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Tuesday, 7 February 2017

Mark Zuckerberg might be forced to leave Facebook






Social media giant Facebook is reportedly being coerced to by some shareholders to remove founder Mark Zuckerberg from the board of directors of the company. According to a VentureBeat report, a proposal has been filed to replace Zuckerberg, who has been on the board since 2012, with an independent chairperson who can carry the company forward with better corporate governance and pro-shareholder agenda. The idea, according to the report, was initiated by a watchdog group of shareholders called SumOfUs. It is an online group which holds firms accountable for various issues that big companies face, including worker rights, discrimination, corruption among other things.

In the proposal, Intel's former chair Andrew Grove was quoted as saying, "The separation of the two jobs goes to the heart of the conception of a corporation. Is a company a sandbox for the CEO, or is the CEO an employee? If he's an employee, he needs a boss, and that boss is the board. The chairman runs the board. How can the CEO be his own boss?"

According to the VentureBeat report, this move came following a petition filed by 3,33,000 people who asked for the removal of Zuckerberg as the Chairperson of the board of directors. Meanwhile, apparently, only 1,500 among that whopping number were shareholders.

Meanwhile, Zuckerberg who is the founder and CEO of Facebook will hardly be affected by this move by SumOfUs as he owns a considerable amount of the company shares, and has a big say in the decision making ways of the company. Additionally, the social media giant is nowhere close to making losses which are generally the main reason when such a big decision happens in big corporates.

The proposal, which VentureBeat posted, claims that "We believe the combination of these two roles in a single person weakens a corporation's governance,which can harm shareholder value." The proposal added, "We believe that independent board leadership would be particularly constructive at Facebook as our company faces increasing criticism regarding its perceived role in the promotion of misleading news; censorship, hate speech and alleged inconsistencies in the application of Facebook's community standards guidelines and content policies.."

Wednesday, 1 February 2017

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Monday, 30 January 2017

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Sunday, 29 January 2017

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Saturday, 28 January 2017

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Thursday, 5 January 2017

Samsung just unveiled three brand new Galaxy phones


Samsung had a better than expected holiday season despite the loss of its flagship smartphone for the second half of the year, the Galaxy Note 7. While Apple’s iPhones collectively accounted for an estimated 44% of all holiday activations while Samsung phones accounted for just 22%, Samsung’s estimated share of activations during the period actually climbed 1% compared to the holidays in 2015. But now, all attention turns to the future and Samsung is wasting no time in the new year. Early Monday morning, Samsung took the wraps off of three different Galaxy smartphone models that will begin launching just a few weeks from now: The Galaxy A7, Galaxy A5 and Galaxy A3.

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Although most Android fans are dying to know exactly what Samsung’s flagship Galaxy S8 has in store for us, the Galaxy S series is just one piece of a much larger smartphone portfolio for Samsung. And before we get to the Galaxy S8 in 2017, Samsung has several other new handsets to show the world. First among them are a trio of sleek metal smartphones that fit into the company’s Galaxy A lineup.

While all three phones feature similar metal designs, they vary rather dramatically in terms of size and specs. The high-end Galaxy A7, pictured above on the far-left, sports a large 5.7-inch 1080p Super AMOLED display, a 1.9GHz octa-core processor, dual 16-megapixel camera (front and rear), a 3,600 mAh battery, 3GB of RAM, 32GB of storage and microSDXC support up to 256GB.

The mid-size Galaxy A5, pictured above in the middle, features a smaller 5.2-inch 1080p Super AMOLED display, a 1.9GHz octa-core processor, dual 16-megapixel camera (front and rear), a 3,000 mAh battery, 3GB of RAM, 32GB of storage and microSDXC support up to 256GB. Finally, the smaller Galaxy A3 (top left) includes a 4.7-inch 720p Super AMOLED screen, a 1.6GHz octa-core CPU, a 13-megapixel rear camera, an 8-megapixel front-facing camera, a 2,350 mAh battery, 2GB of RAM, 16GB of storage and microSDXC support up to 256GB.

“At Samsung, we are always trying to ensure our customers have the most advanced products on the market,” said Samsung’s mobile boss DJ Koh. “The latest Galaxy A series is a testament to this. We integrated our unique approach to design as well as the features Galaxy customers have come to love to provide added performance without compromising on style.”

All three Galaxy A series smartphones feature IP68 dust and water resistance, as well as the Android 6.0.16 Marshmallow operating system. They’ll begin rolling out in Russia in early January, followed by launches in additional markets.

Full specs for all three models follow below.

Galaxy A7
Network :LTE Cat.6 * May differ by markets and mobile operators:

Display :5.7” FHD Super AMOLED

AP:1.9GHz Octa Core

OS :Android 6.0.16 (Marshmallow)

Camera :Rear : 16MP (F1.9), Front : 16MP (F1.9)

Video:MPEG4, H.265(HEVC), H.264(AVC), H.263, VC-1, MP43, WMV7, WMV8, VP8, VP9

Audio :MP3, AAC LC/AAC+/eAAC+,AMR-NB, AMR-WB, WMA, FLAC, Vorbis, Opus

Additional features:MST technology(Samsung Pay), Samsung KNOX, S-Voice, Dual SIM option
* Samsung Pay launches may vary by market-readiness:

Connectivity :Wi-Fi 802.11 a/b/g/n/ac, Bluetooth® v 4.2, ANT+, USB Type-C,NFC (UICC, eSE)

Sensor :Accelerometer, Proximity, Geomagnetic, RGB Light, Hall
Fingerprint scanner, Barometer

IP Code :IP68

Memory :3GB RAM + 32GB Storage
Micro SD slot (up to 256GB)

Dimension :156.8 x 77.6 x 7.9mm,

Battery :3,600mAh, Fast Charging

Galaxy A5
Network :LTE Cat.6 * May differ by markets and mobile operators:

Display :5.2” FHD Super AMOLED

AP:1.9GHz Octa Core

OS :Android 6.0.16 (Marshmallow)

Camera :16MP (rear), 16MP (front)

Video:MPEG4, H.265(HEVC), H.264(AVC), H.263, VC-1, MP43, WMV7, WMV8, VP8, VP9

Audio :MP3, AAC LC/AAC+/eAAC

Monday, 2 January 2017

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Monday, 26 December 2016

Leaked: Nokia 5.2-inch Android phone images surface ahead of launch






 5.2-inch Nokia Android phone leaks in live images ahead of launch In Picture: Nokia Lumia smartphones are pictured in a shop in Warsaw, January 11, 2013.Reuters
Soon after Nokia confirmed to participate in the upcoming MWC (Mobile World Congress) 2017 in late February, scores of rumours are flooding the internet about the device's features. Now, a purported live image of the mobile phone has surfaced online.

Technology blog PlayfulDroid has got hold of the Nokia mobile phone's pictures. In one of the photos, the device is shown to have to Nokia's engraving on the top right corner with a camera placed to its left side and a speaker at the centre. At the bottom, the phone has one big rectangular physical home button and capacitive-based 'Back' and 'Recents' button to its left and right corners, respectively.

It is believed to be the long-rumoured 5.2-inch Nokia D1C model, but going by the images, it looks like the Nokia device might be a prototype model, as the second photo shows some circuit parts protruding from below the display.

We believe Nokia is still testing the mobile phone to fit the right hardware, so that when launched it will be on par with the rival brands.

Though Nokia's devices are manufactured by HMD Global Oy, it will make sure the device matches Finnish brand's previous phones.




5.2-inch Nokia Android phone leaks in live images ahead of launchPlayfuldroid
Rumour has it that the company is also working on flagship phone code-named Nokia P, which is expected to boast Qualcomm's most powerful CPU yet, Snapdragon 835 backed by 6GB RAM.

It has to be noted the MWC 2017 will witness the start of Nokia's second innings in the smartphone business after it sold the mobile division to Microsoft and signed no competition agreement four years earlier in 2012.

Watch this space for more news on Nokia's products and MWC 2017.

Sunday, 25 December 2016

CAN YOU TELL THIS CAR ISN’T REAL? HDR MAKES ‘GRAN TURISMO 4’ UNBELIEVABLY BELIEVABL

 



Your TV has been letting you down, racing game fans.

You’ve been using a color format known as standard RGB, and it’s not quite capable of modeling all the colors the human eye is capable of seeing. No matter how closely the developer of the Gran Turismo series, Polyphony Digital, came to rendering the real-life cars that appear in its driving simulator, they were never quite perfect — some colors just were beyond the capabilities of technology.

“Over 10 percent of the cars in the real world that have been included in Gran Turismo in the past were actually outside the color range of the sRGB that TVs were compatible with,” said Gran Turismo Producer Kazunori Yamauchi earlier this month at Sony’s PlayStation Experience.

That’s going to change in 2017’s Gran Turismo Sport, Yamauchi explained during a technical briefing at PlayStation Experience. Today, the PlayStation 4 and PlayStation 4 Pro support High-Dynamic Range (HDR), increasing the range of usable colors in an image, and “wide color gamut,” which increases the number of colors the screen can produce. Combined, these new technologies produce far more realistic graphics, allowing photographers, videographers, and game designers to recreate even conventional images in a whole new light.

More: Sony Playstation 4 Pro Review

The easiest example of how HDR and wide color works is an image of a sunset. On a standard set there are, in general, fewer colors, and less contrast between them. The screen can’t display subtle color and brightness variations very well, and it’s stuck rendering a smaller set of colors. HDR and wide color make it possible to see more subtle variations in color (say in the shades of orange in the sunset), and give the display more color capabilities in general. It’s a lot easier to show than to tell.

In other words: Gran Turismo Sport is going to be even prettier than most players expect.
LEARNING, AND CREATING, A NEW TECHNOLOGY

Yamauchi said Polyphony has been looking to take Gran Turismo Sport into HDR and wide color since the developer started working on the game three years ago. To do that, Polyphony had to capture real-world images in HDR and wide color in order to recreate them. It doesn’t sound that crazy except that, at that time, they were entering unprecedented territory.

“Three years ago when we started developing Gran Turismo Sport, there were actually no HDR images anywhere in the world.”

“The world of HDR is something that most of the world hasn’t stepped into. It’s really uncharted territory.” Yamauchi said. “Three years ago when we started developing Gran Turismo Sport, there were actually no HDR images anywhere in the world.”

But the Polyphony team still needed a way to recreate our world in HDR and wide color, so it set about finding a way to do it.

“In order to make the game compatible with HDR, we had to start by developing a camera that can actually capture the world within HDR format,” he said. “As a result, we ended up developing a camera that has 100 times the dynamic range over a standard digital camera today.”

With the new camera, the team was able to shoot images of cars in conditions that showed them how they wanted Gran Turismo Sport to look. They set about developing the game to get that sort of visual fidelity, and in a big way, Polyphony started to revolutionize television and gaming visuals.

During his presentation, Yamauchi showed images from Gran Turismo Sport of cars from manufacturer McLaren, first in sRGB, and then in wide color and HDR. In sRGB, one paint job appeared more orange, but flipped to the HDR image, it was obviously red. The same was true with deep yellows and oranges. In sRGB, Polyphony had no choice but to flub the actual colors of the cars it was trying to recreate. Yamauchi said the majority of the colors McLaren uses for its cars actually fall outside the sRGB range — with Gran Turismo Sport, Polyphony can finally show them as they really are.



Where HDR really shines is in lighting. Much of Yamauchi’s presentation was dedicated to showing how Gran Turismo Sport handles light in different weather conditions. Dramatic images that use a lot of light and contrast, like sunsets, look gorgeous, but subtler things, like how cars look as they pass through different lighting conditions as they move around a track, are also benefiting from HDR to better approximate what you’d see if you watched a real race.

It’s all about producing a greater range of light intensity, or luminosity. On standard TV sets, the range of luminosity the screen could put out went up to about 100 “nits,” Yamauchi explained — a nit is a unit to measure light intensity. Blu-Ray video and HDR movie theaters, by contrast, are going for a range of about 1,000 nits. The TV used in his presentation was capable of a range of about 1,500 nits.

“In order to make the game compatible with HDR, we had to start by developing a camera that can actually capture the world within HDR format.”


Gran Turismo Sport, Yamauchi said, will support a range of up to 10,000 nits, far beyond what even the upcoming crop of TVs’ capability to handle — Polyphony has to wait for TV tech to catch up.

While the PS4 Pro’s ability to output up to 4K resolution undoubtedly improves the game’s visual fidelity, it’s the realism offered by HDR that seems to make the biggest difference. That said, combining all of these technological capabilities is what creates the best possible picture, and that is only possible on thePS4 Pro.

“As of today, the world of 4K 60-FPS HDR and wide color is something that’s only available on the PS4 Pro,” he said. “It’s something that’s only available to be seen on a game console. So the package media that you’re used to today, the movie theaters and the broadcast media, they’re not going to reach this level for some time to come.”
KEEPING UP WITH PS4 PRO

The good news is that even if you’re not a PS4 Pro owner, you can still tap into some of Gran Turismo Sport’s visual capabilities. HDR and wide color do require new, high-end TV sets to enjoy, but Sony’s update adding HDR support to all PlayStation 4 consoles means that even older PS4s are compatible with the tech. You don’t need a PS4 Pro to enjoy some of the improvements Gran Turismo Sport has to offer, if you’ve got the TV for it.

During the demo, Yamauchi showed a direct comparison between Gran Turismo Sport running on a standard RGB, non-HDR TV, and the game running on a set that supported HDR and wide color. And while there was definitely improvement to be seen, we should point out that the standard version of Gran Turismo Sport is a looker, too.



Still, though, the visual improvements, and all the work that it took to create them, are helping Polyphony reach its overall goal: recreating the real feel of driving.

“What we’ve been doing really hasn’t changed at all since we started with the first Gran Turismo,” Yamauchi said. “For 20 years, we’ve been always aiming toward a single objective, and that was to show beautiful cars, to show beautiful lights, and that objective hasn’t changed since the first Gran Turismo.

“It’s a little bit at a time, but the driving physics has improved over the years, the sounds as well, and the expressions of light have improved. But still, I don’t think we’ve reached the point where we’re able to really represent how fun it is to drive a car yet. But you do get a sense that you are getting much, much closer than we’ve ever been.”

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