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  • A close-up of a 2nm wafer fabricated at IBM Research's Albany facility, with individual chips visible to the naked eye.

    IBM's 2nm transistors matter because of their shape, not size

    by 
    Christopher Schodt
    Christopher Schodt
    05.11.2021

    In the latest "mini" episode of our Upscaled explainer show, we dive into IBM's announcement that it had created 2nm transistors. Size, in this case, isn't the most important innovation.

  • AOL / Andrew Tarantola

    The Gate one-ups other smart locks with a built-in camera

    by 
    Andrew Tarantola
    Andrew Tarantola
    11.30.2016

    Smart door locks and deadbolts allow you to let anyone in your house from anywhere with an internet connection, but how many enable you to ensure the identity of the person entering? Some smart locks, such as the August, offer add-on cameras and microphones, but you have to buy those accessories separately; meanwhile doorbells like the Ring have a camera but don't allow for electronic keys or remote activation. The Gate smart lock, on the other hand, packs everything into a single device.

  • The Nexus Telegraph: How to fix WildStar

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.22.2014

    It's been a quiet couple of weeks for WildStar, which could be taken as indicating the team is making major changes, or it could just be pre-patch preparations that are taking half of forever. It'd look the same either way. We know the next patch is coming, and we have some idea of what it's going to contain, but we still haven't gotten anything resembling a release date. Still, leaving aside the obvious shift in patch schedules, I'd like to think this is the start of a paradigm shift for the game's development as a whole. This ties into the last column's topic quite well. The game has issues at the moment; it's not hitting the notes or player numbers it wants. What can actually be done to address this? How can the game draw players back and keep them engaged, especially when it's in need of some pretty serious server consolidation so early in its life?

  • LG Gate to tackle enterprise smartphone security with encryption, VPNs and more

    by 
    Alexis Santos
    Alexis Santos
    10.01.2013

    Samsung chose to name part of its enterprise smartphone security suite after an Army post, but LG's going for something entirely more generic: Gate. The company's solution appears to work much like JK Shin and Co.'s, safeguarding both private and business data as they coexist on a phone, allowing outfits to use a BYOD (Bring Your Own Device) setup. By wielding Gate, users can encrypt their hardware's data, use a VPN and make the lives of IT departments easier thanks to mobile device management features. It's not clear if the software will be offered gratis, but it sounds like it'll be available just in time for the G2's trip stateside.

  • Daily iPhone App: Real Racing 3 is a showcase of the best (and not quite) that iOS has to offer

    by 
    Mike Schramm
    Mike Schramm
    02.28.2013

    Here's the bottom line on this one, right away: Real Racing 3 is an amazing game, and EA has put it on the App Store for free. Go grab it and be awed, right now. That said, I do have one issue with this game, and it's that I'm actually a terrible driver. I do fine on real roads at less-than-deadly speeds. But whenever I play a racing simulation game like this one, where real racing vehicles are modeled on real racing tracks, I always drive way too fast, brake way too late and I spin out on the track as the rest of the pack flies by me. It's a personal problem, I know, but personally I prefer arcade racers, or another genre completely. I still enjoy playing Real Racing, though, just because it is such an excellent showcase of what's possible on iOS. This time around, Firemonkeys (who I'd really rather see making another Puzzle Quest, but whatever) has outdone itself, with some gorgeous graphics and some very impressive social features. Even in standard campaign races, you see your friends and their Game Center icons driving around you, and all of the standard social services are seamlessly integrated into the game. There's no shortage of racing to do here, and you could (and some people will) probably play for years trying to lock down all of the top spots in the various tracks and time trials. One of the biggest controversies about this game pre-release has been its freemium mechanic, and it is sort of a pain: You need to pay for repairs to your vehicle, which presents a drain on your in-game currency (that you can of course fill with IAP if you choose), and when you choose to upgrade a vehicle, each upgrade is done on a timer, which means you don't get the fruits of your upgrade right away unless you spend some in-game gold, also available via real money. In practice, it's somewhat annoying, but not unbearable at all. I don't necessarily like paying to repair after every race (especially since, as previously stated, I am not the most gentle driver), but in general, there seems to be enough money to go around without having to dive into IAP. You can also buy new cars and tracks with real money, and while those prices are relatively high, selling extra content in a freemium game isn't a new idea by any means. The biggest wrinkle is that when your car needs a major system repair, you're forced to wait on racing with that car, or you can pay a real-money currency to complete it quickly. That can be a real pain, especially if you only have one or two cars to race (so save up and buy a few cars right away). And shame on Firemonkey for including a mechanic like that, meant to serve their publishers rather than their players. But for the most part, it looks like EA at least found a safe balance here: The freemium system isn't exceptionally heinous, and having the game released for free means those excellent social features will always be populated with plenty of players. Real Racing 3 is a gorgeous game, a perfectly designed game (at least while racing), and probably the best example, at this moment, of what an iOS game can be. The freemium hooks do drag the experience down a bit, but that seems appropriate for this time and place, given how much of an effect the iOS platform has had on models like this. You should download this one, for free, without question, if only to experience that first race for yourself and see what Firemonkeys has done with Apple's devices. After that, whether you cough up more in-game currency or even real money is up to you. I plan to play a whole lot without spending a dime, and I'll be easy to spot: Just look for the beat-up car spinning out in the dirt.

  • Hitachi boarding gate can sniff explosives on passes, keep the transport queues flowing (video)

    by 
    Jon Fingas
    Jon Fingas
    10.04.2012

    Anyone who's hopped on a flight at a major airport, or even some land-based transit, knows the agonizing wait that certain agencies demand while they scan for explosives and check boarding passes. Hitachi is working with Nippon Signal and the University of Yamanachi to build a new boarding gate that hopefully kills those two security birds with one stone. As you're swiping your boarding pass (or smartphone), the machine also scans it for particle-sized traces of explosive materials and sends the all-clear or no-go in less than two seconds. If all goes well, the system could check up to 1,200 passengers every hour at a single gate -- a rate quick enough to prevent a logjam at even the busiest terminals. Our chief reservations surround its scope. Hitachi has earned enough trust to get trial installations at Narita International Airport and a Tokyo subway station this coming spring, but we have a hunch that some airport officials would demand a more thorough screening, no matter how much it's actually needed.

  • The Daily Grind: Does instant travel trivialize MMO worlds?

    by 
    Bree Royce
    Bree Royce
    05.28.2012

    Among hardcore MMO fans, there's a theory that instant-travel is a bad thing. If you can just click a map or teleport somewhere instantly, they say, you lose your sense of place in the world along with your appreciation for the setting. Everything feels close together when you didn't have to meander there by foot, and sooner or later, you won't bother exploring at all. But the opposite's been true for me in practice. I've done far more exploring in (and have a much deeper nostalgia for the landmasses of) titles like Ultima Online and Guild Wars, which boast Recall spells and map travel, respectively, than I have in less-travel-friendly titles, and I'm guessing it's because the ability to get to strange and out-of-the-way places quickly means you'll actually go there by choice -- because you can. If it takes me two hours to walk to that cool oasis hidden away in a secret corner of your map, I'm probably not going to bother going at all. What do you think -- does instant travel trivialize the MMO world experience? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: Do you think gear level should gate content?

    by 
    Bree Royce
    Bree Royce
    04.23.2012

    When I returned to World of Warcraft a few weeks ago, my more hardcore guildies were in a rush to show me the newest sights and latest dungeons. I don't blame them; they didn't want to run regular dungeons when they could be doing the shiniest heroic content and most cutting-edge encounters. But in modern WoW, one thing stood between us and that instant gratification: item level. Because I'd taken breaks from the game, my max-level Shaman had fallen behind in power as the seasons wore on. And that official item level stamped on her gear was more than just a marker that I wasn't elite; it literally gated the dungeons unless I sacrificed rewards (counterproductive) or got a bunch of new gear fast. It didn't take but a weekend or two to catch up, but it was still an annoyance that slowed everyone down, especially since my guildies were overpowered enough that a few more points on my gear weren't going to make or break our success. And while I understand that item level is a useful shorthand for judging your readiness for content, it's a bit disheartening to realize that gamers are being encouraged by the game to see each other only as a numerical gearscore. What do you think -- should items and item levels gate dungeons and other content? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • "We were wrong": LotRO dev explains radiance's failure

    by 
    Justin Olivetti
    Justin Olivetti
    02.15.2011

    If you had to sum up Lord of the Rings Online's radiance stat in four words, those would probably be: good intentions, horrible execution. As we've known since last year, the much-hated radiance is on its way out of LotRO in the upcoming Echoes of the Dead update, and for many players, it's not a day too soon. "Sometimes it's difficult to shine the interrogation lamp on yourself and find out what exactly went wrong." Developer Allan Maki has the unenviable task of explaining just what went wrong with this feature, but he does it nevertheless in a new LotRO dev diary. Part apology, part history and part transparency, this diary is a fascinating explanation of how a well-intended mechanism can go awry without proper communication and incomplete implementation. After a long period of trying to force radiance to work, the team ultimately decided to yank radiance from the game altogether. Maki insists that it could have worked, had the team gone about it more smartly: "Radiance was not a bad idea. In fact, many of us still feel that if it had been designed correctly it would have been successful. As it turned out, however, we created nothing more than an arbitrary gating mechanic that forced players to get 'keys' in order to enter raids."

  • One Shots: On the edge of the unknown

    by 
    Krystalle Voecks
    Krystalle Voecks
    01.31.2009

    Get in, hit them, get out quick. Scan, web, fire. The universe of EVE Online is a treacherous place for even the most seasoned of pilots. You never know what's waiting through the next gate - will it be friends or foes? Will you live, or will you wind up tucking tail and running - hopefully actually in your ship, and not just in your pod. Today's One Shots shows off a great image of EVE Online sent in to us by Sered Woolahra, who captured an interesting view of one of many places where the edge of relative safety meets the unknown. Just another day of danger and risk in New Eden.Are you one of the many people who love the dangerous universe of EVE Online? If so, why not show us some of your most dangerous shots. We love the unstructured challenge of CCP's sandbox, and are always looking for great shots from New Eden. Just send those to us here at oneshots AT massively DOT com along with your name. We'd love to hear your stories too, but those are never required. We'll show them off and give you the credit.%Gallery-9798%