Sunday, December 28, 2014

Tom Clancy's The Division Release Date For Xbox One And PS4 Will Happen In 2015 Despite Production Roadblocks; What Problems Can Players Expect When They Play The Game For The First Time?

Despite Ubisoft's assurance that Tom Clancy's The Division release date for Xbox One PS4 will push through on 2015, several reports are claiming that the game is far from 100%.  Ubisoft is buying more time so it can deliver what it has promised.

The much awaited game from Ubisoft will feature progression systems, constant upgrades and an endless gameplay.  The game aims to give its players new content to add more hours to the main experience, Game Spot noted.

The new game looks very impressive, but with the year ending soon, no confirmation has been made about a "Tom Clancy's The Division" release date for Xbox One and PS4. Moviepilot reports, "Ubisoft has already pushed their highly anticipated MMO The Division to 2015. According to a report, the game was nowhere near ready in May earlier this year! So if game development had barely started at that time, can we assume that they are running into a lot of issues with the latest Tom Clancy experience?!"

Bugs, glitches and other inevitable production issues remain to be the top release date roadblocks. Previous reports however suggest that players might encounter a gameplay problem involving the transition between PvE and PvP.

Executive producer Frederick Runquist noted that "the issues will seem to stem from players seamlessly transitioning between PvE and PvP, which will apparently make the PvP 'Dark Zone' mode incredibly hard to balance correctly," said PlaystationLifeStyle.net.

"You know, since we have this seamless transition between PvE and PvP, I think it would break the immersion if, all of a sudden, your inventory would change and you'd have a gun in your hand and then it just disappears. So yes, there will be a lot of balancing issues, but then on the other hand if you're playing against other players, they will have the same opportunity as you do to re-spec and meet the challenge that you represent," Runquist discussed further.

Saturday, December 27, 2014

Google bans developers from including user testimonials

Google has updated the "Keyword spam" section of its Android developer guidelines to forbid app developers from including "user testimonials" in their app descriptions.
  Google has updated the "Keyword spam" section of its Android developer guidelines to forbid app developers from including "user testimonials" in their app descriptions.

The search company says developers use these "dubious" testimonials to game the search system with keywords and competing app names, and that customers' feedback should be relegated to official user reviews.

"Please do not include user testimonials in your app description," the updated guidelines read. "They tend to be dubious and are frequently utilized to include references to popular search terms and competitor apps in violation of the policies outlined here. Let your users speak for themselves via Play's comment review system."

The Google Play Store has long been notorious for having less regulation than Apple's iOS App Store, although to be sure plenty of crap slips through the cracks in both systems.

In any case it's nice to see Google making positive changes to its policies.

BYOD vs COPE

About The Author
Michelle Patterson is excited with the new technologies that are threatening to change the way we stay in touch and communicate, particular in business. She works with companies that are introducing these technologies to make understanding them easy for regular people.
 
A short while ago, Bring Your Own Device were the watchwords of the season that held all the promise, do you remember? 

Those four words were going to solve all the problems of the clunky two-device problem — no longer were people going to carry both a personal phone and business phone.  The functions of two devices could be rolled into one with those four magic words.

But now, two or three years after BYOD was first introduced, the honeymoon is over.  The buzz has faded, and we're discovering that BYOD is not all it's cracked up to be. 

Sure, BYOD has a lot going for it, such as the following:

• Cost Savings.  The devices are bought, serviced, and retained by the employees, their owners.  If something goes wrong with them, the cost lands on the employees' shoulders, not the enterprise's.  The data is paid for by the employee as well — another cost the corporation won't have to bear.

• Improved Productivity.  When a worker gets to use a device that they're familiar with, they will be happier, and work better with it.  Not only that, but people can carry their jobs out from wherever they happen to be.  Management can review emails on their tablets, salespeople can do their jobs while on the road, and just about anyone can keep in touch with their smartphone.

• Heightened Morale.  Most people have strong preferences about what device they use.  As above, they prefer to use something that they're familiar with.  When a company tries to shoehorn their employees into using whatever device they've chosen for them, it can end in bad feelings if it's a poor fit.

At the same time, there's a lot going against BYOD:

• Data Ownership and Retrieval.  In case an employee leaves the company, how is data erasure and/or retrieval handled?  This can become a problem if not handled quickly.  If your top salesman leaves for your competitor, and you don't erase his contacts fast, then he's got your entire client database to go with him.

• Proliferation of Devices.  The sheer number of devices out there is making the "promise of BYOD" almost undeliverable.  There are literally millions of iterations of Android devices, plus all the different versions of the OS — that's creating a serious nightmare for IT.  The line has to be drawn somewhere.

• Data Security.  The biggest nut to crack in a BYOD environment is security.  You've got to have policies, minimum security measures, mobile application management (MAM), mobile data management (MDM), and more.  This can be a big minefield you're walking into, especially if you're in an industry that requires you protect your data in certain ways, such as HIPAA, GLBA or PCI DSS.
    
Now along comes COPE, to save the day, like a shining knight from the West.  COPE stands for Company Owned, Personally Enabled.  This means that the company gets to leverage its buying power to get great deals on mass quantities of devices it hopes its employees will like.  The employees then get their choice of whatever the enterprise happens to have bought.  The company owns these devices and pays for the data plan (perhaps with some input from the employees), and the workers get to use the devices for work and for personal use both.

Everyone's happy, right?

Well, for the most part, yes.

One of the biggest negative points that I see to COPE is that people don't like to be forced into using one device or another.  People like to make their own choices.  Well, I'm speaking for myself here; maybe you don't mind being told what device to use.  But I'm an individualist, so I suppose your mileage may vary, as they say.

That said, COPE tends to work pretty well:  Workers take care of the devices just as if they owned them.  They're treated quite well.  And IT is happy because the COPE model allows for pooled billing, for minutes and data as well. 

This model also offers heightened security for a lower cost than with BYOD.  Your enterprise can protect and monitor its devices, control costs, and easily wipe a device in case of a theft or misplacement.

Legally speaking, there is less liability.  An employer can wipe out a device's data whenever it wants to, simply because it owns the device.  The employee has no recourse to complain; if they want backups, then they need to create them on their own.

Lastly, COPE works the best for both parties when the employer is a large company that requires the majority of their employees to have mobile devices.  Additionally, that enterprise will have to have a transparent usage policy.  Not only that, but their company culture should be filled with trust for their employees, and vice versa.
 
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Fraud-Proofing Credit Cards Through Quantum Physics


Researchers at the University of Twente and the Eindhoven University of Technology have come up with what they claim is an unprecedentedly secure way to authenticate credit cards, IDs, biometrics, and parties involved in quantum cryptography.
The method -- quantum-secure authentication of optical keys -- basically consists of sending a beam of light at cards treated with a special paint and using the reflection as the authentication mechanism.
It employes coherent states of light with a low mean photon number -- loosely speaking, that means there's lots of space for the photons to bounce around in.
Photons can be in more than one place at a time, so when the cards reflect the beam, there will be more dots of light sent back than there are photons, and attackers won't have enough data to measure the entire pattern.
The solution is easy to implement with current technology, and it does not depend on the secrecy of any stored data, the researchers claim.
However, "we've left in place unsecure magnetic card readers a decade or more after we knew they weren't secure enough," observed Rob Enderle, principal analyst at the Enderle Group.
That behavior "could limit adoption of any new, more secure technology for cards," he told TechNewsWorld.

Details on the Research

The researchers used cards coated with a layer of white paint containing millions of nanoparticles that bounce incoming light particles between them until the light escapes.
They also used two spatial light modulators, a pinhole and a photon detector. One SLM transformed incoming light into the desired challenge wavefront and sent it to the card. The corresponding reflected response and the challenge were stored in a database.
Each challenge-response pair currently requires 20 KB of memory; the 50-MB database holds 2,500 pairs.
Every superposition of challenge-response pairs itself is a challenge-response pair, adding a further layer of security.
The second SLM added light reflected back from the cards to the conjugate phase pattern of the expected response wavefront only if the response was correct.
The correct responses were then sent to a lens behind the second SLM that focused them onto a photon detector to authenticate them.

Technical Details of the System

The challenges in this system are high-spatial-dimension states of light with few photons and the response is a bunch of light dots in a speckled pattern. The pattern created depends on the challenge and the positions of the paint particles.
Each challenge in the experiment was described by a 50 x 50 binary matrix, with each element corresponding to a phase of either 0 or Pi.
"We needed to make the illumination pattern complex enough to make sure that the number of photons is lower than the number of pixels in the image," research leader Pepijn Pinske, Ph.D., told TechNewsWorld.
The first SLM transforms an incoming plane wavefront into a challenge wavefront selected at random from the database. Since the challenge is dynamically created and exists only after the transformation, it cannot be intercepted.
The response is recorded in a phase-sensitive way.
The light source used in the research was an attenuated laser beam chopped into 500 ns light pulses each containing 230 plus or minus 40 photons.
The database contains 2,500 challenge-response pairs because "the diffraction limit sets an upper limit to the number of separate spots you can write on a small surface," Pinske said. "2,500 is about the maximum for the chosen area."

Pluses and Minuses of the System

The challenge-response database could be hacked, but "the keys would not be in a form that could be digitally reproduced and therefore [would be] virtually useless to the attacker," Adam Kujawa, head of Malware Intelligence at Malwarebytes, told TechNewsWorld.
"There are simply too many particles which are too small that need to be positioned with too high accuracy [to let anyone make a physical copy of the database]," Pinske said.
Further, hackers can't cycle through the challenge-response pairs and return the appropriate response because the security doesn't exist within the challenge response but in the light photons of the key, Kujawa said.
"The verifier picks a random challenge light pattern which cannot be read out since there aren't enough photons in it to measure the pattern," Pinske explained. That, combined with the technological impossibility of copying the database, makes the system secure.
"I'm concerned that the output could change depending on environmental conditions or just over the life of the electronics," commented Jim McGregor, principal analyst at Tirias Research.

Nothing's Impossible

The system could be broken by using a passive linear optical system that automatically transforms any challenge into the correct response, Pinske said. "That is very close to making a physical copy of the key."
QSA will not solve all a user's security needs, he cautioned. "In the end, an unclonable key can be stolen, and we offer no solution to that."
Still, "we do improve one aspect in a very fundamental way: the physical key," Pinske pointed out. "That is already quite a feat."
Security "must be done in layers, because different [types of data] require different levels of security and because you have limitations in memory, performance, bandwidth and power at different levels in the value chain," McGregor told TechNewsWorld.

Possible Uses for the QSA

Coupling QSA with biometrics "would add significantly to the difficulty" of using stolen cards, and geolocation tracking would invalidate it if it were used by a thief in a location away from the legitimate cardholder, Enderle suggested.
"Apple could adopt this technology, which is well beyond that currently in use, but I would expect the cost to be prohibitive," he mused. It would probably show up in big pharmaceutical firms and in government or military installations "where security funding is generally greater."
QSA also could be used to authenticate paintings, Pinske said, and "we are even wondering if the scattering [of light] from teeth could be used as a kind of biometric version of QSA."

Thursday, December 25, 2014

Cicret: A Wearable Projection Band That Could Be The Next Killer Gadget

Wearable tech is amazing. From Glasses and wristbands to Smartwatches and fitness trackers, the field is opening up to a wide range of play. One company is willing to take things to the next level with a gadget that quite possibly has the potential to change the game. Meet the Cicret bracelet. Its aim is to replace a smartphone. Now that is a bold statement to make, but the guys over at Cicret are not kidding around, they genuinely believe that their product could change the way we use wearable tech.

The Key feature is a built in projector and eight sensors, which will allow a wearer to manipulate an image that is projected onto their arm. The ‘Screen’ will let users read emails, surf the web, watch videos, play games and even make phone calls. The technology inside the device will consist of an accelerometer, memory card, processor, micro USB port, battery, long range sensors, pico projector, Bluetooth unit, Wi-Fi component, LED, Snap Button and SIM storage tech.

The cost is more than likely going to be in the region of £300 (€379 or $471) and it will come in either a 16GB or a 32GB model and be made available in a choice of 10 colours.
The team behind the idea say that the wearer of the of the Cicret bracelet will be able to check an email or watch a film, which is projected onto their forearm and control the picture by using their skin like a touchscreen device.

The designers are currently raising money on their website in order to put the gadget into production. They ‘say’ it can do anything a phone or tablet can. You could, in effect, do any of the basic functions that you can do with a smartphone: read emails, surf the web, watch videos, play games and even make telephone calls without relying on a conventional screen. The device will work by using a tiny projector housed in the bracelet that will cast an image onto the skin, then eight long-range proximity sensors will detect a swipe, tap and pinch. The bracelet will also contain a USB port and accelerometer as well as support for Bluetooth and Wi-Fi.


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