hits UK shelves.
    This meansthat the older 20GB version will be given a price reduction, althoughit remains to be seen how close that will be to the Arcade version(with a much smaller storage capacity) which is currently priced at£159.99.
    Microsoft's support of the now-failed HD DVD drive has meant a shift of focus onto downloadable HD (and SD) content.
    Thesuccess of Xbox Live Marketplace has buoyed the console, and the offerof extra storage to boost these services makes a good deal of sense.


    Prices for all other models remain unchanged, so that’s $279(£141/€176) for the Arcade (that’s the one with a 256MB memory card)and $449 (£226/€283) for the Elite – the flagship model with anintegrated 120GB HDD.
    Although the leaked email said the new machine would be called thePro, Microsoft’s official announcement of the 60GB model didn’t use anysuch uplifting title.
    The bad news is that – at least for the time being – the 60GB Xbox360 will only appear in the US and Canada when it goes on sale nextmonth.
    Posted by Editorial Team Mon Jul 14, 2008 5:08 pm
    1.8GHz SSD MacBook Air Drops $500 in Apple
    Apple has quietly dropped the price of the high end MacBook Air by $500.

    The high end MacBook Air comes equipped with a 1.8GHz upgrade (from1.6GHz) and a 64GB Solid State Drive (SSD). The total price for thehigh end laptop is $2598. Compare this to the original price of the1.8GHz/SSD MacBook Air at $3098 just last week (Google Cache).

    The base price for the 1.6GHz 80GB Hard Drive MacBook Air remains at$1799. The difference in price appears to be a combination of pricedrops in both the processor upgrade ($200 vs $300) and SSD ($599 vs$999).

    Apple has emailed customers who have outstanding orders that are affected by the price drop:
    To Our Valued Apple Customer:

    Apple has announced a price drop for a component(s) of the MacBookAir that you recently ordered. We have automatically adjusted yourorder to reflect the new lower price.

    For up-to-date information on your order, please visit our Order Status website at <http: www.apple.com="" orderstatus="">. After your order is shipped, you can also obtain tracking information on this site.

    Thank you for your shopping at the Apple Store.

    Sincerely,
    Apple Online Store Support</http:>
    Posted by Editorial Team Mon Jul 14, 2008 4:11 pm
    2010: the 5TB 3.5in HDD cometh in Hardware, Internet, Networking, Comms and Security
    Good for Hitachi, maybe some day they'll do better than Seagate or WD.  I've never used a hitachi drive before but if they accomplish this I hope they get at least in 3rd place of best disk maker.  This will be such a convenience for file hosts.
    Posted by schmidtbag Thu Jul 10, 2008 5:37 pm
    2010: the 5TB 3.5in HDD cometh in Hardware, Internet, Networking, Comms and Security
    Hitachi has pledged to release a 5TB 3.5in hard drive within twoyears, and it claims two of the drives will boast enough capacity tostore everything in your brain.
    According to a report by Nikkei Net, Hitachi Global StorageTechnologies will use Current-Perpendicular-to-Plane GiantMagnetoresistance (CPP-GMR) magnetc read heads to achieve the aim.This, the firm claims, will allow its drives to store 1TB of data inevery square inch of the recording surface.
    Hitachi’s announcement is a step on from a claim it made back inOctober 2007 that 4TB of storage could become a reality by 2011.
    It’s worth noting though that Hitachi’s not the first storagecompany to promise super-capacity HDDs. Back in August 2007, rival Fujitsu announcedthat 2.5in disks were its proposed ‘patterned medium’ for such compactstorage. It too plans to have commercial models available by 2010.

    Fujitsu's approach uses anodised aluminium to create a pattern of"nanoholes", each holding a portion of magnetic material used to storea single bit of data. The aluminium-oxide surrounding these so-called'nanoholes' helps magnetically insulate each bit from all the others,preventing one from affecting another, which might lead to datacorruption.
    Nonetheless, Dr Yoshihiro Shiroishi from Hitachi has claimed thattwo of its 5TB will together “provide the same storage capacity as thehuman brain”.
    So, if your memory’s not great, then just buy a couple of 5TB drivesfrom Hitachi and download all your thoughts and memories onto them,before wiping the slate clean and staring afresh with another 10TB ofbrain capacity.
    Posted by Editorial Team Tue Jul 08, 2008 11:48 am
    Rethinking Traditional Advertising Methods in Business and Industry in Gaming, Media, Web, IT and Computing
    You see, for all the talk of monthly periodicals' demise, SEO'simpending reign, the downfall of FM stations and television'sinevitable implosion, we, err, sort of forgot to mention one thing:essentially that, despite posting up ratings far from the halcyon daysof the pre-TMZ.com era, mass media outlets such as ABC, CBS, CNN andNBC; Time, Newsweek and USA Today;and even regional Cineplex chains still generate the kind of audiencenumbers most interactive entertainment execs would give their last USBcable to connect with. Tactics may be changing, with custom tradeshows,advertorials, movie-type trailers and cover wraps replacing simple pageads and product giveaways. But as an industry, we're far from preparedto divorce ourselves completely from traditional advertisingplacements, or shift marketing dollars exclusively onto the Internet.

    "Something most gamemarketers miss about the broadcast space is the need to keep messagingpointed and simple" - Steven Roberts, DIRECTV

    To wit, column after news brief after investigative report may continueto bemoan the death of old-world media. However, as any marketingdirector can attest, its core vehicles still remain one of the bestways to rapidly generate mass awareness amongst PC- or console-owningaudiences. Hence, although blogs and video aggregators deliver greatbang for the buck and generate tremendous street-level buzz, theycontinue to be promotional outlets that most core publishers have yetto wholly embrace, let alone fully commit to. Thus the reign ofhigh-profile primetime spots for titles like Grand Theft Auto, Madden and Halo rolls on.
    And so, just as I humble myself before my new daughter, who hasn't meta pair of slacks she hasn't enjoyed redecorating yet, I willinglyprostrate myself before the industry-at-large and beg forgiveness. Asthe following executives – representing the television, motion pictureand direct marketing industries, respectively – are quick to remind, weshould all think twice before acting so rashly and completely writingthese businesses off.
    Suffice it to say that they may not generate the same kind of headlinesin 2008 as rich media providers, online networks or widget creators,but thanks to new technology, changing tastes and increasing audiencefragmentation, let's just say they're far from out of the game.
    Steven Roberts
    Vice President & General Manager, Games and StrategicInitiatives for DIRECTV, overseeing broadcast ventures like 24/7interactive games channel Game Lounge and the internationally televisedChampionship Gaming Series professional league.
    "Broadcast TV is absolutely not dead – just changing. Popular as gamingis, you can't look at entertainment in a vacuum... you have to considerthe overall mass-market. There are 120 million television homes outthere, with millions of people who just want to be entertained in thesame way they have for the last 50 years. NFL football still puts uphuge ratings every Sunday, and millions still tune in to watch livemusic and sports – you don't see that on an Xbox 360 console.
    "True, television has to evolve, and will become more interactive toengage subscribers... if that's what users want. But what we're reallylooking at here in the immediate is developers/publishers grapplingwith a question of increasing audience segmentation. Something mostgame marketers miss about the broadcast space is the need to keepmessaging pointed and simple. That doesn't mean downplaying keyelements or features that you want understood: Just presenting them ina straightforward, easily comprehensible way that speaks to a specificaudience. Implementing better virtual cameras into games would be awelcome start... For broadcasters, it's very difficult to showdifferent elements of a title in ways instantly conducive to helpingpeople understand what it's all about.
    "It's also important to look beyond the 30-second spot. There's plentyof room for advertisers to tap into broadcast vehicles, whether throughtelevised competitions, interactive online program extensions orproduct integration. Placing games front and center by showing ahalf-hour of screens, video footage and people playing these titlesmakes sense. But what you really need for effective campaigns here isto build elements of user interaction into your advertising and pair itwith programming that's consistent with the demographics of the gameitself.
    "It all comes back to basics. People won't skip an ad on a DVR or turnaway to get a glass of milk if it's compelling, the message is clearand it's telling you something that you want to hear. Creative doesn'tjust have to wow either: It also has to make sense for the audiencesegment. While marketing can be fun and have an edge to it, ultimately,for on-air placements, it's vital to make sure the message is verytargeted, specific and simple."
    "For all the uproar surrounding the movie business lately, gamemarketers shouldn't underestimate in-cinema advertising's power. Mostmedia features a device (remote control, mouse click, radio dial, etc.)that lets audiences tune unwanted messaging out. But at the theater,you've paid to be there, are a captive audience and want to beentertained. This receptivity begets results if the creative is good:Recall scores average around 60%, with categories like gaming actuallysoaring into the 80-90% range.
    "Definitely, the big screen's sexy. Via streaming media, you canliterally send ads for M-rated games to all R-rated movie screenings inany given city; appear alongside only specific types of films; ordeliver different messages to different geographic markets on-demand.But publishers need to look beyond the most obvious opportunities –lobbies can also be a marketing wonderland. Standees, banners,concession items... From 20-minute pre-shows packed with original,exclusive and entertaining content to game posters disguised to looklike cinematic counterparts, options for building brand equity areendless.
    "Hollywood is far from dead. Are gamers going to see Shrek, The Matrix and Pirates of the Caribbean?Of course... it's common sense. Research also shows emotions aremagnified at the theater – and the same holds for audience reactions tocommercials as well as films. It's hard to argue with a dark room, agiant screen and a group of people who've willingly paid to be thereand want to see what's in store.
    "Also note – 80% of tickets are sold on weekends, a time when peoplewant to go shopping, and theaters are generally located in shoppingdistricts. Stick a retail discount on a box office handout, and youdon't just achieve grassroots interaction, or present a clear call toaction. It's also conceivably the last message a consumer sees beforehaving to drive home past a Best Buy or Wal-Mart where your game'sconveniently stocked."

    "People are more distracted than ever – advertisers need to cut throughthe clutter. You have to find ways to surprise and entertainaudiences... It's important to design options that let you really spendtime with consumers in a meaningful way.
    "Consider core gamers. You can look at where they're hanging out – atfraternity houses, sports bars, military bases, wherever – thendiscover ways to be there. It's even possible to reach players atschool and weave gaming properties into an educational message. Theseinstitutions appreciate it when game companies can provide them withbranded book covers, locker calendars or workshops that incorporatethese titles to teach lessons, just to name a few possible choices.
    "Basically, you have to create options that make sense for the contentand target demographic, then craft a vehicle that fits. This could be abranded video game tournament, for example, or involve catching fans ata sporting event and giving them things they can wear to the game.There are alternative ways to reach virtually any shopper.
    "It's crucial for publishers to connect with fans on a one-on-onelevel, because as excited as TV/film imagery can make them, people wantto go hands-on and try your games. To do so, you have to interface withthem on the street. Demos at malls, movie theaters, health clubs, etc.are essential to building buzz: There's a direct link between samplersconverting into purchasers. Experience is everything, and consumers aregoing to be the strongest ambassadors for your brand – word-of-mouth isincredibly powerful in the enthusiast gaming community.
    "A holistic strategy is important, though: Alternative marketing shouldjust be one part of a diversified tactical plan. If I can see an ad foryour game during Lost or American Idol, then it happens to be at a barwhere I can try it, it'll pique my interest... Suddenly, brand andbuyer are making a meaningful connection. Remember though, that theseplacements have to be unobtrusive. You can't invade someone's space –you have to make kiosks, stands, booths, etc. – something that adds to,not takes away from, the entertainment value of any activity or event."
    Posted by Editorial Team Tue Jul 08, 2008 11:40 am
    Laptop pricing continues to fall in the UK in Hardware, Internet, Networking, Comms and Security
    Costs of PCs in the UK are set to continue to fall, according to the latest market reports from analysts at IDC.
    Thenew IDC report states: "The UK PC market demonstrated solid performancein 1Q08, as overall PC shipments for the quarter reached more than 3.25million units, an increase of 14.3 per cent year-on-year."
    Thenotebook market continues to grow at a healthy rate, growing "by a veryhealthy 41.8 per cent, thanks to renewals, further expansion of theinstalled base to new buyers, and multiple-equipment purchases."
    The end of the Desktop?
    Many users are now choosing to replace their old desktop PCs with new, affordable laptops.
    "Demandfor notebooks, stimulated by fierce vendor competition and aggressivepricing, will remain a key engine for growth throughout the year," saidLucie Jichova, research analyst for IDC's EMEA PC research group.
    "Economicpressure will continue to drive cautious spending behavior, but thearrival of low-cost ultraportables, increasing traction of telcobundles, and mobile solutions in the business space, will maintainstrong momentum in the notebook market in the second half of the year."
    Cheap laptops for all
    Thereallly promising news for UK consumers is that the price of laptops isgoing to continue heading in the right direction – downwards.
    "Consumersare going to benefit from attractive notebook offers as competitionamong vendors in the retail channel intensifies," states the IDC report.
    "Recently,we have seen an introduction of affordable ultraportable PCs, whichhave been very well received by consumers. IDC expects that these basicsurfing devices will continue to sell extremely well throughout 2008."
    Posted by Editorial Team Tue Jul 01, 2008 11:04 am
    The development of tennis games 1958 to 2006 and the Wii in Gaming
    "Important? Tennis games?!" I hear some of you scoff. And sure,while few of us really look forward to the next iteration of Top Spinor even Virtua Tennis, the genre has played a major role in the birthand development of the videogame industry. Even now, it's often tennisgames that are pushing the frontiers of analogue sensitivity andcomplexity against the need for intuitive user-friendliness in consolecontrols.
    So, while Wimbledon hots up, here's a quick run through of the keytitles, together with nostalgic YouTube footage. Grab a bowl ofstrawberries, some clotted cream and a cheeky glass of Pinot (I don't care if you're at work - get into the spirit of things) and join me on a brief amble down tennis memory lane.
    Tennis for Two (1958, Oscilloscope)
    Running on the oscilloscope at the Brookhaven National Laboratory andprogrammed by physicist William Higinbotham, Tea for Two was arguablythe first computer game ever made (though some point to the evenearlier project, OXO). Check out the YouTube footage!
    Pong (arcade, 1972)
    Al Alcorn's take on the Magnavox Odyssey Tennis game essentiallykickstarted the games industry, both in the arcades and later, on homeconsoles. The title symbolises the odd, apologist relationship gamershave with software - many claimed to be able to produce spin on theball, although this functionality was never part of the program (thedirection of the ball was affected by the area on which it struck thebat, but that was about it).
    Match Point (1984, Spectrum)
    Psion Software's early effort pitched featureless stickmen against eachother in a rough approximation of the Wimbledon finals. The visualswere sparse but the simulation was pretty advanced for the time -players could control the speed and direction of the ball with defttiming and after-touch. Looking back, the ball boys bear an unfortunateresemblance to Starvin Marvin from South Park. YouTube video here.
    Super Tennis (1991, SNES)
    Perhaps the first modern day tennis sim, featuring an array of courtsurfaces, lots of differently-skilled players and several two-playermodes. It is, however, mostly remembered for its fast, intuitive action- a sort of Tennis equivalent of Sensible World of Soccer. Thescrolling court visuals and crisp sound samples impressed gamers at thetime, too. YouTube it up!
    Pete Sampras Tennis (1994, Mega Drive)
    Codemasters' sleek Mega Drive effort matched Super Tennis for sheerplayability, adding some of its own eccentric features, including aCrazy Tennis mode where you could play against portly platform hero,Dizzy. Codies also introduced its J-Cart technology allowing up tofour-players to take part in doubles matches.
    Virtua Tennis (1999, arcade and Dreamcast)
    The defining tennis sim of the modern era. The Dreamcast original mixedintuitive controls with lovely animation to produce a simulation ofincredible depth. The World Tour mode was an inspired addition,providing a range of surreal mini-games to test different aspects ofyour game. Subsequent iterations have tweaked the formula and improvedthe visuals, but the essence of this Sega NAOMI/Dreamcast classicremains unmolested. Here's a trailer.
    Wii Sports Tennis (2006, Wii)
    A popular element of the revolutionary Wii Sports compilation, drawingimpressively accurate motion-sensing performance from the Wiimote.Okay, so your lack of control over the onscreen player could getannoying at times, but the fun of acting out physically extravagantshots - often at the risk of the odd patio door or Ming dynasty vase -is what this game was all about. Here is a silly Wii Tennis 'accident' movie.
    Okay, so what vital tennis titles have I missed? The first person tosuggest Anna Kournikova's Smash Court Tennis will be sent to thenaughty step.
    Posted by Editorial Team Mon Jun 30, 2008 10:50 am
    Games Industry Movers: Trion, 38 Studios, Kongregate & M in Business and Industry in Gaming, Media, Web, IT and Computing
    his past week, 38 Studios (the developer founded by Red Sox pitcherCurt Schilling) announced that Thom Ang was appointed Director of Art.He will oversee the direction and management of 38 Studios' artisticdevelopment, including the MMOG codenamed Copernicus, whileworking closely with Todd McFarlane and R. A. Salvatore. Ang willreport to Vice President of Creative Development, Scott Cuthbertson.
    "38 Studios' creative teams have been meticulously crafting thesignature look and feel for our upcoming MMOG over the past 18 months,"said Brett Close, CEO and president. "Thom's extraordinary talent andexperience will be key in driving the vision and quality of our OnlineEntertainment Experience."
    Ang has been working as a director for notable franchises and brandsfor over 15 years. He's worked as a senior artist at DisneyInteractive, working on titles like Toy Story II and Tarzan. Ang also created illustrations for TV shows, including The X-Files and was a storyboard artist for Sony/Columbia/Tri-Star TV Animation programs, which include Roughnecks: Starship Troopers Chronicles and Max Steel.He then moved on to be art director at EA LA, where he headed up artproduction, team management and visual concept development for the Medal of Honor franchise. In his last position, Ang was art director at THQ, managing more than 25 titles.
    "38 Studios is absolutely committed to the next evolution of MMOGs, andevery team member has great pride in the value of what they do,"remarked Ang. "I am excited to contribute to this vision and become apart of an extraordinary team."
    Lisa Jablonsky - Kongregate
    Kongregate announced this past Friday that Lisa Jablonsky will open thecompany's New York ad sales office. She will work with Kongregate'sChief Revenue Officer Lee Uniacke to secure high-profile advertisingpartnerships based on the site's reach and appeal to young men, ages 13- 34.
    "With high user engagement and a growth rate of over 25 percent monthover month, Kongregate provides the ideal medium for advertisers tryingto reach this hard-to-pin-down demographic," stated Uniacke. "As webuild our sales force to address these opportunities, Lisa's proventrack record in developing successful partnerships across a range ofyouth-driven digital consumer brands will add tremendously to theexpertise of our team."
    Jablonsky has worked in the New York advertising scene for 21 years andshe was as an early proponent of the digital advertising arena. Amongher projects, she has conceptualized and implemented ground-breakingfilm contests for Intel and Kohl's, and created one of the first mobilecontests for Alltel. Jablonsky helped create games for McAfee Softwareand the National Guard, as well as construct an editorial integrationprogram for Coke's NBA March Madness Flash game. She was most recentlyan account executive with MTV Networks, where she successfully droveadvertising and integrated sponsorships for Comedy Central,AddictingGames.com, Shockwave.com, and AtomFilms.
    "Kongregate is an advertiser's dream as it attracts young men betterthan virtually any other site on the Web and puts them in a cool, edgyenvironment where our audience can really interact with their brand,"commented Jablonsky. "At over 3 million unique users today, a highgrowth rate, and just being named one of Time Magazine's Top 50 sitesfor 2008, we're on track to give advertisers the big reach that theyneed to effectively target the young male demographic this fall."
    Trion World Network - Glen Van Datta
    Trion World Network announced recently that Glen Van Datta has beenhired as Vice President of Engineering and General Manager of TrionWorld Network Austin. He will oversee day to day operations at Trion'sAustin studio and supervise all customer service, quality assurance,operations and other support activities with relation to the Trionplatform.
    "Glen is a tremendous hire for Trion and an excellent addition to ourworld class technical organization", said Nicholas Beliaeff, VicePresident of Product Development & Head of Trion World Network SanDiego. "Glen's vision, leadership, and deep history maturing andproductizing compelling online game technology will help Trion take ourserver based game technology to the highest levels while helping us andour partners get to market more quickly."
    Notably, Van Datta has worked for over 22 years in softwaredevelopment, including the past dozen in game development. He wasco-founder and Vice President of Engineering at RTIME, where he oversawthe development, design and testing of the RTIME SDK online, in-gameand player matching platform. Van Datta most recently worked at SCEA asDirector of Online Technology, where he oversaw a team of more than 80employees that developed SCE-RT SDK to enable online games for PS2, PS3and PSP games, including Singstar, Warhawk, Resistance, Home and GT5 Prologue.
    "For more than 12 years I've believed that online games, online socialnetworks and online media distribution were the future ofentertainment," said Van Datta. "Trion's innovative, dynamic platformand content are the next generation in the online entertainment space."
    IGN Entertainment – Jamie Berger
    IGN Entertainment announced recently that senior vice president ofconsumer products and technology Jamie Berger will start overseeingbusiness development for the company. He will continue managing IGN'ssubscriptions, digital distribution, and e-commerce portfolio includingIGN's Direct2Drive and GameSpy Technologies.
    Berger has over 16 years of professional brand management and marketingexperience from within the online gaming industry. He began hisprofessional career as an Account Manager with the NCR Corporation.Berger spent six years in the consumer products division of The WaltDisney Company before joining IGN Entertainment. He currently helpsextend the IGN brand by creating and leading partnerships thatdistribute content and drive revenue.
    AMD - Emilio Ghilardi
    AMD, which runs the ATI graphics card business, announced this pastweek that Emilio Ghilardi has been appointed senior vice president andgeneral manager of Europe, Middle East and Africa (EMEA). He will beresponsible for all sales and marketing operations within EMEA,starting in mid-August 2008. Ghilardi will report to AMD chief salesofficer Gustavo Arenas.
    "Emilio adds tremendous global sales and marketing leadership to AMD inEMEA which we expect to help strengthen and grow relationships with ourend-user customers, OEMs and distribution partners," said Arenas.
    Ghilardi comes to AMD from HP, where he started as vice president ofConsumer PC Clients in EMEA. He then moved on to be vice president andgeneral manager of Commercial Hardware within the Imaging and PrintingGroup. Ghilardi was most recently vice president and general manager ofHP's EMEA Consumer Business Unit, managing the business for consumerPCs and Imaging and Printing products.
    AMD added that Alberto Macchi, corporate vice president of Sales andMarketing for EMEA, is departing the company "to pursue newopportunities."
    Warner Bros. Digital Distribution - Jacqueline Jourdain Hayes
    Warner Bros. Digital Distribution (WBDD) recently announced thatJacqueline Jourdain Hayes has been named Senior Vice President Businessand Legal Affairs. She will manage legal issues around new digitalbusiness models (such as distribution of Warner properties on Xbox Liveand elsewhere) globally, oversee the negotiation of Warner Bros.video-on-demand and electronic sell-through licenses across multipledigital platforms, and provide legal counsel to the Company's seniormanagement on the acquisition, distribution and protection of contentfor digital platforms and other digital initiatives.
    "Jackie has been working on our digital business for quite some time,her expertise in this area is unparalleled," said Clarissa Weirick,General Counsel, WBDD. "The digital business is still one of thoseareas where you are often making the rules as you go along, whichrequires someone like Jackie who is confident and creative innegotiating this new terrain. We are extremely fortunate to have hercontinued expertise as our digital business moves ahead."
    Hayes has worked as an Associate in the Corporate Departments of TroopMeisinger Steuber & Pasich in Los Angeles, of Goulston and Storrs,P.C. in Boston, and of Moses & Singer in New York City. She joinedWarner Home Video in 1998 as Counsel, and was promoted to VicePresident Business and Legal Affairs of WHV in 2000. Hayes joined theWarner Bros. Digital Distribution division in July 2006.
    TC Digital Games – Andi Smithers
    Recently, TC Digital Games announced that it appointed Andi Smithers tothe new position of Director of Technical Development. He will overseedevelopment of the company's digital services, including mediatechnology and format strategy as well as interoperability of digitalservices and devices.
    "Andi joins our team at a pivotal moment in the evolution of Chaoticand TC Digital," said Bryan C. Gannon, President and CEO of TC DigitalGames. "He will become an integral part of our efforts to enhance theChaotic online experience and further develop our digital services.Andi's expertise in developing technology, his extensive background increating computer game software and his vision for emerging technologymake him a perfect fit to lead this innovative game play convergence."
    Smithers has held several executive roles and technical positionsthroughout his 20-year career, having worked for Microsoft, Activision,Psygnosis, LucasArts, and Midway. He was most recently with Sony OnlineEntertainment where he served as Senior Engineer in the Research andDevelopment group. Smithers pushed advanced physics and graphicstechnologies forward to ensure their quality and was responsible foroverseeing the strategy and development for a cloth simulator.
    Microsoft – Michael Delman
    As we previously reported, Microsoft this past week appointed MichaelDelman to the position of corporate vice president of global marketingfor the Interactive Entertainment Business (IEB) in the Entertainmentand Devices Division. He takes over the role for Jeff Bell who left thecompany earlier this month. Read more about the move here.
    Posted by Editorial Team Mon Jun 30, 2008 10:42 am
    Page 1 of 50 Goto page 1, 2, 3 ... 48, 49, 50  Next
    iVirtua Latest
    Latest Discussion

    Discuss...
    Latest Articles and Reviews

    Latest Downloads
    Subscribe to the iVirtua Community RSS Feed
    Use RSS and get automatically notified of new content and contributions on the iVirtua Community.


    Tag Cloud
    access amd announced applications author based beta business card case company content cool core course cpu create data deal dec demo design desktop developers development digital download drive email feature features file files firefox flash free future gaming google graphics hardware help industry information intel internet iphone ipod jan launch linux lol love mac market media memory million mobile money movie music net nintendo nov nvidia oct office official online patch performance playing power price product program ps3 pst publish ram release released report rss sales screen search security sep server show size software sony source speed support technology thu tue update video vista war web website wii windows work working works xbox 360 2006 2007 2008

    © 2006 - 2008 iVirtua Community (UK), Part of iVirtua Media Group, London (UK). Tel: 020 8144 7222

    Terms of Service and Community RulesAdvertise or Affiliate with iVirtuaRSSPress Information and Media CoverageiVirtua Version 4PrivacyContact