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QuickTime

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Apple QuickTime

Developed by Apple and first released December 2, 1991, QuickTime is software that allows a computer user to play movie files. QuickTime is available for Apple and IBM compatible users running a compatible operating system such as Microsoft Windows or any Macintosh operating system. With IBM compatible computers, QuickTime is commonly used to play .MOV extension files. In the image to the right, is an example of what Apple QuickTime may look like.
Below is an example of a QuickTime video file; an IBM Linux commercial. If the Apple QuickTime is properly installed on your computer and supported by your browser you should be able to play this
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Hacker

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Computer hacker A term that first started being used in the 1960s and was used to describe a programmer or someone who hacked out computer code, later the term evolved to an individual who had an advanced understanding of computers, networking, programming, or hardware, but did not have any malicious intents.

Today, a malicious hacker is usually referred to as a black hat or criminal hacker, which describes any individual who illegally breaks into computer systems to damage or steal information. Some people who consider themselves leet may refer to themselves as a leet haxors, h4x0rs, or HaXXorZ. However, often these users are nothing more than script kiddies.

Although the media and most people think of hackers as malicious or evil, the majority of hackers are people who are curious about how computer, networks, or programs work and are often exploring and learning.

In online gaming, a hacker is a term associated with a gamer who is cheating.

Also see: Black hat, Cheat, Computer crime, Cracker, Cult of the Dead Cow, Ethical hacking, Game terms, Gray hat, Hack, Hacker Manifesto, Honey pot, HOPE, Intruder, Phishing, Phreak, Predator, Script kiddies, Security terms, White hat

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What clients want from illustrators in 2015

We first noticed Edward Carvalho Monaghan's bold, psychedelic, comic-book style in 2013, during a visit to Central Saint Martins' graduate exhibition – and then again at Pick Me Up 2014, where he was named as one of the exhibition's 'selects'.

Since leaving university with a BA Hons in graphic design, Carvalho Monaghan's surreal imagery has quickly earned him attention from an impressive array of clients, from Adobe to Transport for London to the Observer – not to mention a few awards.
Here, John O'Reilly, editor of the Association of Illustrators' magazine Varoom, grills the surreal artist on where he thinks illustration is going and what he's noticed clients starting to ask for…

    
Named The Band Rides Up The Back, this illustration interprets bra-fitting terminology for Gather.ly and Debenhams

There's been a massive trend for neon type over the past six months. Thankfully we have 3D artist Thomas Burden on our books and he has become something of a specialist.
I think the bigger picture though is that CGI artists like Thomas are allowing art directors to be much more ambitious. A good 3D artist can pretty much render anything that you can imagine, so it's really opened up Pandora's box in terms of what we're being asked to create.

    
Cover art for Jacobin magazine's Winter 2014 issue

It's definitely having a renaissance. We work with Michelle Thompson and she's having her busiest year in the past two decades. Why? Collage is just like any other process or style – it comes in and out of fashion. Perhaps it was too popular for a while, so people left it alone, but it's now back on the designer's radar and really popular again.
The applications have changed though. In the past it was most commonly used on book jackets. Now we're seeing more call for it editorially, in annual reports and in advertising briefs.  

    
Knight & Wildman by Edward Carvalho Monaghan

Making content move has been very hot on the agenda this year. Whether it's full-blown animations or the subtle movement of a GIF, clients are increasingly looking to bring things to life.
It's a reaction to how formats are developing. Whether it's tablet editions of consumer magazines or digital advertising screens, clients want to make the most of the technology on offer to them.

    
Billboard design for online creative community gather.ly

We're obviously going to see a lot of politically themed illustrations in the editorial sector. There's going to be a huge amount of column inches that require imagery, and politics and illustration have always had a great relationship.
It'll also be interesting to see how illustrators use their art to get their own messages across via self-initiated work. The illustration community has a big social conscience and, dare I say it, overall a certain political persuasion. It'll be interesting to see what people do off their own backs, either to poke fun at the process or nail their colours to the mast.

    
Take Up Thy Stethoscope, an illustration for Printed Pages magazine

Personally, I think we'll see a big increase in bespoke content commissioned purely for social networks. Brands have had to raise their game when it comes to communicating to their audiences via social.
Followers don't want to see re-hashed content from elsewhere, they want to be rewarded with bespoke content purposely made for a smaller screen.

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Google's deep Q-network proves a quick study in classic Atari 2600 games

Google's new machine learning algorithm was put to the test in 49 classic Atari 2600 games...


Google's new machine learning algorithm was put to the test in 49 classic Atari 2600 games (Photo; Shutterstock)
In an old school gaming party to end all parties, Google's new deep Q-network (DQN) algorithm is likely to mop the floor with you at Breakout or Space Invaders, but maybe take a licking at Centipede. Provided with only the same inputs as a human player and no previous real-world knowledge, DQN uses reinforcement learning to learn new games, and in some cases, develop new strategies. Its designers argue that this kind of general learning algorithm can crossover into discovery making in other fields.
The only inputs that the team from Google DeepMind, London, gave the DQN agent were the raw screen pixels, the set of available actions and game score, before letting it loose on 49 Atari 2600 games to see how it fared. These included well known favorites like Breakout, Pong, Space Invaders and Q'bert, side-scrolling shooters, such as River Raid, sports sims like Boxing and Tennis, and 3D car racer Enduro.
The researchers say that DQN performed at more than 75 percent of the level of a professional games tester for over half the games, and that in 43 cases surpassed any existing linear algorithm for learning that game. It performed best in Breakout, Video Pinball, Star Gunner and Crazy Climber, while DQN's worst games included the likes of Asteroids, Gravitar, Montezuma's Revenge, and Private Eye – but really, who was ever good at Gravitar?
A key feature of the DQN's algorithm is what the research team likens to humans revisiting and learning during rest periods, like sleep. In "experience replay" DQN reviewed stored games during its training phase. The researchers say this function was critical to DQN's success, with the algorithm's performance dropping significantly when it was disabled.
DQN is distinctly different from previous notable game playing agents, such as IBM's Deep Blue, as this new algorithm represents machine learning from a blank slate, with no prior definitions, rules, or models. Its creators say such algorithms could help make sense of complex large-scale data and be used in a wide variety of fields, including climate science, physics, medicine and genomics and potentially even providing insights into how humans learn.
Of course, it could also help Google to create new products and improve on existing ones, like taking an "OK Google" request much more complex than a query about the weather, and developing actionable results.
Google's blog entry, linked below, contains a video originally published in Nature and depicts the yawningly-slow first 100 games of DQN failing to even return the ball in Breakout, to learning how to tunnel through to the top of the bricks.
The research was published this week in Nature




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Axis

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Axis

Alternatively referred to as a coordinate axis an axis is an imaginary line that crosses through a point. In a 3-D environment, there are three axis's as shown in the illustration. In this illustration, you can see an X, Y, and Z-axis, the X-axis is the horizontal axis, the Y-axis is the vertical axis, and the Z-axis is the depth axis.
An axis or chart axis is the description of values displayed on the side of a chart that describe the values of what is being displayed.
Also see: Absolute coordinates, X-axis, Y-axis, Z-axis

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Annoying Windows 8 features that won't appear in Windows 10

Microsoft has killed several annoying Windows 8 features in Windows 10, here's a look at a...


Microsoft has killed several annoying Windows 8 features in Windows 10, here's a look at a few of them
Windows 8 was a nightmare for many consumers from day one, and largely still is. Microsoft took a risk by releasing Windows 8 hoping to lead the touch-based device market into the future. However, it was met with resistance from most users, even after the release of three major updates for the OS. Here's a look at the annoyances of Windows 8 that are gone and won't be missed in Windows 10.

Windows 8 Start screen

When Windows 8 was first launched, the biggest complaint was the lack of a Start menu. Instead, it had a Start screen with a bunch of app tiles on it. The first Windows 8.1 update brought back a Start button, but no menu. The Start screen in Windows 10 is completely gone and is replaced by a new Start menu, which can be toggled full-screen and back. It does have elements of the Modern UI, but you can customize it how you like, and even get rid of Modern-style apps if you want.

Corner-based navigation

Recent apps bar and the Charms bar in Windows 8

Corner-based navigation makes sense on a touch device, but not a traditional computer. It's irritating to have touch features like the recent apps bar (shown above) pop up because your mouse pointer is in the corner of the screen. This feature is gone in Windows 10, while a new feature called Virtual Desktops is there if you need an easy way to access other apps. And long time Windows users will be glad to know that Alt + Tab still works.

Charms bar

The Charms bar in Windows 8

The Charms bar is gone, never to be seen again. While Microsoft did tout this as one of the prominent new features in Windows 8, it was hidden and designed for touch-based devices. It was rarely used by desktop users, and due to Corner-based navigation, it poped up at inconvenient times and gets in the way.
Action Center in Windows 10

It's been replaced by a notification pane that Microsoft calls Action Center. It provides you with notifications from apps, recent emails, and system notifications, while also allowing you to quickly pull up common actions like Wi-Fi, display settings, and Tablet mode. If you're on a touch device, swipe in from the right to bring it up. If not, click its icon located on the taskbar next to the clock.

Full screen modern apps

Full screen Windows 8 New app

By default in Windows 8, certain files are associated with Modern apps that launch full screen with no way to resize them. But now all Modern apps are resizable, and float on the desktop, which alleviates the headache of fighting between the two environments.

Two different versions of Internet Explorer

The Modern and desktop versions of IE in Windows 8

Having a Modern and desktop version of Internet Explorer is extremely confusing, and often times you don't know which version is going to pop up. The idea of two different versions of IE has been killed off. It's worth noting, though, that Microsoft is bringing in a new browser, code-named Spartan. We haven't seen much of it yet, and we're not sure exactly how it will integrate with the classic version of IE. But it should be better than the dual personality mess of IE in Windows 8.

In the end

With Windows 8, Microsoft gambled with the idea that the touch-only computing age was set to dominate, and it left many of its users upset and frustrated. We showed you some tips on how to keep the Modern UI out of your way, but people shouldn't have to go to such lengths to make their computer work the way they want. The good news is that if you're using Windows 7, making the transition to Windows 10 will be much easier.
Windows 8 is a clunky operating system that wasn't received well by the public, but we've been using the Windows 10 tech preview for a while now, and can assure you it's no Windows 8, and it's nice to see the most annoying aspects of it have been killed off.




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Font of the day: Bellaboo

 Bellaboo   

Here at Creative Bloq, we're big fans of typography and we're constantly on the hunt for new and exciting typefaces – especially free fonts. So, if you're in need of a font for your latest design or just like to keep a collection so you're prepared, we may be able to help out.
Every day, we're running 'Font of the day', where we'll be posting the best free and paid-for fonts the web has to offer.
In need of an authentic handwritten font for your latest project? Bellaboo by Marcelo Reis Melo may be just what you're looking for. A bold design, Bellaboo is great for creating eye-catching headlines, posters and more.
You can download Bellaboo for free over on Free Goodies for Designers, however,  donations to the author are, as always, greatly appreciated.

 Bellaboo   
 Bellaboo

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Man-in-the-middle attack


Abbreviated as MITMA, a man-in-the-middle attack is an attack where a user gets between the sender and receiver of information and sniffs any information being sent. In some cases, users may be sending unencrypted data, which means the man-in-the-middle (MITM) can obtain any unencrypted information. In other cases, a user may be able to obtain information from the attack, but have to unencrypt the information before it can be read. In the picture below is an example of how a man-in-the-middle attack works. The attacker intercepts some or all traffic coming from the computer, collects the data, and then forwards it to the destination the user was originally intending to visit.
Man in the middle attack
Also see: Encrypt, Phishing, Security terms
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Industry expert reveals what the future holds for illustration

There was probably a time when an institution like the Connaught Hotel in London, a venue marinated for generations in establishment values, would have commissioned an artist to fill a prominent space in its hotel.
Yet when brand consultancy The Partners was asked to rebrand the premises, they used the work of illustrator Kristjana S Williams to visually anchor the project. The large-scale illustration featuring images of the Connaught's history was played out in other touchpoints in the hotel – from the in-room menu to complementary bags and 150 other pieces of collateral.
However, what makes Williams' work so telling as an emerging trend is not simply the growing appreciation of such clients for their illustrative versatility. It's the fact that the centerpiece of the project was originally a 3D handmade collage. The continually evolving process of making the work emphasises the hotel's heritage, which on this evidence is one of the Connaught Hotel's subliminal pitches to its clients.


 Illustration by Kristjana S Williams for Connaught Hotel
Kristjana S Williams was briefed to "capture the spirit, richness and magic" of Mayfair's iconic Connaught Hotel

If there is an underlying direction in illustration, it's that the practice is getting more physical, more craft-like and more 3D, while also becoming more immaterial in exploring the creative opportunities of movement in digital channels on the internet and on tablets.
You could call it Divergence Culture – an extension of Henry Jenkins' idea of Convergence Culture, or the flow of content across media platforms and the migratory behaviour of audiences.
 
Technologies are continually converging, and so clients' marketing has had to converge differing communication channels and platforms. But consumers are increasingly interested in unique forms of content across their media, not just different media-appropriate iterations.
As Handsome Frank co-founder Jon Cockley notes, social media followers don't want to see re-hashed content, they want bespoke content that's purposely made for a smaller screen. The past 12 months, for example, have seen some cracking work where traditional illustration has got subtly mobile.
The cover of Computer Arts 231 is a case in point: it was originally illustrated by Jack Hudson, then tweaked for mobility by animator Joe Sparkes. This mobility is neither animation nor illustration – the context for movement is not the frame or border of the screen, but the image itself.


Jack Hudson and Joe Sparkes collaborated on the print and digital versions of the Computer Arts cover from a shared freelance studio space in London

At this year's VaroomLab conference in Bournemouth (a network of colleges researching illustration with Varoom), illustrator Roderick Mills, who is also course leader at Brighton, showed a 2012 interactive from The New York Times by Jon Huang, multimedia editor at the paper. It was a piece about the popularity of Farmville and Angry Birds-type games.
The lead image had a small white triangle in a black surround, reminiscent of the triangle at the centre of classic arcade game Asteroids. But what made this slightly anarchic was that you could move the triangle down and across the column of text and fire stuff at a column of game characters on the left-hand column.
It's where the art director uses movement to break down the 'fourth wall', the imaginary barrier between audience and screen. The New York Times, whose nickname is the Gray Lady because of the amount of copy it features compared to graphics or images, had suddenly been taken down by a graphic as the triangle swooped down the copy, shooting the fruit, angry birds and farm animals.
This year The New York Times did a slightly more conventional illustration/animation by the ever-innovative Christoph Niemann, for an online version of their feature on the Brazil World Cup.'My Travels With The Curse of the Maracana' (again developed with Jon Huang) features a mix of illustration and animation on photographic backgrounds – if nothing else, it's worth watching for the kick-about between Niemann and the statue of Christ the Redeemer.


An image from Christoph Niemann's large interactive essay documenting a trip to Brazil for the New York Times

The mix of illustration, animation and photography makes you consider the hold football has on Brazilian life. It's a great example of illustration going for a walk across different media. Niemann draws over photographs, it feels live and delivers a narrative journalistic experience.
One missed opportunity for the marketing department to have a play on social media was with the most uncanny illustration I saw this year.
While chairing the judging of the Association of Illustrators Awards, barely visible on the table surrounded by colourful, contemporary editorial work vying for attention, was an old black-and-white image of what looked like a dragon flying in the foreground with an old castle or stately home in the background.


One of Andrew Davidson's incredible series of hand-crafted wood engravings for the covers of adult editions of JK Rowling's Harry Potter novels

It looked like something found in an old shoebox, stored away in someone's loft from the 1950s. Its visual language – the engraving, the sculpted visual information of the subject matter – was so unfamiliar and so not-at-home in the second decade of the 20th Century.
It turned out to be an image by illustrator Andrew Davidson for an adult edition of the Harry Potter series. In a recent interview, Davidson explained that he wanted the illustration to look like the books were taken from the library at Hogwarts – my original instinct that these were 'found' images wasn't too far wrong.
It's partly down to illustration's warmth as a medium, and how we are socialised as children through children's books. We all remember the magic of drawing when we were kids, inventing characters and worlds, which means there are opportunities for design and marketing to be playful in merging fiction and reality in campaigns and communications.
Take for example Mireille Fauchon's images for The Prisoner of Zenda, designed by the consistently innovative John Morgan Studio for Four Corners Press. The studio created objects and artefacts that weren't actually in the book, but looked like part of the universe of late 19th century Ruritania. Illustration has a visual charm – is a charm in that magical sense – that enables it to be playful with consumers.


Tristan Eaton collaborated with Versace and Pow Wow Hawaii to create this spray-painted image to mark the opening of the first Versace store in Honolulu

Confident brands take advantage of illustration's licence to play – such as the mural Tristan Eaton created for Versace around the opening of their new flagship store in Honolulu, where he got to play with the company logo.
Most of all, the magic of drawing still has an immense cultural aura around it, and that's why brands have been increasingly engaging in live drawing events whether in shop window displays or more remarkably, Lindsey Spinks' project for Novartis pharmaceuticals.
Novartis is known for commissioning high-end editorial photographers such as James Nachtwey, Mary Ellen Mark and Stephanie Sinclair for their annual reports. Spinks did a live drawing for the company on a large-scale Moleskin notebook, illustrating the stories of patients whose lives had changed for the better after being given medication produced by the company.
This impressive project highlights the craft of illustration as a signifier of 'authenticity' – in some ways a burden for such a playful art form. In The Dove Real Beauty Sketches, the drawings became the instrument of the authentic image, more real, more telling than a photo for the viewer.
The popularity of illustration among commissioners over the last decade has been driven by the digital age. While our contact via the internet with companies and people often feels remote, illustration signals something familiar, emotionally warm, and most of all tangible. For brands, it's a signifier of provenance, made-by-hand and trustworthy.
This driver is accelerating and illustration is becoming divergent – both more digital and more animated. It's becoming less like the illustration we are familiar with, as art directors and designers explore the boundaries of various editorial and advertising contexts. At the same time it's becoming more three-dimensional and more about delivering a tangible experience through its physicality.


Rod Hunt's limited-edition oyster card holder design for Transport for London's Year of the Bus

Just look at the Year of the Bus Sculpture Trail in London, featuring work from 40 illustrators and artists such as Rod Hunt, Edward Carvalho-Monaghan and Fiona Stewart. Or the 30-metre-long illustration in London's Eurostar ticket hall designed by Christopher Jenner, narrating the journey from London to Paris. The image isn't wallpaper, it's not even collage, it's photo-etched on stainless steel.
Then there's Joe Wilson and Helen Friel's pop-up cocktail book for The Savoy Hotel, which embodies the idea of illustration as an experience. Joseph Pine II and James H Gilmore's The Experience Economy was published in 1998 and has been the subject of much debate, but in an ever more digital age it has increased resonance.


Joe Wilson and Helen Friel worked with London's Savoy Hotel to create the world's first ever pop-up cocktail menu

Even digital tools like smartphones make us scroll, swipe and pinch, echoing the original Latin meaning of digital – referring to the 'digits' on our hands. When guests at the Savoy choose their cocktail they experience it through the magic of Wilson and Friel's pop-up book. But we've always known that illustration can open doors to other worlds. At its best, it has always been a medium of wonder.
We live in a post-advertising age, the age of the attention economy, the age of 'content marketing' – all phrases that touch on the fact that consumers constantly filter out unwanted noise. We need to return to illustration's roots as a source of magical interaction with the world.
Noma Bar's style for example is coolly graphic, but what he delivers is the experience of working out a visual puzzle, and the pleasure and amazement in figuring it out.
One of the smartest and funniest books I read this year was Chris Haughton's Shh! We Have A Plan, a children's story that doubles up as a book about mindless leadership and doing the same thing over and over again as a recipe for failure. We need to move on and think differently about illustration as more than simply the visual support.
Whether it's the tactile craft of collage, where we put together the fragmented storytelling of the illustrator, or the enchantment we experience in great narrative image-making, or the unexpected movement of a detail in an image online, in 2015 illustrators and art directors have a big opportunity to get more playful, to transport us somewhere magical. This will happen when clients understand that illustration is no longer the support act, it's the headliner.
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Font of the day: Chalfont


Chalfont font   

Here at Creative Bloq, we're big fans of typography and we're constantly on the hunt for new and exciting typefaces – especially free fonts. So, if you're in need of a font for your latest design or just like to keep a collection so you're prepared, we may be able to help out.
Every day, we're running 'Font of the day', where we'll be posting the best free and paid-for fonts the web has to offer.
Today's typeface of choice, Chalfont, was created by lettering artist Alan Meeks, developed after he saw a photocopy of some News Gothic text where the ink had faded on the bottom of each character. "As character recognition is generally based on the top half of a character, readability was never compromised," he comments.
Chalfont is available to purchase over on YouWorkForThem.

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Review: Meteor M2 multimedia stereo speaker system

The Meteor M2 multimedia stereo speaker system from Samson Technologies (Photo: Paul Ridde...
The Meteor M2 multimedia stereo speaker system from Samson Technologies (Photo: Paul Ridden/Gizmag)

Among the raft of new consumer audio products that Samson Technologies took to CES last month was a desktop speaker system for computers, laptops and tablets. The company says that the Meteor M2 stereo speakers promise studio quality sound that breaks barriers in desktop audio at volumes that go "well beyond its compact size." We got our hands on a review system and have spent much of this month putting those claims to the test.
The die cast metal enclosure of the Meteor M2 speakers has buckets of retro elegance. It's something like having a pair of old Shure or Stromberg-Carlson type microphones on either side of your laptop screen, but they throw out audio instead of capturing it. Each speaker unit houses a full range driver with a 1-inch voice coil and a passive radiator at the rear for an overall reported frequency response of 80 Hz to 20 kHz.
The actual diameter of the speaker itself is given as 2.5 inches on the online product page and 2.25 inches in the printed manual, we found the latter to be accurate. The system is touted as offering custom digital signal processing, though no further information has been provided (other than it's been optimized for fatigue-free listening).
There are three soft-touch buttons on the side of the right speaker. The uppermost powers the speakers on after being pressed for about a second. A blue LED under the brand name signifies that the M2 system is ready to for action, while the two underneath raise or lower the volume. From the back of the left passive speaker sprouts an integrated 6 ft (180 cm) long cable that ends in an RCA plug, which is connected to the appropriate port of the right active speaker at the rear.
Each die cast metal enclosure houses a 2.25-inch full range driver with a 1-inch voice coi...
The Meteor M2 system comes with a proprietary power adapter, which also plugs into the back of the right speaker, and the source sound provider is connected to the right speaker with a 3 ft (97 cm) male-to-male, gold-plated 3.5 mm audio jack, which is far too short to be useful in our opinion.
After about 15 minutes of inactivity, the blue LED goes out and the speakers go into sleep mode. They wake up again when source audio is detected. When awoken from sleep or switched off completely, the speakers power back at the last volume level set.
Each speaker unit measures 5.8 x 2.8 x 3.7 in (146 x 72 x 95 mm), has non-slip rubber foot and tilts back at an angle. The left speaker weighs 1.9 lb (865 g), the right comes in a bit lighter at 1.87 lb (850 g).

Sonic boom from a Meteor blast

The speakers of my portable Samsung workhorse are pretty decent, if a bit lacking in low end presence, but I generally use quality headphones helped out by a headphone amp when listening to the digital music library, watching vids or engaging in a spot of mixing, polishing and producing with Cubase. The M2 speakers offered pretty decent all-round performance when listening to high-res digital audio files via flat EQ media players on a laptop, desktop PC and dedicated music player, AAC files on an iPad mini, iPod and MP3s on an Android tablet.
Multimedia desktop speakers of similar proportions can leave the listener rather wanting when it comes to low end thump, but the M2s offered pleasantly full and rich bass. The output was also accompanied by a reassuringly strong throb running through the office desk.
Elsewhere, a strong frequency showing resulted in bright brass, clear vocals, popping percussion, lively acoustic instrumentation and rocking electric guitars. Samson does seem to have given the mid range a little more emphasis than the much more neutral headphones we'd normally be listening to, but not annoyingly so.
If we had to find fault with the sound signature then it would be at the higher end of frequency range. Cymbals, for example, had just a little too much presence for our taste, especially those in heavy rock and metal tracks, though it was a crisp tsssss rather than a sibilant tshhhh. We also found the stereo image to be rather cramped, even when the speakers were placed as far from each other as the audio cable allowed.
That said, the M2s are articulate and clear at "normal" listening levels across numerous genres and are surprisingly loud for their size. But if pushed, they did start to distort at room-filling volumes.
Watching movies proved a much more engaging experience than simply listening through device speakers, though obviously not as much as through headphones.
The Meteor M2 speakers getting to know a Shure green bullet microphone (Photo: Paul Ridden...
And the slightly forward mid and high range reproduction meant that using the M2s as small studio monitors for working in a Digital Audio Workstation was somewhat less accurate than using more neutral audio throwers, but a vast improvement on the built-in speakers of the laptop running the music production software.

The bottom line

The Meteor M2 speakers are claimed to offer the kind of listening normally reserved for larger speakers that are accompanied by a subwoofer. Realistically though, the M2s are not going to replace a powerful 2.1 channel system like Harman Kardon's similarly-priced SoundSticks III or a larger two speaker setup like the (very expensive) KEF X-Series. Then there's the question of convenience. Being tied to mains power and cables does appear somewhat old hat these days when compared to the portable wireless convenience offered by manufacturers like Cambridge Audio and FoxL.
However, Samson's desktop speakers did offer a much improved listening experience when compared to the built-in speakers present in the Samsung laptop, the Asus all-in-one computer and various tablets, smartphones and music players tested during this review. The speakers proved surprisingly loud and performed well across a number of different genres. That the M2s also look good is just the sugar coating on a well-rounded cake, though that very much depends on personal taste.
The Samson Meteor M2 multimedia stereo speaker system is available now for a recommended retail price of US$149.99.




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DNA storage could preserve data for millions of years

In the search for ways to store data permanently, ETH researchers have been inspired by fo...
In the search for ways to store data permanently, ETH researchers have been inspired by fossils (Photo: Philipp Stössel/ETH Zurich)

Taking inspiration from the way fossilized bones can preserve genetic material for hundreds of thousands of years, researchers at ETH Zurich have developed a "synthetic fossil" by writing digital information on DNA and then encapsulating it in a protective layer of glass.
Most of our digital data is stored with technology that is designed to work in the short term, but which can’t really stand the test of time. Standard hard disk drives won’t last more than a few decades and are subject to damage from high temperatures, moisture, magnetic fields and mechanical failures. Even solid state drives, which perform better and are less susceptible to mechanical issues, will lose their data if they go unpowered for more than a few months.
One interesting solution could be to store digital data using strands of DNA. As far-fetched as this may sound, there are a couple of very good reasons that make this an attractive proposition. Firstly, DNA can store information with a data density so high that it can be hard to fathom: a single living cell can contain millions of nucleobases and each can represent at least one bit of information, for a data density approaching one petabyte (million gigabytes) per cubic millimeter. Add to this the fact that under the right conditions fossils can preserve genetic material for millions of years, and you have the perfect candidate for long-term data storage. This is exactly what Dr. Robert Grass and team at ETH Zurich are trying to achieve.
As you’ll remember from high school biology, DNA is encoded by four nucleobases, meaning that each of them can, in theory, represent up to two bits of information. After limitations dictated by the technical challenges of synthesizing and sequencing nucleotides, and with the addition of redundant bits (which make up 35 percent of total data) to protect against data corruption, the final rate is an impressive 1.2 bits of useful data for each nucleotide.
Dr. Grass and team began their experiment by storing 83 kilobytes of information (Switzerland’s Federal Charter of 1291 and Archimede’s The Methods of Mechanical Theorems) inside 4,991 DNA segments, each 158 nucleotides long. Then, to protect the DNA from degenerating over time, the researchers created a de facto "synthetic fossil" by encapsulating it in 150-nanometer silica spheres, which prevent the genetic material from chemically reacting with the environment. To read the data back, the nanospheres need to be exposed to a fluoride solution which dissolves the silica but leaves the DNA intact.
Digital systems designed to store data for the very long term (from high-density crystals to rugged tungsten discs) usually aim for very high levels of heat resistance. The reason for this is that the generally accepted way to estimate long-term durability and data retention in the lab is to subject the storage medium to high levels of heat. Encapsulating DNA in silica (glass) is specifically meant to provide that level of protection.
In this case, the researchers simulated the degradation of the DNA by exposing it to temperatures between 60 and 70 degrees Celsius (140–160 °F) for up to a month, which replicated the chemical degradation that would have taken place over thousands of years.
Current technology incurs a lot of mistakes while both writing and reading data from DNA, but the redundant bits written alongside the original data showed their use here.
"After storing the DNA for a simulated 10,000 years in the fridge at 4 °C [40 °F], about 80 percent of the sequences contain at least one error and about 8 percent of the sequences are completely lost," Grass told Gizmag. "Still, due to the smart redundancy we have added by the Reed-Solomon coding, we are able to decode the data without final error."
The scientists calculated that if the same data had been stored at even lower temperatures, such as at the -18 °C (0 F) found inside the Svalbard Global Seed Vault, it would have survived for over a million years.
Although the cost of manipulating DNA makes this currently unpractical for everyday use, advances in DNA sequencing are dropping the cost of reading stored data, and more research is also going into reducing the cost of writing digital information onto genetic material.
"We are currently looking into decreasing the cost of writing information into DNA (currently at scientific level at 500 USD/MB) and into first commercial applications in storing highly valuable information," said Grass. "We’re also gathering more data on the thermal stability to gain a more precise understanding on how DNA decays chemically and how this can be further avoided."
The research is described in the latest issue of the journal Angewandte Chemie.




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New face detection algorithm registers even partially hidden faces

Researchers have found a new way to spot faces at any angle (Photo: Shutterstock)
Researchers have found a new way to spot faces at any angle (Photo: Shutterstock)

Face detection software has slowly crept into mainstream use, from Facebook photo tagging to Android phone unlocking, but new research looks set to move the technology on significantly. Scientists at Yahoo Labs and Stanford University have come up with a new approach that can register faces at any angle, even when partially hidden, making it easier than ever to be detected.
Sachin Farfade and Mohammad Saberian at Yahoo Labs in California, and Li-Jia Li at Stanford University, say their new algorithm is simpler and more accurate than many alternative methods. To understand how it works, we first need to take a quick historical detour to 2001 and the revolutionary breakthrough made by computer scientists Paul Viola and Michael Jones.
Viola and Jones overcame an impasse in face detection technology by ignoring the thornier issue of recognition and concentrating on spotting faces. Their algorithm looks for a light vertical line (the nose) crossed by a dark horizontal line (the eyes) in a "detection cascade." This has proved very effective at recognizing faces from head-on and is incorporated into many of the digital cameras currently on the market.
The technique isn't as good for spotting faces at an angle or those which are partially concealed though, which brings us back to Farfade, Saberian and Li. The team has taken a fundamentally different approach to its predecessors, employing an advanced type of machine learning known as a deep convolutional neural network. Essentially, a huge database of annotated images is used to teach the software what a face looks like.
Farfade and his colleagues have built a database containing 200,000 images of faces and 20 million images without faces. 50,000 different iterations of 128 images each were then used to train the neural network powering their detection engine. The result is a tool that can spot faces at many different angles (even upside down) and identify individual faces in a picture that contains a lot of them.
"We evaluated the proposed method with other deep learning based methods and showed that our method results in faster and more accurate results," say the team members, calling their creation the Deep Dense Face Detector. "We are planning to use better sampling strategies and more sophisticated data augmentation techniques to further improve performance of the proposed method for detecting occluded and rotated faces."
As the technology filters through into consumer and commercial products, it could mean that eventually your Kinect controller and the CCTV system on your local high street are going to be able to spot you more quickly than ever. It can even be used retrospectively to look through old photos and videos, according to the researchers.




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DARPA wants machines to have better communication skills

DARPA's Communicating with Computers (CwC) program is aimed at improving human/machine com...


DARPA's Communicating with Computers (CwC) program is aimed at improving human/machine communications (Image: Shutterstock)
DARPA’s new initiative, known as the Communicating with Computers (CwC) program, aims to improve the ability of machines to communicate effectively with their human counterparts. The agency has two initial experiments planned, focusing on the somewhat differing fields of improved conversational skills and better cancer detection.
It’s difficult to miss DARPA’s intent to create more technologically advanced war machines, with initiatives such as the Ground X-Vehicles Technologies program aiming to make smarter, more agile vehicles. However, the agency is also aware of the importance of making machines communicate better with their human overlords, and that’s where the CwC program steps in.
Two-way communication with machines is a significantly more difficult proposition than it might first seem. A simple conversation between two people involves constant assimilation and contextual understanding of information – a process that’s second nature to humans, but represents a huge challenge for machines.
DARPA program manager Paul Cohen commented on this, stating, "Human communication feels so natural that we don’t notice how much mental work it requires. But try to communicate while you’re doing something else – the high account rate among people who text while driving says it all – and you’ll quickly realize how demanding it is."
The goal of the CwC program is to develop computers that think more like people, and are therefore better able to communicate as people do. The team will work to develop a system that’s capable of completing tasks that require effective communication, the first of which will be collaborative story-telling.
For the experiment, the two parties (one human, one machine) will be required to complete subsequent sentences to complete a story. This will require the machines to keep track of the ideas presented by its human counterparts, before creating their own ideas based upon established data – similar to a normal human conversation.
The second initial CwC task approaches the same problem from an altogether different direction, building computer-based models of the molecular processes that cause cells to become cancerous. While machines are better at reading large quantities of data, their ability to autonomously process said information falls short. The project will tackle this, aiming to develop a system that’s better able to judge the biological plausibility of proposed molecular models.
The CwC program is very much in its infancy, with the above being just the first of many experiments aimed squarely at the goal of improving machines’ communication skills.




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Clef wants to change the way we log into websites

Clef uses an animation instead of an unlock code
Clef uses an animation instead of an unlock code

It's had a good run, but the password's time is up. Remembering a unique unlock code for dozens of websites and apps is no longer very practical or very safe, and many different companies are exploring what comes next. One of those companies is Clef, which has developed a two-step verification system that uses an animated wave on your phone to confirm your identity.
Two-step verification, now available on accounts with Google, Apple, Microsoft, Dropbox and many others, adds an additional security measure on top of a password. But existing methods typically rely on numerical codes and can be time-consuming to configure, which is why Clef thinks its new, streamlined approach has the edge. The technology is currently powering more than 40,000 sites and the company says it's now targeting larger organizations after securing US$1.6 million in investment funding.
Clef apps are available for Android and iOS
Clef apps are available for Android and iOS
From the user end, you simply wave your phone at the screen and you're in (though a PIN or Touch ID confirmation is required initially). It can work over Wi-Fi or cell networks (handy when one is available but not the other) and as a fallback it's possible to scan the phone screen using a laptop camera. There are no codes to remember and there's nothing to type in: The unique wave generated by your phone confirms that you are who you say you are.
"No weak passwords, frustrating tokens, or clunky dongles," promise the founders of Clef, which is based in Oakland, California. There's also the option to securely log out of your accounts with a single tap on your smartphone, should you spot any suspicious activity or suspect that someone else has been able to log into a site or app as you.
Clef is far from the only company looking to revolutionize the login process. In recent months and years we've seen a wearable that uses your heartbeat as a password, an iris-scanning gadget to log you in securely and various alternatives to the mobile phone PIN.
Watch the video below for a walkthrough of how Clef works.




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Windows XP support is ending April 8, 2014


Windows XP

Microsoft first released Windows XP on October 25, 2001 and after over twelve years of supporting the operating system announced it is ending Windows XP support April 8, 2014 which means that they will no longer be providing any updates, patches, or further software security related support.
If you are still running Windows XP it will continue to work after this date, but if a security vulnerability is discovered after this date it will not be fixed by Microsoft. However, Microsoft has indicated it will continue to offer anti-malware support (MSE) for Windows XP until July 14, 2015 and other anti-virus manufacturers have also announced that they'll be extending their support of Windows XP for up to a year. While this will offer some protection for your computer it still will not protect against any new vulnerabilities not yet released or discovered.
Some people argue that since Windows XP is such an established operating system that it is not likely that any new security vulnerabilities will be discovered. However, most experts recommend upgrading to a later version of Windows, either Windows 7 or the latest version of Windows, Windows 8.
If your computer is over four years old or does not meet the system requirements of a new versions of Windows we suggest getting a new computer with a more up-to-date version of Windows. Alternatively if you want to keep the older computer and don't need Windows you may also consider switching to Linux distro.
Microsoft is offering a free data transfer program for users upgrading from Windows XP to Windows 7, 8, or 8.1.
If your hesitation of going to a new version of Windows is because you have an older program that is designed for Windows XP, Windows XP Mode can help older programs run in new versions of Windows.
If you plan on continuing to use Microsoft Windows XP after April 8, 2014 following the below suggestions.
Can Windows XP still be installed and activated after April 8, 2014?
Yes. You'll still be able to run, install, and activate Windows XP after April 8, 2014.
What about Windows XP Embedded?
Windows XP Embedded support will remain until January 12, 2016.
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Floppy disk


Clear 3.5" floppy diskette

Alternatively referred to as a floppy or floppy disk, a floppy diskette was first created in 1967 by IBM as an alternative to buying hard drives that were extremely expensive at the time.
The picture shown on this page is an example of a 3.5" floppy diskette, which was the last and one of the most commonly used floppy diskettes capable of storing 1.44MB.
Early computers did not have CD-ROM drives or USB, and floppy disks were the only way to install a new program onto a computer or backup your information. If the program was small (less than 1.44MB for the 3.5" floppy disk) the program could be installed from one floppy disk. However, since most programs were larger than 1.44MB most programs required multiple floppy diskettes. For example, the diskette version of Windows 95 came on 13 DMF diskettes and had to be installed one disk at a time.
There are still a few diehards who are still using floppy diskettes, some governments still even use 8" floppy diskettes. However, since the early 2000s computers started no longer shipping with floppy disk drives as users started moving to CD-R and Zip drives to store their information since they could hold a lot more information.
Below is a brief history of each of three major floppy diskettes.
8" Floppy Disk
The first disk was introduced in 1971. The disk was 8" in diameter with a magnetic coating, enclosed in a cardboard case with the capacity of one megabyte. Conversely to hard drives, the heads touched the disk, like in a cassette or video player that wears the media down over time.
5.25" Floppy Disk
First started development in 1976 and later became a standard in 1978, these disks were first released with only 160KB of disk space. These diskettes were commonly used in 1980's and began stop being used in the early 1990's. See our 5.25" floppy diskette definition for further information, pictures, and related links.
3.5" Floppy Disk
Created by IBM in 1984, these diskettes were first introduced with a total capacity of 720KB. The 1.44MB floppy diskettes were used widely in the 1990's and were seldom found or used by 2000. See our 3.5" floppy diskette definition for further information, pictures, and related links.
Also see: Floppy cable, Floppy drive terms, Floppy disk drive
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New York Times magazine unveils new logo and typefaces

New York Times magazine cover
The New York Times magazine has a new logo and fontset

You don't stay in print for 119 years without doing a few things right. And in the case of the New York Times magazine, founded in 1897, one of those things has been to regularly refresh its design.

It's now revealed its latest look, one which may not be revolutionary, but it is at least claimed to be significant.

In an editorial announcing the changes, it promises: "new concepts for columns, new writers, new ideas about how to compose headlines, new typefaces, new page designs in print and online, new ideas about the relationship between print and digital."

The redesign was led by the title's design director, Gail Bichler and art director, Matt Willey, working closely with the designer Anton Ioukhnovets.

Most notably, it includes a new logo, shown below. The previous logo (top) has been redrawn by the typographer Matthew Carter, with the new design (bottom) described by the title as being "more modern, more graciously spaced".

New York Times magazine logo
The new logo (bottom) is more "graciously spaced" than the previous version (top)

More strikingly, there's also a new short-form logo for the magazine, for use in smaller and more casual settings like its Twitter page.

New York Times social logo
A simpler logo for small screens and social media
New York Times Twitter page
The new logo on the mag's Twitter page

Bichler and Willey have also also overseen the creation of an entire suite of typefaces for the publication, shown below.

New York Times fontset
All-new typography for the mag

The magazine also promises they'll continue to experiment with new and innovative ways of presenting stories online, after pioneering the Snowfall approach to multimedia publication.

Words: Tom May

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8 things you didn't know about design for film

Last night, Wes Anderson's stylised action-comedy The Grand Budapest Hotel took home best production design, costume design, makeup and score at the 2015 Oscars.
For graphic designer and prop-maker Annie Atkins, it was a huge night. As lead graphic designer on The Grand Budapest Hotel, she handcrafted Anderson's fictional empire of Zubrowka one postage stamp and pastry box at a time, working closely with production designer Adam Stockhausen and Anderson to bring the cult film-maker's meticulous vision to life.

Meanwhile, another of Atkin's projects – Laika's stop-motion masterpiece, The Boxtrolls – was also up for an Academy Award; this time for Best Animated Feature Film (alongside Cartoon Saloon's beautiful Song of the Sea).
Atkins developed the graphics for the incredible Victorian packaging worn by the curious underground creatures who inhabit Laika's fantastical world.
The Grand Budapest Hotel, in particular, is exceptional in its use of graphics and typography. Leading a small team, Atkins created every single graphic prop and set piece that features in the film from her on-set studio.
We caught up with her ahead of OFFSET 2015 in March (where she's joining an all-star line up of speakers, including Matt Willey, Veronica Ditting and Hey Studio; grab your ticket if you haven't already) to find out what it's like to work as a graphic designer in the high-profile world of film.
Read on for Atkins' top tips, tricks and advice – and don't miss the full interview with Atkins in Computer Arts issue 239, on sale 31 March…  

    
Close up of The Grand Budapest Hotel signage. "Some of the inaccuracies in the typesetting came straight from real references from the period," says Atkins

When we create graphic props and set pieces, we're not always making them for the cinema audience – these are pieces that are dressed into the sets to create a more authentic experience for the director and actors to work in.
Every period film you see will have shopfront signage and street posters and offices full of paperwork and maps and documents. These are all items that are made by the show's graphic designers specifically to fit the genre, period, and style of the script. It's about setting up a scene.

    
Setting the scene: Wes Anderson wrote every single article inside the Trans-Alpine Yodel newspaper

Your job is to make props that feel authentic for the actors. In real life, film sets don't look like they look in the movies – they're full of lights and cables and people standing around in North Face jackets.
So anything you can do to give an actor or director a more authentic experience on set is going to go some small way in helping the final cut of the movie. And there's a lot of waiting around on film sets, so people tend to read the fake newspapers.
The art department is made up of teams of people specialising in all kinds of areas of design. The model makers, the painters, the scenic artists, the draughtsmen, the plasterers… We're like an army.
Design is rarely neglected in filmmaking, but sometimes it seems invisible because an audience assumes that everything they see on a screen was already there. They don't think for a second that it was all built up from nothing on a stage in Bray. That's the magic of design for film: you're not always supposed to be aware of it. It's all a trick.

    
Ralph Finnes asked for his character’s notepad to be personalised with lines, even though the camera can’t see that level of detail

I usually get around 6-8 weeks prep before shooting starts, and that's the essential time I take to become fully immersed in the period I'm working to. Every show is different and it's unusual to design to the same period or style twice.
I knew nothing about Tudor times when I started that show, and nothing about Eastern European 1930s when I started the Grand Budapest Hotel. You need a good understanding of the history of the printing press, for example, to be able to imitate it convincingly on a laser jet.

    
Hundreds of hours of research goes into making realistic graphic props for film

One piece of advice I always give to design students is that they really need to study antique graphic design in the flesh – there's no point doing a Google image search for a telegram. You need to understand the scale of the text and the texture of the paper in your hands, otherwise it's never going to work in an actor's hands.

    
"You can work remotely sometimes, but you’ll need to add extra days to every schedule for carriage, which is a nightmare when time's against you," says Atkins

Film sets are very physical environments and you need to be there with the rest of the crew wherever possible, so you can go down to the prop house or nip in to the set to take measurements.
And the prop master and the set decorator need you there, so they can grab you and show you stuff as it's being turned out. You also need to see the textures and weights of materials, and understand the scales of sets.

    
You know you’ve got an original Mendl’s box from the movie if there’s two 'T's in 'patisserie'

[If Atkins could go back and do anything differently] I would have double-checked the spelling on the Mendl's box before I sent it to print. I'd spelt 'Patisserie' wrong – we only noticed it after we'd shot it a hundred times in various different scenes. I was mortified.
We corrected it in post, and Wes was so nice about it, but I burnt bright red when I realised what I'd done, especially as spelling and grammar is something I take quite a lot of pride in and go on and on about to junior designers.

    
Atkins' favourite prop is the book that opens the story

Never run on a film set – they'll know you've forgotten something. Also: keep your paper supplies high… It's better to be looking at it than looking for it.

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