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Autoblog -
2 hours and 6 minutes ago
Filed under: Coupe, Performance, Lotus
Bruce Rice with his new Lotus Evora
2010 is big for Lotus, as the new Evora has it its first full year of production and the
legendary marque returns to both Formula One and Indianapolis. On the road car front, the first
customer Evora in the United States was delivered to its new owner this week. Bruce Rice of Austin,
TX got the keys to his bright red Evora at John Eagle European (also in Austin).
Lotus calls the Evora the world's only four-seat mid-engined sports car, but those rear seats are
really only theoretical. Nonetheless, being fans of the Lotus design philosophy of adding
"lightness" we can't wait for our own stint behind the wheel of Hethel's first new product in over
a decade - especially in a car that's not as snug as the Exige.
[Source: Lotus]
Continue reading First Lotus Evora delivered to an American customer
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Guardian Unlimited -
3 hours and 11 minutes ago
TV historian Niall Ferguson says that teaching should focus on chronology and the ascent of
Europe
A leading British historian has called for a Jamie Oliver-style campaign to purge schools of what
he calls "junk history".
Niall Ferguson, who teaches at Harvard and presented a Channel 4 series on the world's financial
history, has launched a polemical attack on the subject's "decline in British schools", arguing
that the discipline is badly taught and undervalued. He says standards are at an all-time low in
the classroom and the subject should be compulsory at GCSE.
Ferguson makes the comments in an essay to be released this week. It begins: "History matters.
Many schoolchildren doubt this. But they are wrong, and they need to be persuaded they are
wrong."
He points to the popularity of TV series and books by celebrity historians such as Simon Schama,
David Starkey, Peter Snow and Andrew Marr. "History, it might be said, has never been more
popular. Yet there is a painful paradox. At the very same time, it has never been less popular in
British schools," writes Ferguson.
History is compulsory up to the age of 14 but not to 16 in Britain, in contrast to most other
European countries. In 2009, 220,000 candidates sat GCSE history in England and Wales
– fewer than the number taking design and technology. At A-level the subject
lags behind psychology.
"Numbers, however, fail to tell the true story of history's decline in British schools. When you
consider the content of what is taught to teenagers, you begin to realise that the really
surprising thing is how many, not how few, volunteer for the experience of studying the subject,"
says Ferguson.
He argues that there is far too much emphasis on teaching pupils about Nazi Germany (studied by
half of those at GCSE and eight out of 10 at A-level) and complains that pupils are asked to
choose "a smorgasbord of unrelated topics". The form of selection, he adds, "explains why, when I
asked them recently, all three of my children had heard of the Reverend Martin Luther King, but
none could tell me anything about Martin Luther."
Instead, Ferguson says history should have a "mandatory chronological framework" throughout
secondary school and on to A-level. He also calls for more emphasis on western ascendancy, not in
"an attempt to turn the clock back" but because understanding why the world became more
Eurocentric after 1500 is the "modern historian's biggest challenge". He suggests a focus on why
the scientific revolution did not take place outside Europe and how democracy emerged first in
the west.
"We have recently witnessed a successful campaign to improve the quality of food served for lunch
in British schools. It is time for an equivalent campaign against junk history," concludes
Ferguson, whose argument will be published next month in Liberating Learning: Widening
Participation, a collection of essays in which teachers, historians, philosophers and
businessmen argue education has been impoverished by a narrow curriculum. It has been edited by
Patrick Derham, the head of Rugby school, and Michael Worton, vice-provost at University College
London.
Professor Colin Jones, president of the Royal Historical Society, said he applauded some of
Ferguson's ideas, such as teaching history in longer, chronological blocks. But Ferguson's
language was condescending and the argument ideological, he added.
"To change things we should work with teachers and other bodies and not just dismiss what is
going on as 'junk history'. It is demeaning, unpleasant and untrue," said Jones, who warned
against Ferguson's emphasis on western ascendancy.
"It is more ideological than he claims and the danger is it will be taught in a way in which the
answer is known in advance and it is 'west is best'."
A spokesman for the Department for Children, Schools and Families said that suggestions to cut
the amount of teaching on the world wars had always been opposed. "History is compulsory until 14
and remains one of the most popular subjects at GCSE and A-level," he said. "The new secondary
curriculum, which started in September 2008, is clear that teaching must give children a
chronological understanding of history using precise dates. Children must study a wide range of
areas, including the development of British political power from the middle ages to the 20th
century."
Anushka Asthanaguardian.co.uk © Guardian News & Media Limited 2010 | Use
of this content is subject to our Terms & Conditions | More Feeds

|
Guardian Unlimited -
3 hours and 12 minutes ago
Charles Arthur investigates how the ways in which we watch sport, read magazines and do business
with each other could change for ever
Don't act too surprised if, some time in the next year, you meet someone who explains that their
business card isn't just a card; it's an augmented reality business card. You can see a collection
and, at visualcard.me, you can even design your
own, by adding a special marker to your card, which, once put in front of a webcam linked to the
internet, will show not only your contact details but also a video or sound clip. Or pretty much
anything you want.
It's not just business cards. London Fashion Week has tried them out too: little symbols that
look like barcodes printed onto shirts, which, when viewed through a webcam, come to life.
Benetton is using augmented reality for a campaign that kicked off last month, in which it is trying to find models from among the
general population.
Augmented reality – AR, as it has quickly become known –
has only recently become a phrase that trips easily off technologists' lips; yet we've been
seeing versions of it for quite some time. The idea is straightforward enough: take a real-life
scene, or (better) a video of a scene, and add some sort of explanatory data to it so that you
can better understand what's going on, or who the people in the scene are, or how to get to where
you want to go.
Sports coverage on TV has been doing it for years: slow-motion could be described as a form of
augmented reality, since it gives you the chance to examine what happened in a situation more
carefully. More recently cricket, tennis, rugby, football and golf have all started to overlay
analytic information on top of standard-speed replays – would that ball have
hit the stumps, the progress of a rally, the movement of the backs or wingers, the relative
flights of shots – to tell you more about what's going on. Probably the most
common use is in American football where the "first down" line – the distance
the team has to cover to continue its offence – is superimposed on the picture
for viewers.
But those required huge systems. AR took its first lumbering steps into the public arena eight
years ago: all that you needed to do was strap on 10kg of computing power –
laptop, camera, vision processor – and you could get an idea of what was
feasible. The American Popular Science magazine wrote about the idea in 2002 – but the idea of being permanently
connected to the internet hadn't quite jelled at that point.
"AR has been around for ages," says Andy Cameron, executive director of Fabrica, an interactive
design studio which works with Benetton, "maybe going back as far as the 1970s and art
installations that overlaid real spaces with something virtual." He mentions in particular the
work of pioneering computer artist Myron Krueger.
What's changed in the past year is that AR has come within reach of all sorts of developers
– and the technology powerful enough to make use of it is owned by millions of
people, often in the palms of their hands.
The arrival of powerful smartphones and computers with built-in video capabilities means that you
don't have to wait for the AR effects as you do with TV. They can simply be overlaid onto real
life. Step forward Apple's iPhone, and phones using Google's Android operating system, both of
which are capable of overlaying information on top of a picture or video.
Within the small world of AR, one of the best-known apps is that built by Layar, which – given a location, and
using the iPhone 3GS's inbuilt compass to work out the direction you're pointing the phone
– can give you a "radar map" of details such as Wikipedia information, Flickr
photos, Google searches and YouTube videos superimposed onto a picture you've taken of the scene.
For Americans, it will also pull in details from the government's economic Recovery Act
– so that if you're on Wall Street and want to see how many billions went into
which building, it will show you.
Or, more usefully, Yelp offers an augmented reality
application that will show you ratings and reviews for a restaurant before you walk in
– the sort of thing that could make restaurants quiver with delight, or
shudder in horror.
Or maybe it wouldn't need to know where it is; only who it's looking at. A prototype application
demonstrated at the Mobile World Congress in Barcelona in February took things a little further
again. Point the phone at a person and if it can find their details, it will pull them off the
web and attach details – their Twitter username, Facebook page and other facts
– and stick them, rather weirdly, into the air around their head (viewed
through your phone, of course). "It's taking social networking to the next level," says Dan
Gärdenfors, head of user experience research at The Astonishing Tribe, a Swedish mobile software company.
And there are fabulously useful applications: at Columbia University, computer science professor
Steve Feiner and PhD candidate Steve Henderson have created their Augmented Reality for
Maintenance and Repair (Armar) project. It combines sensors, head-up displays, and
instructions to tackle the military's maintenance needs: start working on a piece of kit, and the
details about it pop up in front of
you. Imagine if you could put on a pair of special goggles when you needed to investigate
your car's engine, or a computer's innards, and the detail would pop up. That's the sort of idea
that Armar is trying to implement, though for the military at first..
Yet it's fashion which seems to have leapt quickest into this technology. The T-shirt with AR in
London Fashion Week was developed by Cassette Playa, a label that has been worn by Lily Allen,
Rihanna and Kanye West. Carri Munden, who designed it with the Fashion Digital Studio at the
London College of Fashion, described it as "mixing reality and fantasy". Adidas, too, has
launched trainers with AR symbols in the tongues: hold them to a webcam and you are taken to
interactive games on the Adidas site.
The process by which the strange symbols get translated into images is simple enough: the website
takes the feed from your webcam (you have to explicitly allow it to do so, so there are no
security worries) and analyses it for the particular set of symbols that the program is looking
for. (Some easy calculations mean the symbols can be detected whichever way up you hold the
item.) Videos and pictures are then sent back to you.
Andy Cameron says that the arrival of an open-source, hence free, AR tool kit has let companies
build their own AR applications, using Flash – the pervasive animation and
video technology used for many online ads and YouTube's videos – "which
immediately meant you had huge penetration, because Flash is everywhere". (Something like 98% of
all computers are reckoned to have Adobe's Flash Player installed.)
"If you build your AR application with Flash, then you can get it out to everybody in the world
with a computer with a webcam," says Cameron.
Benetton is using AR in its latest campaign, called "It's My Time" which aims to get members of the public to put themselves forward as
potential models, and uses AR to show more details about existing models. But its first most
visible use of AR was last year in issue 76 of Benetton's Colors magazine, a quarterly
fashion product. Dozens of pages have AR symbols: hold the page up to a webcam, and you see film
and more photos of the person on the page. "The Colors editor and the creative director
of Fabrica got very excited about it," says Cameron.
Cameron can see huge potential which could even revive the fortunes of print advertising. "Think
of a commercial page, an advert, in a fashion magazine. It's pretty expensive. With this
– and this is the way that the more hard-nosed people in Benetton saw the
advantage – it means that you can get more products on the page." Print an AR
code, get people to come to the site, and you can show them so much more, while measuring the
return from your effort.
The technical cost is a tiny part of the overall effort. "The printing and photography cost [of
the advert] is the same. And the development cost is pretty small."
And of course where advertisers go, the publications that house them are sure to go as well.
Esquire magazine in the US and Wallpaper* in Europe have done "augmented
reality" editions, with Robert Downey Jr coming to life on the cover of the former, and AR text
providing videos and animation in the latter. But there are more possibilities for journalism
using AR: for example if you "geotag" newspaper articles (so that you say that an item relates to
a particular place) then someone visiting a site could learn about events relevant to the area
via their smartphone.
Book publishers too are leaping in: Carlton Publishing will release an AR book in May, featuring
dinosaurs that pop out of the pages when viewed, yes, through a webcam. Future releases include
war, sport and arts titles which will also have extra AR elements.
Yet in media it's the advertisers who are most excited. The possibilities of geotagged, targeted
adverts – which in effect hang in the air until someone comes along to find
them with a smartphone – or of AR adverts which open up a whole new world of
opportunities (and perhaps discounts or loyalty bonuses) when you follow them through
– are yet another glimpse of the holy grail ofads that know exactly who and
where you are.
Is there a risk that we'll all become AR'd out – that it will become boring as
advert after advert invites us to hold it up to a webcam? "What's hot today is ancient history
tomorrow," says Cameron. "There have been a lot of bad uses of this technology with a rush to use
it. We have had the chance to reflect on what it means and how to use it. The key is that it
should be an enhancement of the stuff on the printed page."
Even so we're still in the early stages, he argues. "It's very primitive –
having to use a webcam, holding a magazine up to it. Obviously we're really interested in the
opportunities with handheld devices. It's very frustrating that the iPhone doesn't allow access
to the live video stream." (Nor does it run Flash, another problem for would-be AR designers.)
"People in design are very annoyed with Steve Jobs," he observes. "We don't really understand why
Apple won't allow that."
Given that access, he says, "you could hold your iPhone up to a billboard and get something
amazing right there". What about the alternative, such as Google's Android-based Nexus phone? "It
looks like you could do it on that," he says. But of course the iPhone is a target market. "Maybe
Apple wants to keep that for itself," Cameron says. "Maybe they're lodging patents. Or maybe the
processor on the iPhone isn't fast enough."
Yet there are some who think that AR has already had its brief time in the sun. At the Like Minds
conference in Exeter at the beginning of March, Joanne Jacobs, a social media consultant,
described an AR application that demanded you buy a T-shirt and then go and sit in front of your
webcam – so you could play Rock, Paper, Scissors. By yourself.
"It's hopeless," Jacobs said.
Cameron admits to some uncertainty about AR's measurable impact. "I don't know if it sells more
things, but it seems clearly a good thing if we can get people who may be customers to
participate in the adverts." But, he adds: "If people start to play with the adverts in a way
that exposes them to more products, that's got to help bring a commercial return."
Charles Arthurguardian.co.uk © Guardian News & Media Limited 2010 | Use
of this content is subject to our Terms & Conditions | More Feeds

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Tribords -
3 hours and 56 minutes ago
 Presso c'est une toute nouvelle
manière de préparer un superbe espresso avec une machine design qui change tout !
buzz www.tribords.com
|
Planet Ubuntu -
4 hours and 7 minutes ago
John Gilmore keynote – What do we do next, having produced a free software system for our
computers? Perhaps we should aim at Windows? Wine + an extended ndiswrapper to run other hardware
drivers + a better system administration interface/resources/manuals. However that means knowing
a lot about windows internals – something that open source developers don’t seem to
want to do. We shouldn’t just carry on tweaking – its not inspiring; whats our
stretch goal? Discussion followed – reactos, continue integrating software and people with
a goal of achieving really close integration: software as human rights issue! ‘Desktop
paradigm needs to be replaced’ : need to move away from a document based desktop to a
device based desktop. Concern about the goal of running binary drivers for hardware: encourages
manufacturers to sell hardware w/out specs; we shouldn’t encourage the idea that that is
ok. Lots of concern about cloning, lots of concern about what will bring more freedom to users,
and what it will take to have a compelling vision to inspire 50000 free software hackers. Free
software in cars – lots of safety issues in .e.g brake controllers, accelerators.
Eben Moglen – ‘We’re at the inflection point of free software’ –
because any large scale global projects these days are not feasible without free software. Claims
that doing something that scales from tiny to huge environment requires ‘us’ —
A claim I would (sadly) dispute. Lots of incoming and remaining challenges. ‘Entirely clear
that the patent systems relationship to technology is pathological and dangerous’ –
that I agree with! Patent muggings are a problem – patent holders are unhappy with patents
granted to other people .
Patent pools are helping slowly as they grow. Companies which don’t care about the freedom
aspect of GPLv3 are adopting it because of the patent protection aspects. Patent system is at the
head of the list of causes-of-bad-things affecting free software. SFLC is building coalitions
outside the core community to protect the interests of the free software community. We are
starting to be taken for granted at the high end of mgmt in companies that build on free
software. … We face a problem in the erosion of privacy. We need to build a stack, running
on commodity hardware that runs federated services rather than folk needing centralised services.
Marina Zhurakhinskaya on GNOME Shell: Integrates old and new ideas in an overall
comprehensive design. Marina ran through the various goals of the shell – growing with
users, being delightful, starting simply so new users are not overwhelmed. The activities screen
looks pretty nice The workspace rearrangement UI is really good. The notifications thing is
interesting; you can respond to a chat message in-line in the notification.
Richard Stallman on Software as a
Service – he presented verbally the case made in the paper. Some key
quotes…Â “All your data on a server is equivalent to total
spyware” – I think this is a worst-case analogy; it suggests that you can
never trust another party: kindof a sad state of paranoia to assume that all network servers are
always out to get you all the time. And I have to ask – should we get rid of Savannah then
(because all the data is stored there) – the argument for why Savannah is not SaaS is not
convincing: its just file storage, so what makes it different to e.g. Ubuntu
One? “If there is a server and only a little bit of it is SaaS, perhaps
just say don’t worry about it – because that little bit is often the hardest bit to
replace.” Â ”Lets write systems for collaborative word process that
don’t involve a central server” — abiword w/the sharing plugin ?
RMS seems to be claiming that someone else sysadmining a server for you is better
than someone else sysadmining a time-shared server for you: I don’t actually see the
difference, unless you’re also asserting that you’ll always have root over
your’ own machine’. The argument seems very fuzzy and unclear to me as to why there
is really a greater risk – in particular when there is a commercial relationship with the
operator (as opposed to, say, an advertising supported relationship).


|
Coolest Gadgets -
6 hours and 39 minutes ago

Harman International is back with a new range of products across a trio of divisions this spring
– we’re talking about home entertainment, mobile/in-car and multimedia. For those of
you who do plenty of movie watching at home, Harman has just the tonic with spanking new 5.1 home
entertainment solutions, where they include the Harman Kardon HKTS 20 and HKTS 30. Both models
will feature exceptional audio performance and classy design complete with a 200W powered, 200mm
subwoofer and two-way loudspeakers, virtually making them a firm favorite with action movie fans.
Apart from that, this home theater system will also merge a dual-driver center-channel speaker
for distinct movie dialogue, a quartet of compact satellites to pull every viewer into the
exploding action and a powerful subwoofer for heart-stopping bass. They do bear the signature
Harman Kardon form factor as well as functionality to maintain its brand image.
Of course, this pristine audio experience is not limited to the home only, as it will also appear
in-car as well courtesy of the JBL MS-8. Touted to be a highly anticipated, game-changing product
for the mobile category, the MS-8 will feature a one-of-a-kind system integration digital
processor which supposedly optimizes any vehicle’s performance in just a mere 10 minutes.
All you need to do is go through the relatively idiot-proof step-by-step procedure in order for
the MS-8 to maximize frequency response, bass performance, dynamics, clarity, detail and stereo
imaging, regardless of the combination of factory-installed or aftermarket components that your
vehicle sports.
When it comes to classic multimedia, Harman revives the old by offering new, improved versions of
time-honored favorites such as the brand-new Harman Kardon Go + Play Micro, the JBL On Time 200P,
the JBL On Time Micro and the JBL On Stage Micro II. These devices will offer an even greater
versatility and iPod and/or iPhone compatibility, all without compromising on the similar
world-class audio quality which is synonymous with the Harman brand name.
Press Release
Check out the Coolest Gadgets
2008 Gift Guides, Christmas shopping made easy.
[ Harman
International rolls out new devices for the coming spring copyright by Coolest Gadgets ]


|
Hack a Day -
8 hours and 10 minutes ago
We’ve received many tips regarding the OK Go video that features a Rube Goldberg machine.
If you haven’t seen it yet, check out
their video after the break. This is the rare instance when a YouTube video features an audio
track with the full endorsement of the artists that recorded it.
Our first thought when watching this? Who are the lucky dogs who got paid to design and build
that contraption? You don’t have to scratch your head over that one, the Band has posted a
four-part video series talking about the machine and documenting the design meetings and build
process (those videos also after the break). The engineer artists at Syyn Labs were tapped to pull off the meticulous mayhem and we think
they did a stellar job. There’s been a lot of press about the work, but our favorite was over at Wired
because it details the process, not the end product.
The best part about Rube Goldberg Machines is that asking “why?” is the wrong
questions. The sheer joy of the build makes taking over a house or over-complicating the
fulfillment of hunger worth it.
OK Go – This Too Shall Pass – Rube Goldberg Machine version


|
Impact Lab -
8 hours and 19 minutes ago
Solar City Tower This renewable energy generating tower located on the coast of Rio is one of the
first buildings we’ve seen designed for the 2016 Rio Olympics, and boy, is it crazy! (In case
you didn’t notice, it’s also a waterfall.) The Solar City Tower is designed by
Zurich-based RAFAA Architecture & Design, and features [...]
|
MacNN | The Macintosh News Network -
9 hours and 12 minutes ago
 Vaja has recently been teasing its early lineup of cases for the iPad. Its lineup so
far will start with the Retro Slim Jacket; the Argentinian leather sleeve fully covers the Apple
tablet and supplies padding along with a magnetic latch to keep the design simple. Although only
one color is on display so far, it's likely Vaja will let buyers customize both the main color and
the inset hue....

|
Mashable! -
10 hours and 27 minutes ago
If you’re a gadget-lover fed up of filling your home
with ice white this and brushed aluminum that, then check out this selection of totally
stylin’ items offering a design blast from the past.
Retro, vintage, old school or just classic, whatever your interpretation, we’ve dug out ten
gadgets that boast classic good looks as well as bang-up-to-date functionality.
1.
Olympus Pen E-P1
Olympus’ Pen E-P1 is chock full of digital goodness in a design that harks back to the SLR
glory days and the original Pen’s release back in 1959, which made a big impact on the
camera market with its small dimensions. With a 12-megapixel sensor and capable of capturing
movies at 720p, the modern micro four thirds snapper offers digital SLR-standard pics in a more
compact format with those vintage looks that are good enough to lick.
Cost: $799.99
2. Phonofone II
Science and Sons’
Phonofone II is a wickedly old-fashioned iPod speaker, or in the words of its creator
“audio console.” Using no power, the gramophone-styled device utilizes passive
amplification and cunning acoustics to boost the audio output of standard earphones to around 55
decibels. With an entirely ceramic construction, it’s as much sculpture as it is
speaker.
Cost:: Currently 240 euros – around $330
3. LG Classic TV
So far only released in Korea, LG thrilled fans of retro style when it revealed a classic CRT
television, complete with bunny ears aerial and channel-changing knobs. The 14-inch set stands on
chrome legs and if you’re doing the back-in-time trip all the way, can display in black and
white or sepia. Despite its vintage appearance it offers a digital tuner and does come with a
remote control for when you get bored of fiddling with the knobs.
Cost: Sadly N/A
4. Snowball USB Mic
A professional USB mic, the Snowball from Blue Microphones claims to offer plug’n'play ease
of use with both Macs and PCs but the power to capture anything from the softest vocals to the
loudest garage band. Angled as ideal for podcasting, the vintage appearance of this modern
peripheral may serve to remind users of the rich heritage of broadcasting and inspire them to
podcast about more than the hilarious antics of their cat. That, and it will look wicked-cool on
your desk.
Cost: $99.95
5. Panasonic Old School Monitor Stereo Headphones
Available in black, white, red and an outrageously retro avocado green, say goodbye to fiddly
modern earbuds with these totally cool cans from Panasonic. The Panasonic Old School Monitor
Stereo Headphones, to give them their full title, offer leather-cushioned listening comfort you
can only dream of if you’re used to in-ear audio efforts and look so darn cool you’ll
be tempted to wear them out — even when you’re not listening to music.
Cost:: $59.99
6. Hulger P*PHONE
Sure, headsets are all well and good but there’s no romance in looking like a call center
phone operator. The P*PHONE from Hulger will give you the satisfying feel of a proper chunky
handset in your hot little paw and turn a VoIP call into a conversation. Available in white,
black, red and green, the P*PHONE is offered on its own for $50 and with a cool desktop base for
$99. As well as working with certain mobiles (and certain others with adaptors) the P*PHONE
offers easy USB hook-up to a PC.
Cost:: From $50
7. USB Mixtape
Back in the olden days folks would create real-life music “tapes” with
playlists recorded on to them to either share with a friend or loved one or enjoy themselves
(“Best Driving Songs Ever”, “My Breaking Up With Dave Tape”, etc). Help
make sure the art of the mixtape is not lost with this USB effort that takes on the form of an
old analog blank audio cassette tape (complete with sleeve that you can scrawl the track list on)
but with a brand spanking new USB flash drive nestled in the middle.
Cost:: $15.99
8. Retro Calculator
Mathletes with a penchant for the past will enjoy this retro calculator’s baby blue looks
and oversize dimensions. Whether you’re totting up the cost of your new flared jeans, or
calculating how much cheese you’ll need to melt to make the perfect fondue, your numerical
queries will be solved in Seventies style.
Cost:: Approx $23
9. Crosley USB Turntable
You’d be forgiven for mistaking this for a vintage deck, but in fact it offers more modern
tech than many music systems. Sure, there’s the option to take your vinyl for a spin, but
there’s also playback from SD memory cards and USB storage devices as well as from iPods
and other MP3 players. In addition to normal playback this turntable can record your records to
your computer, which means you won’t have to re-purchase all your vinyl to get it
digitized, and it has an FM radio.
Cost:: $150
10. Retro NES USB
Controller
While the wider world gets hyped up about Sony’s Move and Microsoft’s Project Natal,
sit back, relax and enjoy some 8-bit gaming with the Retro NES USB Controller from ThinkGeek,
described as perfect for creating old school gaming nostalgia on your laptop. With a USB
connection, it’s perfect for MAME and other emulators and is sooo much cooler than trying
to save the princess using your keyboard.
Cost:: $29.99
Tags: gadgets, hulger, LG,
Panasonic, retro


|
Gizmodo -
10 hours and 37 minutes ago
|
Gizmodo -
10 hours and 37 minutes ago
|
MAKE Magazine -
11 hours and 17 minutes ago
Thingaverse user Skimbal designed and printed this Gothic cathedral play set on his Makerbot. The design
is actually modular, so you can build as little or as big of a set as you want. I love the
description:
Have you ever wanted a Gothic Cathedral of your very own?
Are you intimidated by the centuries long construction schedule, and the punishing job
requirements of being a European Bishop during the Dark Ages?
Then We Have a Thing For YOU!
The Gothic Cathedral Play Set!
Read more |
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linkfilter.net - fresh links -
12 hours and 56 minutes ago
He had poured his life savings and the better part of 10 years into the development of the small,
nickel-plated harmonica. Years of research, months of false starts, dozens of failed prototypes,
countless nights of sleeping on the floor at the office. "Everything comes together
at this moment," said Brad Harrison, a wiry 40-year-old with salt-and-pepper-hair, standing at the
end of his makeshift assembly line in Rockford. He tightened a few screws, snapped on the cover
plate and then took a moment to admire the harmonica, with its handsome dark-wood comb and
aerodynamic design. He whispered goodbye to the instrument, and gave it a gentle
kiss.
|
Releaselog | RLSLOG.net -
13 hours and 1 minutes ago
This article has been published at RLSLOG.net - visit our
site for full content.
Art Mahjongg is the latest incarnation of the classic chinese board game.
Apart from a little luck the game requires strategic thinking from the players.
Description:
Need help finding the right game for taking a break? They love to combine clever and to think
strategically?
Then ART MAHJONG is 2, the latest implementation of the ancien Chinese board game for the PC,
just right for you! Design the game is provided according to your wishes – for a lot of
variety! Choose from eight different stone structures, as well as many beautiful backgrounds with
matching stone motifs. Available to you the traditional Chinese characters to images from the
fields of marine, Middle Ages, flora and motifs from ancient Egypt.
They also want to keep your “gray matter” something on the go? Why not play one
against the clock or choose a different difficult level. Be charmed by this popular classic games
for all ages!
Release name: Art.Mahjong.2-ALiAS
Size: 20MB
Links: Homepage –
NFO
Download: HOTFiLE
more at RLSLOG.net

|
Akihabaranews.com -
13 hours and 19 minutes ago
Avec ses gros coups de tatanes dans la gueule, ses tatouages expression d’une
insolente virilité et sa consommation encouragée d’alcools forts aux
propriétés roboratives (© Kendy), Yakuza 3 s’adresse aux
gamers présentant une forte concentration de testostérone. Qu’on se le dise :
à désormais quarante ans, le dragon de Dojima, désormais retiré du
monde, a toujours de beaux restes… et sait encore montrer les crocs.
Yakuza fait partie de ces
séries bénéficiant d’une curieuse aura de sympathie, bien que, sous
nos contrées, peu de personnes, finalement, y ont vraiment joué. La faute a une
plate-forme exclusive, la PlayStation (2 puis 3) et, surtout, un univers et une
accessibilité un peu à part. Difficile, en effet, d’apprécier les
Yakuza sans s’y plonger corps et âme, et prendre le temps de lire les tonnes de
dialogues qui emmaillent chaque opus. À cet égard, le fait que Yakuza 2 n’ait pas
été traduit en français — tout comme ce troisième
épisode, qui ne propose que des sous-titres anglais — n’a
évidemment pas arrangé les choses… Quoi qu’il en soit, on
appréciera particulièrement, ici, la possibilité de regarder les
résumés vidéo des deux premiers volets, véritables petits films de
15-20 minutes commentés par la voix chaude de Takaya Kuroda (Kiryu dans
le jeu). Une manière pour certains de se rafraîchir la mémoire, et pour les
autres de découvrir des scénarios (tordus) suintant l’énergie et la
passion, entre trahisons, combats à mort et improbables coups de théâtre.
Notons qu’à l’écrivain Hase Seishu, scénariste
des deux premiers opus — et de l’épisode Kenzan —
succède Masayoshi Yokoyama, un illustre inconnu qui a su heureusement
respecter à la lettre l’esprit Ryû ga Gotoku, à
quelques mièvreries près. L’indéboulonnable Toshihiro
Nagoshi (qui a oeuvré notamment sur les Super Monkey
Ball… et Shenmue
!) reste le maître d’oeuvre, et partage avec Hideo Kojima, un vieux
compagnon de troquet (véridique), un amour certain pour les cinématiques à
rallonge, ici plus que jamais présentes.
Okinawa way
Difficile, pour un fan de la première heure, de ne pas être immédiatement
emballé par Yakuza
3. Enfin, la qualité de réalisation —certes imparfaite sur
certains points — permet de faire honneur au sens du détail qui
caractérise la série. Quant aux cinématiques, elles transcendent un
character design d’une qualité et d’une variété
étonnante, soutenu par des visages désormais presque photoréalistes. Le
bonheur. À l’image d’un Kazuma Kiryu désormais retiré du monde
et cherchant avant tout la paix, le début du jeu vous invite à découvrir
l’île d’Okinawa, son temps superbe, ses touristes en chemises à
fleurs… Une atmosphère idyllique entachée par une conspiration
politico-mafieuse dont on conçoit peu à peu l’ampleur, tandis que l’on
devine, évidemment, que la retraite de l’ex 4ème chef du clan
Tôjô, qui administre désormais un orphelinat, ne peut être que de courte
durée. Une parenthèse d’une dizaine d’heures avant
l’inévitable retour à Kamurocho qui, toutefois, permet de se faire la main,
et découvrir à peu près tous les aspects du titre entre mini-jeux (on va y
revenir), intérieurs de magasins modélisés avec un soin maniaque, ambiance
de foule plus vraie que nature (on regrette juste une atmosphère sonore un peu en
deçà) et, il faut bien le dire, missions diverses pas toujours follement
intéressantes. Entre livraisons de nouilles, recherche de gamine égarée,
cache-cache et transport de glaces à six boules, on n’a en effet pas toujours
franchement l’impression d’incarner le yakuza le plus classe du monde. Les petites
frappes que vous croisez sans cesse et qui ne manquent jamais de vous provoquer
— les inconscients — sont heureusement là pour
arranger ça…
Mawashi-geri dans ta face
Coeur du gameplay, les combats dans Yakuza 3 se révèlent, sans
surprise, d’une richesse ahurissante. Comme dans les précédents opus,
c’est en gagnant des points d’expérience que vous pourrez améliorer
certains de vos talents, et étendre votre palette de coups. Projections, esquives,
contres, rétablissement sur chute, garde… Les possibilités offertes
permettent de développer son propre art du combat, tandis que l’on
privilégiera plutôt telle ou telle capacité (résistance,
vitesse…), le tout en ayant la possibilité, évidemment, d’utiliser
diverses armes blanches ou de poing, ces dernières étant de surcroît
customisables. Surtout, le dynamisme des combats et la possibilité sans cesse
renouvelée de découvrir de nouveaux finishing moves —
différents en fonction de l’environnement immédiat, du type d’armes ou
d’objets utilisés, de la partie du corps que vous attrapez, etc.
— font qu’au final, chaque nouvelle échauffourée peut se
révéler différente de la précédente. Évidemment, pour
cela, il faut creuser au maximum le “fighting system”, comme dirait Van Damme, mais
tous ceux qui se donneront cette peine prendront un pied monstrueux, vraiment, à
démonter yak’ et wesh-wesh à tous les coins de rue. Cadeau Bonux :
désormais, avec son téléphone portable, Kazuma peut “saisir” une
scène qui l’interpelle dans la rue (première
“révélation” : une petite vieille qui percute une voiture en scooter et
fait un soleil…), et s’en inspirer pour mettre au point un coup spécial, le
tout étant ensuite relaté, de façon assez drôle, sur un blog
imaginaire ! Un principe complètement con… et absolument réjouissant.
Serial gamer
On trouve de tout dans Yakuza
3 : des bars et des restaurants à écumer, des salles clandestines proposant des
jeux de cartes ou de dès exotiques (chô-han, koi-koi, oicho-kabu…), des
tournois d’Ultimate Fighting underground, des courses-poursuites, des clés de
consignes disséminées ici et là qui permettent de récupérer
différents objets, du bowling, du golf, des jeux de fléchettes, des sessions de
pêche à la ligne… Pas mal de choses déjà visibles dans les
précédents épisodes, mais que l’on retrouve avec toujours autant de
plaisir et qui bénéficient évidemment ici d’un soin particulier. Il
faudra notamment gérer particulièrement bien les sticks analogiques pour certaines
épreuves, comme le billard ou les fléchettes, qui réclament de la
concentration et une vraie précision (ce qui en énervera plus d’un). On ne
soulignera évidemment jamais assez à quel point Yakuza 3, à
l’image là encore de ses illustres prédécesseurs, ne se prend pas au
sérieux et s’autorise une constante autodérision. Tout est dans le
détail : ennemi qui vous attaque avec un énorme thon congelé, finishing
moves à la violence totalement démesurée, séances de karaoké
durant lesquelles Kiryu aligne les paroles niaises et chante comme une casserole, salary man qui
vous défie à un concours de biture et roule sous la table… L’ambiance
légère du jeu, qui contraste sainement avec l’atmosphère plus
sérieuse des cinématiques, fait que l’on parcourt le jeu avec un plaisir
toujours renouvelé.
No woman, no cry
Sujet (évident) de discorde, “l’ablation” avérée des
versions américaine et européenne du jeu, qui se voient amputées de la
séquence des bars à hôtesses, notamment, a donné à certains
gamers l’envie de couper la dernière phalange du petit doigt des responsables de
cette décision a priori aberrante. Et fait naître des velléités de
boycott. Bien que je n’excuse en aucun cas ce genre de procédés, il convient
toutefois de ranger les canifs. Ne plus avoir l’occasion de draguer à loisir
quantité de jeunes femmes aux coiffures improbables, trop heureuses de faire suer votre
carte bleue, n’a finalement rien de dramatique. Surtout qu’il est toujours possible
d’en rencontrer quelques-unes au hasard, dans la rue (et de profiter d’elles pour
commander en une fois toute la carte d’un resto histoire d’accumuler les points
d’expérience !). De plus, dans un effort louable, la version “premium”
du jeu proposée en Europe contient différents bonus, entre B.O. d’une
trentaine de titres, tableau “interactif” détaillé des relations entre
personnages (dont on retrouve l’équivalent dans les menus du jeu) et DLC
gratuitement téléchargeables (malheureusement très axés baston, et
pas forcément inoubliables). Bref, un titre d’une richesse absolue, quoi qu’il
en soit, et à la durée de vie impressionnante, de toute façon incontournable
pour tous les amoureux de la série. Ceux-là pardonneront aisément les
quelques dérives d’un titre ancré dans des mécanismes certes un peu
old school, et apprécieront pleinement ce que Yakuza 3 sait proposer de
mieux : une fantastique aventure humaine.
On peut reprocher à Yakuza 3 certaines choses : une maniabilité parfois un peu raide, une
difficulté évidente à innover d’un épisode à
l’autre, une durée de vie artificiellement augmentée par des missions pas
toujours passionnantes, une atmosphère curieusement gnangnan sur toute la partie qui se
déroule à Okinawa… Et pourtant, la magie, cette fois encore, fonctionne.
Bénéficiant d’heures de cinématiques superbes, impressionnant de
possibilités, et proposant un système de combat riche et soigné, ce nouvel
opus ne peut être qu’accueilli à bras ouverts par les amoureux du Japon en
général, et les habitués de la série en particulier. Quant aux
quelques éléments malheureusement absents de cette version occidentale
— le résultat de coûts de localisation trop élevés,
dit-on officiellement chez Sega — il serait dommage qu’ils fassent
oublier à certains la qualité globale du jeu, qui n’a, dans le fond, rien
perdu de sa superbe.
Gameblog.fr est LE site internet de jeux vidéo français du moment, totalement
incontournable et surtout indispensable. Accompagné de commentaires pertinents, et surtout
poilants, vous y retrouverez toute l’actualité Jeux vidéo, les derniers tests
en avant première, des reportages exclusifs, des interviews, des émissions
vidéos, des chroniques, de superbes Podcast... Bref, le nirvana du Jeux Vidéo a la
française!



|
CiteULike: Borelli's watchlist -
14 hours and 17 minutes ago
Sensors and Actuators B: Chemical, Vol. 143, No. 2. (07 January 2010), pp. 740-749.
An electronic nose (EN) based on an array of chemiresistors, combined with a preconcentrator unit,
for the detection of some volatile organic vapors was developed. In order to choose the proper
polymers, seven potential polymers were chosen from numerous available polymers according to the
principle of the linear solvation energy relationship (LSER). Different possible sensors arrays
(128 arrays) composed of these seven polymers were designed by full factorial design (FFD).
Principal component analysis (PCA) showed that four of seven polymers had enough ability to
recognize different gas classes. By using Hierarchical cluster analysis (HCA), the tested polymers
were categorized into four main groups with respect to their recognition ability. Combination of
the FFD with PCA and HCA, brought to the identification of 8 proper arrays containing four polymers
in each array. Precisely evaluation of predicted arrays with respect to their calculated resolution
factors showed that the electronic nose containing the polymers of 75% pheny125% methylpolysiloxane
(OV25), hexafluoro-2-propanolsubstituted polysiloxane (SXFA), poly bis(cyanopropyl)-siloxane (SXCN)
and poly(ethylene maleate) (PEM) was the most proper design for recognition of analytes of
interest. The fabricated EN was used successively for target gas recognition at three different
concentrations.
Taher Alizadeh

|
CiteULike: Borelli's watchlist -
14 hours and 18 minutes ago
Sensors and Actuators B: Chemical, Vol. 52, No. 1-2. (15 September 1998), pp. 125-142.
Perfect ‘chemical imaging’ aims at the time- and spatially-resolved
recording of many chemical species. Comparison of results from ‘chemical
imaging’ with calibration data may also be trained towards an identification of odor
impressions, environmental or medical conditions (such as toxicity), process control parameters
etc. This ‘chemical imaging’ can be approached by either using the
well-established techniques of analytical chemistry or by using a large number of calibrated
sensors and sensor systems. The latter are sometimes denoted ‘electronic
noses’, provide an electronic approach to artificial olfaction and are considered in this
paper. They offer a variety of principal advantages including the fact that calibration efforts and
sizes can be minimized systematically for specific applications by fine-tuning individual
components of the sensor system. The paper describes a systematic to design such sensor systems. In
the traditional application of chemical sensors the output of an individual chemical sensor is
recorded as one ‘feature’. The first aim towards perfect
‘chemical imaging’ is to determine a large number of independent features,
which span a large ‘hyperspace of chemical features’. The second aim is
then to extract information from this hyperspace by optimizing a feature extraction procedure
towards four application-specific goals. (a) The first goal concerns to record certain chemical
species quantitatively and hence aims at perfect ‘chemical imaging’ as
defined above. (b) Alternative goals concern to record odor impressions, (c) environmental or
medical conditions, (d) and process control parameters. Different kinds of calibration are wanted
to extract the wanted information from the data represented in the hyperspace of chemical sensor
features. Hence, four different strategies are required to compare the features monitored by the
chemical sensor systems with independent calibration standards from (a) instruments in analytical
chemistry, (b) human odor panels, (c) (micro-)biological or medical tests, (d) and process
parameter measurements. This adjustment of measured sensor features to calibration standards
determines a specific type of feature extraction and pattern recognition for a specific
application. This pattern recognition of experimentally recorded features is of key importance not
only for these ‘electronic’ noses but occurs in the same way in all real
‘biological’ noses. Hence, formal analogies between the technical and
biological world of noses are obvious. It is therefore expected, that our current studies on
chemical sensor systems will also lead to a deeper understanding of signal processing in biological
sensor systems and vice versa. Expected synergies of comparative studies concern in particular the
molecular scale understanding of (a) the elementary processes of chemical sensing, (b) human odor
perception, and (c) interactions between the environment and biological organisms. In this context,
biolectronics becomes an increasingly important discipline. By taking advantage of characteristic
similarities and differences of components in technical and biological systems, high-performance
hybrid systems will be developped in the future.
W Göpel

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Technologie et société de la connaissance -
15 hours and 13 minutes ago
"Une culture de l’innovation et de la créativité insuffisamment
développée
Cette insuffisance se traduit par la difficulté de transformer les idées en
produits ou services puis en succès commerciaux : la rencontre se fait difficilement entre
les idées d’innovation, émanant d’un chercheur public, d'un
salarié de grande entreprise ou d'un patron de PME, et les compétences, notamment
dans les domaines du design, de la connaissance du consommateur, du marketing ou du management de
projet, nécessaires pour transformer ces idées en nouveaux produits ou services.
Trop d'équipes entrepreneuriales restent mono- disciplinaires.
Contrairement à des pays comme la Grande-Bretagne ou les Pays scandinaves, la France
accuse un retard dans la prise de conscience de l’importance de l’innovation au sens
large. Aucune entreprise française n’est présente dans le classement des 50
entreprises mondiales les plus innovantes proposé par BusinessWeek/BCG. 23 % des
entreprises françaises seulement réalisent des innovations non technologiques
contre 51 % dans l’OCDE2"
Extrait du rapport des Etats généraux de
l'industrie http://www.etatsgeneraux.industrie.gouv.fr/
Le numérique peut-il relancer l’économie française qui souffre d'une
si persistante incapacité structurelle à innover? La question, lancinante, a
donné lieu à de multiples rapports de grande qualité depuis quelques
années et à quelques plans gouvernementaux centrés sur le numérique.
Le rapport des Etats généraux de l'industrie, en mars 2010, décrit de
façon objective et précise la situation de l'économie française. Il
doit être lu par tous les décideurs, car la transformation de l'économie
relève d'une responsabilité collective et n'appartient pas aux seuls pouvoirs
publics. Car il s’avère délicat de ne penser que
numérique sans prendre en compte l’ensemble des facteurs qui
déterminent la compétitivité. Quand toute l’économie devient
numérique, il ne s’agit plus d’agir sur ce seul facteur pour relancer la
croissance et l’emploi.
La transformation numérique ne se limite plus au monde de l’entreprise, elle couvre
tous les usages de toute la population planétaire. Elle n’est pas vertueuse en soi
ni naturellement facteur de compétitivité. Elle fait naître de nouveaux
acteurs mais en détruit d’autres, et transforme aussi bien la vie quotidienne que le
monde des institutions, celui des affaires, de la vie publique, des structures comme
l’enseignement et la santé. Elle bouleverse les avantages concurrentiels classiques
en accélérant les transformations et en donnant à tous les mêmes armes
pour comprendre et agir sur le monde.
Nous sommes désormais entrés dans l’ère de la
globalisation numérique, qui tourne la page de l’ère
informatique de 1945 à 2000. La donne a changé, les problèmes et les
solutions aussi. Il ne s'agit plus de baisser le coût du budget informatique mais
d'accroître la puissance de la transformation numérique en développant
nouveaux services et nouveaux produits et en inventant des processus nouveaux de conception, de
production et de distribution.
De façon très concrète, la transformation numérique imprime ses
nouveaux modes de fonctionnement dans toutes les phases de la vie des entreprises. Il ne
s’agit plus de mécaniser des processus opérationnels classiques. On peut
considérer que ce cycle s'est achevé avec le traitement du bug de l'an 2000 et la
vague de déploiement des ERP. Actant la transformation du web, il s'agit maintenant
de transcender les organisations et les rôles des acteurs de l’entreprise pour
porter l’information pertinente, en temps réel, sous forme numérique,
là et quand se prennent les décisions, et donc à tous les niveaux de
l'entreprise.
Concevoir
La conception des produits répond à une évolution des logiques
économiques fortes. En période de rareté relative, c’est la
capacité technique qui va pousser les produits vers le marché. En période
d’abondance, toujours relative, ce sont la reconnaissance, la connivence, les valeurs qui
vont emporter la décision du client. Nous passons des modèles classiques du
techno-push et du marketing-pull au co-design. Dans le techno- push, l’entreprise produit
ce qu’elle sait fabriquer, issu de ses compétences techniques et de ses laboratoires
de recherche-développement et sans vraiment se soucier de la demande du client final. La
plupart des innovations sont nées par ce puissant mécanisme qui a su faire
pénétrer des produits de plus en plus performants dans les entreprises et
auprès des ménages. Les trente glorieuses ont été alimentées
en mode techno-push, la population absorbant avec délice les innovations qui lui changeait
la vie.
Lorsque la demande se ralentit, que les besoins primaires sont satisfaits c’est le
département marketing qui prend le relais en affinant la demande, en segmentant les
attentes des consommateurs, en diversifiant les emballages et la communication. Ce
« marketing pull » est à l’origine de la diversification
extrême des gammes de voitures ou de yaourts... L’offre devient tellement
fragmentée qu’elle en est souvent illisible et on pratique alors par essai/erreur en
saturant le marché et en abandonnant les références inactives. Cette
complexité n’est pas sans conséquence industrielle et logistiques.
Dans les deux modèles l’entreprise pilote le processus de conception à
son propre rythme et en fonction de ses propres impératifs de calendrier.
Le co-design, ou ingénierie concourante, est un processus directement issu de
la nouvelle capacité des clients et fournisseurs à communiquer de façon
numérique sur une base continue. Le co-design permet de collaborer en temps réel
sur les spécifications et le design de l’objet à concevoir -produit ou
service- en accélérant par le parallélisme les phases classiques du mode
projet, traditionnellement séquentiel. Les arbitrages se font à partir de
l’image du produit final qui s’affine tout au long du processus, la communication
entre les acteurs, souvent distants, se faisant par des outils de management collaboratif. La
maquette numérique est au cÅ“ur de ce mécanisme, chaque acteur se
voyant attribuer une responsabilité dans la conception de sous-ensembles qui
s’intègrent au fur et à mesure dans le produit final. La démonstration
de l’efficacité de ce processus a été prouvée par la brillante
conception du triréacteur d’affaires de Dassault Aviation, le Falcon 7X.
Immersion dans la maquette du cockpit du Falcon 7X image Dassault
Aviation
Non seulement les délais de conception ont été réduits à
quatre ans pour un appareil entièrement nouveau, mais le premier appareil produit a pu
être livré à un client avec des spécifications de qualité
nominales.
Produire
Produire dans l’ère numérique c’est bien évidemment
s’adapter en temps réel à la demande par une analyse continue de
l’évolution de la demande finale, des stocks et des encours de production. Cet
exercice est sous-tendu par la capacité de gérer les approvisionnements en flux
tendu grâce à une logistique précise. Passer de la conception
numérique à la maquette numérique puis au process numérique
devient naturel grâce aux outils de PLM (« product life management »)
qui permet de rassembler dans un référentiel unique l’ensemble des
informations nécessaires à la conception, à l’évolution et
à la production. Selon Dassault pour son 7X la conception entièrement
numérique a permis des gains considérables dans les phases
d'industrialisation et de production : élimination des retouches et problèmes de
fabrication, qualité maximale atteinte dès le premier appareil, temps d'assemblage
divisé par deux, outillage de production réduit de plus de 50%.
Dans l'automobile, l'utilisation de la maquette numérique tout au long de la vie du
produit permet par exemple de produire tous les documents marketing et de mettre en ligne sur les
sites des constructeurs l'image numérique des "vrais" véhicules choisis par le
client.
Cette logique s’applique également aux produits dont toute la chaîne de
conception est numérique, qu’ils adoptent une forme matérielle (le journal
papier) ou immatérielle (l’image du même journal sur internet). Cette
continuité protéiforme qui conduit d’ailleurs à remettre en cause
l’opposition duale matériel/immatériel s’applique à de nombreux
produits comme par exemple un prêt bancaire ou un voyage où la chaîne de
conception et de décision purement numérique s’incarne dans une
réalité physique. L'utilisation tout au long de la chaîne de valeur de
messages électroniques standards adaptés au monde de l'internet apporte une
efficacité considérable dans le traitement des informations de commande, de
gestion, d'approvisionnement. Le programme TIC & PME 2010, lancé en 2005, a ainsi
permis a plusieurs filières professionnelles de repenser leur mode de fonctionnement de
façon efficace et cohérente et en allégeant leurs coûts
d'intermédiation. Ces outils permettent un gain de temps et d’efficacité
considérables par rapport aux circuits fragmentés de décision. Leur mise en
Å“uvre est de plus en plus simple et accessible, même aux petites entreprises.
Distribuer
Le monde de la distribution est régulièrement transformé par les innovations
techniques. Rassembler en un lieu unique le maximum de références a
été le long cheminement du progrès de la distribution destinée au
consommateur final. L’hypermarché et le centre commercial marquent
l’apogée de cette révolution de la distribution. Mais ce modèle est
rendu vulnérable par le développement du commerce en ligne qui apporte un choix
infini, beaucoup plus large que n’importe quelle structure physique. Le commerce
électronique rend également l’acte d’achat mieux maîtrisé
par le consommateur qui dispose de toutes les informations qui lui paraissent nécessaires
pour effectuer un choix informé mais également du temps et du recul
nécessaire pour prendre la meilleure décision. Le phénomène dit de
« longue traîne » permet d’accéder à une offre
très large collant aux attentes les plus spécifiques avec un coût de
recherche minimale. Ceci offre aussi la possibilité à des producteurs pointus de
mettre en marché leurs produits à l’échelle planétaire en
limitant leurs frais commerciaux. eBay est devenu ainsi un canal commercial à part
entière. La progression continue du commerce en ligne touche désormais toutes
les catégories de la population. Selon le dernier rapport de la FEVAD (février
2010), le commerce en ligne a continué de progresser en 2009 pour atteindre
25 milliards d’euros dépensés sur le net soit une hausse de 26%. Plus
de 24 millions de Français achètent sur internet et 64 000 sites marchands sont disponibles, soit: + 35% en un
an. 28% des entreprises françaises achètent en
ligne pour leurs besoins propres.
Longtemps handicapées par une moindre propension que leurs compétiteurs à
maîtriser l’exportation lointaine, les PME françaises ont en mains avec le
commerce électronique sur le web un outil à la fois accessible et surpuissant qui
leur permet de rivaliser sans complexe. Il ne s'agit plus aujourd'hui dans la compétition
numérique mondiale de délocaliser le coût de main-d'oeuvre mais de
relocaliser le cerveau-d'oeuvre.
La numérisation ne consiste plus à plaquer des solutions nouvelles sur des
situations anciennes, mais à repenser l’ensemble du cycle de vie des produits
à partir des processus numériques. Cette réflexion doit conduire à
redonner à tous les acteurs, internes et externes, une responsabilité réelle
sur la production et la livraison des services et le contact client. Pour cela, le management
nouveau doit s’appuyer sur la compétence de chacun dans une logique de confiance
dans le cadre d’une cohérence globale contrôlée de façon
pertinente, c’est à dire non intrusive et non réductrice.
Il est temps de comprendre que l'économie numérique n'est pas une économie
classique, avec ses cycles, ses modèles de management et sa culture du temps, sur laquelle
on a greffé quelques ordinateurs et quelques processus informatisés. C'est une
économie qui fait de l'information et de la connaissance les matières
premières de l'innovation.
A lire une brève et brillante synthèse : "Wired for innovation : how information
technology is reshaping the economy", Erik Brynjolfsson, Adam Saunders, MIT Press,, 2010

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bildirgec.org -
17 hours and 7 minutes ago
Dünyadaki cep telefonu piyasasında önemli bir yere sahip olan Nokia, yeni projesi ile mükemmel cep telefonunu
üretmeye hazırlanıyor. ÜreteceÄŸi mükemmel cep
telefonun nasıl yapılacağını ise
kullanıcılara soruyor.
Piyasaya çıkan cep telefonlarının
çoÄŸu beÄŸenilse bile her zaman kötü yönleri
bulunabilir.Nokia bu durumu aÅŸmak için yeni bir proje
başlattı ve nasıl bir cep telefonu istenildiğini
kullanılara soruyor ve bu doğrultuda yeni cep telefonunu
yapacağını açıklıyor.
Hazırlanan bu web
sitesinde, Nokia'dan beklentilerinizi belirtebilir hayalinizdeki cep
telefonunu seçenekler ile bildirebilirsiniz. Tüm bunları normalden daha
kolay bir şekilde sayfada yer alan kontrol mekanizması ile
yapıyorsunuz. gerçekçi olmayan taleplerinizi de
Nokia'ya iletmeniz mümkün.
devamını
oku »
ilgili yazılar
bu yazı angelsdemos
tarafından bildirgec.org adresli sitede yayımlanmak üzere
yazılmıştır. kaynak gösterilmeksizin
kopyalanamaz.
etiketler: cep
telefonu, nokia,
navigation,
engadget,
smartphone,
bb, bonus, mb, project, sb, bonuslu bildiri,
bonuslu, micro bildiri,
nokia
phone project, concersations, design by community, nokia design,
nokia design by community, makes
smartphone, conceptign, nokia conceptign, cep telefonu
tasarla


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Montreal Classifieds at eClassifieds4U: Free Classified Ads in Montreal -
17 hours and 50 minutes ago
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Montreal Classifieds at eClassifieds4U: Free Classified Ads in Montreal -
19 hours and 50 minutes ago
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BMC Neuroscience -
20 hours and 56 minutes ago
Publication Date: 2010 Mar 17 PMID: 20236508Authors: Strom, J. O. - Theodorsson, E. - Holm, L. -
Theodorsson, A.Journal: BMC NeurosciABSTRACT: BACKGROUND: : Numerous stroke studies have
controversially shown estrogens to be either neuroprotective or neurodamaging. The discordant
results observed in rat brain ischemia models may be a consequence of discrepancies in estrogen
administration modes resulting in plasma concentration profiles far from those intended. To test
this hypothesis we reproduced in detail and extended an earlier study from our lab using a
different mode of 17beta-estradiol administration; home-made silastic capsules instead of
commercial slow-release 17beta-estradiol pellets. Four groups of female rats (n=12) were
ovariectomized and administered 17beta-estradiol or placebo via silastic capsules. All animals
underwent MCAo fourteen days after ovariectomy and were sacrificed three days later. RESULTS: : In
contrast to our earlier results using the commercial pellets, the group receiving 17beta-estradiol
during the entire experiment had significantly smaller lesions than the group receiving placebo
(mean+/-SEM: 3.85+/-0.70% versus 7.15+/-0.27% of total slice area, respectively; p=0.015). No
significant neuroprotection was found when the 17beta-estradiol was administered only during the
two weeks before or the three days immediately after MCAo. CONCLUSIONS: : The results indicate that
different estrogen treatment regimens result in diametrically different effects on cerebral
ischemia. Thus the effects of estrogens on ischemic damage seem to be concentration-related, with a
biphasic, or even more complex, dose-response relation. These findings have implications for the
design of animal experiments and also have a bearing on the estrogen doses used for peri-menopausal
hormone replacement therapy.post to:
CiteULike

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CiteULike: Borelli's watchlist -
21 hours and 3 minutes ago
J Clin Oncol In J Clin Oncol, Vol. 27, No. 32. (10 November 2009), pp. 5312-5318.
PurposeAn outcome of considerable concern among breast cancer survivors is the development of
second primary breast cancer. However, evidence regarding how potentially modifiable lifestyle
factors modulate second breast cancer risk is limited. We evaluated the relationships between
obesity, alcohol consumption, and smoking on risk of second primary invasive contralateral breast
cancer among breast cancer survivors. MethodsUtilizing a population-based nested case-control study
design, we enrolled 365 patients diagnosed with an estrogen receptor-positive (ER+) first primary
invasive breast cancer and a second primary contralateral invasive breast cancer, and 726 matched
controls diagnosed with only an ER+ first primary invasive breast cancer. Obesity, alcohol use, and
smoking data were ascertained from medical record reviews and participant interviews. Using
conditional logistic regression we evaluated associations between these three exposures and second
primary contralateral breast cancer risk. ResultsObesity, consumption of [≥] 7 alcoholic
beverages per week, and current smoking were all positively related to risk of contralateral breast
cancer (odds ratio [OR], 1.4; 95% CI, 1.0 to 2.1; OR, 1.9; 95% CI, 1.1 to 3.2; and OR, 2.2; 95% CI,
1.2 to 4.0, respectively). Compared with women who consumed fewer than seven alcoholic beverages
per week and were never or former smokers, women who consumed [≥] 7 drinks per week and were
current smokers had a 7.2-fold (95% CI, 1.9 to 26.5) elevated risk of contralateral breast cancer.
ConclusionOur population-based study adds to the limited available literature and suggests that
obesity, smoking, and alcohol consumption influence contralateral breast cancer risk, affording
breast cancer survivors three means of potentially reducing this risk. 10.1200/JCO.2009.23.1597
Christopher Li, Janet Daling, Peggy Porter, Mei-Tzu Tang, Kathleen Malone

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Montreal Classifieds at eClassifieds4U: Free Classified Ads in Montreal -
21 hours and 50 minutes ago
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Engadget -
21 hours and 58 minutes ago
 Microsoft's
not going to allow HTC to cover Windows Phone 7
Series with its Sense UI overlay (which is
going to be an
interesting thing to watch in and of itself), but there's no question that the homegrown user
interface has made a-many Windows Mobile
phones look and feel a whole lot better than stock. Sense is also gaining traction in the Android realm, a sector where it's far more likely to
either make a huge impact or be overlooked entirely. So, the question we're posing here today is
this: if you were granted an HTC badge for a day, how would you change Sense? Are you satisfied
with the quickness? Does anything simply get in the way? Any quirks that you just can't figure out?
Any tweaks that you'd love to see made? We aren't always serious when we say that these companies
are listening to you, but trust us when we say that design folks from HTC might just give your
comments a once over. Here's your chance. Don't screw it up.
How would you
change HTC's Sense? originally appeared on Engadget on
Fri, 19 Mar 2010 23:19:00 EST. Please see our terms for use of feeds.
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