Everything posted by Wassim™
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On Gamescom 2018, Ubisoft provided visitors with a playable demo for Assassin's Creed Odyssey, presenting two of the most important aspects of the game: naval battles and armed confrontations between Sparta and Athens during the Peloponnesian War. Even though this demo was quite unfinished in many respects, Assassin's Creed Origins fans should not worry: they will receive a new adventure made in the same style, the "scene" of ancient Egypt being replaced by that of ancient Greece, with some exciting additions, such as the choice of multiple dialog options during conversations with other characters. In addition to this playable piece, Ubisoft also introduced some new details about Assassin's Creed Odyssey, such as some of the opponents that the two heroes of the game (Alexios or Kassandra) will be able to face during their adventure. Thus, both mercenaries willing to hunt the heroes up to the "end of the world" will appear in Odyssey if they choose to violate the law, as well as legendary animals or mythological creatures. The mercenaries will be experienced warriors, who will use special attacks and tactics, and some will be accompanied by struggling fighters. Inspired by Hercules' work, legendary animals will find beasts such as the Lion of Nemea, the Lycaon wolf, or the Callisto bear. The mythological creatures, like the famous Medusa, will include the "fauna" in Assassin's Creed Odyssey. Last but not least, whether you choose to play as Alexios or prefer Kassandra, you will have to face the mysterious Cult of Kosmos. Formed by all sorts of prominent characters (politicians, merchants, pirates, generals, etc.) who prefer to hide their identities behind masks, cult took control of Greece through an artifact endowed with special powers. Assassin's Creed Odyssey will be released on October 5, 2018, in versions for PlayStation 4, Xbox One and PC.
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One of the most striking appearances on the Microsoft stage at the E3 2018 was that of Capcom, which revealed Devil May Cry 5. After DmC: Devil May Cry (experiment considered as missed given warm welcome received by Ninja Theory), Capcom decided to return to the classic universe of the series, Devil May Cry 5 being a sequel in the true sense of the word for Devil May Cry 4. Several years have passed from the events in DMC4, the story of Devil May Cry 5 starting with a new demonic invasion in Red Grave City. Although he has lost one of his arms, the young demo hunter Nero (one of the heroes of the previous game), along with his partner Nico, accepts the challenge, the location of Dante (the other playable hero of DMC4 and the main character of the series) not known. Overall, the producers promise that Devil May Cry 5 will have no less than three playable heroes (Nero and Dante being, more or less, two of them). Furthermore, Hideaki Itsuno, the director of Devil May Cry 4, and the team behind this game are also working on the DMC5, using the RE Engine engine (which made its debut in Resident Evil 7: Biohazard). So, besides an enviable graphic layout, we expect Devil May Cry 5 to run at framerate of 60 frames per second. Devil May Cry 5 is set to be launched in the spring of 2019 in versions for PlayStation 4, Xbox One and PC.
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Follow Faith, a daring free runner, as she fights for freedom in the city of Glass. What appears to be an elegant, high-tech city on the outside, has a terrible secret hidden within. Explore every corner from the highest beautifully lit rooftops to the dark and gritty tunnels below. The city is huge, free to roam and Faith in at the center of it all. Through the first-person perspective, combine her fluid movement and advanced combat with the city's surroundings to master the environment and uncover the conspiracy. This is Mirror's Edge for this generation, raising the bar for immersion in action-adventure games.
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team of engineers and medical researchers found that the technology enabled surgeons to pick up clinically relevant cancers that were missed when using current visual detection methods. The best approach would be to use both techniques in tandem, according to the findings published today in European Urology. The software is deployed via a system called SmartTarget®. The advent of MRI-targeted biopsies, where MRI scans are used to inform surgeons where a tumour lies before they conduct a biopsy (tissue sample), has improved detection rates to close to 90% from 50% in the last five years. Now, the SmartTarget system has further enhanced this technique by allowing a 3D model of the prostate and cancer to be created for each patient from their MRI scans using advanced image processing and machine learning algorithms. During a biopsy, this model is fused with ultrasound images to highlight the area of concern, which otherwise does not appear in the ultrasound images, helping to guide the surgeon while conducting the procedure. Until last year when MRI targeting was introduced, the established way to test for prostate cancer involved taking a biopsy from the prostate without knowing where in the prostate a tumour was likely to be, resulting in close to half of life-threatening cancers being missed. "Prostate cancer detection has been improving at a very fast rate in recent years, and this technology pushes the science forward even further, enabling clinicians to pick up prostate cancer quickly so that patients can access the right treatment early enough," said co-senior author Professor Hashim Ahmed, who began the research in UCL Medicine before moving to Imperial College London. For the present study, 129 people with suspected prostate cancer underwent two biopsies -- one using the SmartTarget system, and one where surgeons could only visually review the MRI scans. Funded by the UK Department of Health and Social Care and Wellcome Health Innovation Challenge Fund, the study was conducted at UCLH. The two strategies combined detected 93 clinically significant prostate cancers, with each of them picking up 80 of these cancers; each missed 13 that the other method picked up. The researchers say that surgeons' visual review of MRI scans should be used in tandem with SmartTarget as using this technique enables surgeons to learn to make subtle adjustments such as adapting to the movement of the patient and the prostate as the needle is inserted. "We developed the SmartTarget system to equip surgeons with vital information about the size, shape and location of prostate tumours during a biopsy that is otherwise invisible on ultrasound images," explained co-senior author Dr Dean Barratt (UCL Medical Physics & Biomedical Engineering and UCL Centre for Medical Image Computing), who invented and led the development of the SmartTarget system. "The software provides them with a clear target. As MRI-targeted biopsies require a very high degree of expertise and experience, we hope that the imagery displayed by SmartTarget will help to bring high accuracy prostate cancer diagnosis to a much wider range of patients and hospitals." The researchers say the new methods could reduce the number of biopsies needed, and reduce the unnecessary surgeries caused by over diagnosis of less harmful cancers. The SmartTarget software has been commercialised by SmartTarget Ltd, a company spun out by UCL's commercialisation company UCL Business PLC (UCLB), and the system is already in use by several hospitals in the UK and USA. The inter-disciplinary study brought together engineers, urologists and radiologists, supported by the UCL Translational Research Office in project management and navigating the translational and regulatory pathway involved in taking the project from the lab bench to the operating room. "There has been much discussion and speculation in the media recently on the degree to which computers and artificial intelligence will be integrated into clinical care. Studies such as this one are extremely important as they provide valuable evidence on the performance of a new technology in the clinical setting," said co-senior author Professor Mark Emberton (Dean, UCL Medical Sciences). "With this study we now have hard data showing that SmartTarget is as good as a group of experts in targeting tumours in the prostate, and have a glimpse of how clinicians and computers will be working together in the future for the good of the patient."
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VGA continues to be a powerhouse in the PC component market, focusing on three pillars in 2019: graphics cards, motherboards, and for the first time, high spec audio/sound cards. While their lineup of motherboards was solely dedicated to the Intel line of CPU’s, I was at least able to do a little bit of window shopping for a graphics card to upgrade my EVGA GeForce 980 Ti. As the GeForce RTX line of NVIDIA graphics cards continues to be the driving focus going forward, EVGA will focus on all three SKU’s from the newly announced RTX 2060 all the way through the GeForce RTX 2080 Ti. No single GPU gets just one single card from EVGA either. Depending on a number of factors, consumers might not want a full sized GPU that can fill all but a full-ATX tower case. For the consumer that wants to enjoy an RTX card but fit it in a Micro-ATX case, the single fan EVGA GeForce RTX 2060 SC or XC could each easily fit inside with the two models varying slightly in base clock speeds. Moving up to a dual fan cooling configuration, you may want to look into the EVGA GeForce 2060 XC Ultra.While no surprise if you’ve been following Wccftech recently, EVGA officially displayed their Z390 Dark motherboard for the Intel LGA 1151 chipset. The most obvious enhancement for the Z390 Dark is a 90-degree rotated socket that faces the 24-pin ATX power connector. Only two DDR4 DIMM slots po[CENSORED]te the board, but each can support 32GB for a total of 64GB of memory. And yes, the EVGA Z390 Dark is future proof enough to support Intel’s 9th Gen CPUs. Among the other motherboards is a variety to appeal from the hobby enthusiast to the budget consumer that offer a wide array of motherboard features. I saw everything from M.2 shrouds, dual gigabit LAN adapters to a slick micro-ATX variant that included a second M.2 NVME socket on the rear of the board.The third and most surprising reveal from EVGA is a dedicated PCIe soundcard called Nu Audio. I won’t go into too much detail on the product, as our hardware editor Keith will be putting together an unboxing and impressions piece on the audio card shortly.
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Drive AutoPilot, the platform with artificial intelligence of "level 2+" for vehicles of automated driving of Nvidia, would begin to work from 2020, according to announced the company the past Monday 7 of January. The chipmaker said German automakers Continental AG and ZF Friedrichshafen AG will use the platform in their automatic driving systems. ZF will also offer the option of using a chip created by rival Xilinx together with Nvidia for the first time. This technology, according to the company, would add greater automation capabilities to advanced driver assistance systems (ADAS). "A level 2+ system requires more computational power and more sophisticated software than today so that all its features work to the maximum," said the vice president of Autonomous Machines, Rob Csongor, through a statement on his page official. Nvidia said the platform integrates its Xavier system-on-chip (SoC) processors and the Drive software to process sensor data outside the vehicle and inside the cab. This, as explained by the company, allows autonomous vehicles to change lanes and move through curves or hills on the road. It would also offer a monitoring system for auxiliary drivers, such as smart co-pilots or a computerized view of the vehicle. Drive AutoPilot is part of the Nvidia Drive platform, currently used by hundreds of companies involved in autonomous driving cars, including Uber Technologies and Volkswagen AG, and also by software developers, car suppliers, sensor companies and cartography. The NVIDIA DRIVE autopilot will be presented within the framework of CES 2019, held at the Las Vegas Convention Center from January 8 to 11.
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na want that all the time.’ And I’m like, ‘Oh, yeah, you’re right.’ He’s actually really strict.” Famous Celeb Dads and Daughters Although the Maroon 5 frontman, 39, lays down the law, he always has his daughters’ best interests at heart. “He loves one-on-one time with them, so he takes Dusty to coffee every morning,” the Victoria’s Secret Angel gushed. “He’s a very hands-on dad. It’s awesome. I’m lucky.” The A-listers, who tied the knot in July 2014, are excited to expand their brood in the near future. “I think I eventually want it. I definitely would want to try for a boy, but if I have all girls, I’ll be happy,” the Namibian model dished to Us. “I definitely want these two to grow up a little more and experience the two of them together before I do another one, but I think there are more in the future for sure.” Celebrity Couples and How They First Met: Love Story Beginnings While the couple love spending time with their little ones, they also make sure to pencil in quality time too. “We love going to the Laker games when they’re playing in L.A., so Laker games are definitely our date nights,” Prinsloo shared with Us. “We love going to Craig’s in Beverly Hills.”
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American Truck Simulator GAMEPLAY – Parking Challenge American Truck Simulator! Reverse-parking a massive trailer can’t be that hard, right? Wrong. It’s hard as nails. So Jim made his colleagues attempt it, mainly to upset them. The winner will shock you. Maybe. Reverse parking 30 tons of American haulage is not easy.
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has, after a lengthy delay, finally arrived on Nintendo Switch. While this is really a technical and graphical polishing of the original – there’s no major new gameplay content – the Switch’s handheld mode adds an absorbing new dimension to what is, for me at least, a very familiar experience. But it also did something I wasn’t expecting: it made the return to Lordran feel oddly new. If you don’t know much about Dark Souls, here’s what IGN said when it first came to consoles... “...if you're interested in the limits of the video game form – to see just how focused, how pure and how uncompromising in its vision a game can be – Dark Souls is unmissable. If you take the time get into Dark Souls' mindset, to begin to understand the twisted way in which it operates and taste the rewards behind its cruellest challenges, this is one of the most thrilling, most fascinating and most completely absorbing experiences in gaming.” – Keza MacDonald And all of that still holds true. Dark Souls remains one of the most demanding yet rewarding action RPGs ever made, set across an intricately designed world that yields its secrets only to the most intrepid and curious. One criticism that can be fairly levelled at the original is its shocking performance in certain areas. Blighttown – already a hostile environment for any player – was plagued by crippling frame rate issues that made navigating its gauntlet of dung pies and toxic darts even harder. Thankfully those problems have been ironed out in the Remastered edition. I reached the end of the game, regularly switching between docked and handheld mode, and never encountered anything that diminished my experience. The Switch version supports up to 1080p in TV mode (dynamically switching resolution depending on the action), which is an improvement on the original, and locked 720p in handheld mode. Both run at a fairly steady 30fps. While this is technically inferior to the 60fps, 4K experience available on PS4, Xbox One, and PC, it’s still such a refreshing upgrade from the original that it really didn’t affect my enjoyment whatsoever. While it doesn’t have all of the texture improvements you can find on those other platforms – bonfires don't burn as realistically, chugging estus has a less showy visual flourish – it only really suffers in a direct side-by-side comparison, and wasn’t something that detracted from my experience, especially in handheld mode. It’s important to remember this is a ‘remastering’ of the 2011 original, not a remake – these minor graphical improvements mostly to polish the original rather than pave over it, which is still a welcome improvement. Dark Souls Remastered includes the exceptional Artorias of the Abyss expansion, but outside of that, there are no major changes to the core experience. There are a handful of quality-of-life improvements that address some very small, dated issues from the original. You can now easily consume multiple items at once, making it much less laborious if you want to buy something with collected souls or deepen your allegiance to a covenant. Incidentally, it’s possible to switch covenants at any bonfire. (Previously you would have to pay a visit to the covenant leader, which could involve a lengthy trek.) It's yet another small change but one that makes exploring Dark Souls’ oblique multiplayer aspects just that much easier. These are minor amendments to the original, changes made with seven year’s worth of hindsight that longtime players will feel more keenly than newcomers, but they’re welcome nevertheless. The option to play Dark Souls in handheld mode is the best thing about the Switch version. When it was first announced for the platform, the idea of confronting Ornstein and Smough on public transport sounded farcical, but in practice, Dark Souls feels oddly suited to a portable device. I found myself using commutes to get to the next bonfire, do one more boss run, or mindlessly grind souls to buy upgrade materials. If you’re familiar with the structure of Dark Souls and its world, it’s easy to give yourself errands to do which suit the pick-up-and-put-down nature of a portable console. (That said, occasionally you will get engrossed in odd places. I sat on the Southbound platform of the Northern Line for 40 minutes until I beat Artorias.) Initially I thought it would be a nice option to have, but it quickly became my preferred way to play on Switch, giving me a fresh new way to experience a familiar adventure.
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Three of the PlayStation 2-era Star Wars games included with theStar Wars Battlefront PS4 bundle are now available to buy individually on PS4. The games are Star Wars: Racer Revenge,Star Wars: Jedi Starfighter, and Star Wars: Bounty Hunter. All of the games feature up-rendered 1080p graphics. They also all include Trophies and support for PlayStation services like Shareplay, Remote Play with PlayStation Vita, and activity feeds. Bounty Hunter and Racer Revenge are also available on PS3. Super Star Wars also came with the Battlefront PS4 bundle--but it's been available individually on PS4 (and PS Vita) for some time now. These games cost $10 each. Sony's PS2-on-PS4 functionality does not exactly constitute backwards compatibility, however, as you'll have to buy these again even if you already own them and still have the discs.
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My Hero Academia is one of the best shonen anime currently airing, and it deserves a great video game that lives up to its reputation. While My Hero One’s Justice unfortunately doesn’t hit that high bar, it does a good job of adapting the action and spectacle of the anime into fighting game form. The gorgeous visuals and a flashy one-on-one combat system make it seem like a fan’s dream fighting game, but the shiny exterior hides a fairly simplistic foundation, and once the spectacle of the action wears off, My Hero One’s Justice feels less like All Might, and more like “just alright.” My Hero One’s Justice is a 3D arena fighter with a combat system that could be best explained as an appropriately quirky version of Rock, Paper, Scissors. You have three main options when it comes to attacking up close: normal attacks, counter attacks, and unblockable attacks. Normals are fast enough to interrupt and beat unblockables, counters absorb normal attacks before delivering their own powerful strike, and unblockables crush through counters. There are some extra nuances of course, like just guards, dashes, and dash cancels, but that’s the general overview of combat. And then there are the literal quirks, the unique powers that break the Rock, Paper, Scissors mold. This is where My Hero One’s Justice shines. Each character’s quirks are very fun to use and give them their own unique fighting style. Todoroki’s quirk allow him to bombard opponents with fire and ice from a distance, Aizawa’s can seal off his opponent's quirks, while Kirishima’s gives him a super armor buff. It’s all very true to the show, making characters play exactly like you’d think they would. But eventually, the shallowness of the combat begins to show through. In the default “normal” combat mode, combos are executed simply by mashing one button. If you want to truly explore what the combo system can do, you can switch the mode to “manual” and find your own combos, but the problem is that auto combos for many characters are already so strong, there’s little incentive to learn manual combos. If there’s one thing that My Hero One’s Justice nails, it’s bringing the speed, action, and sense of sheer power of My Hero Academia into a 3D fighter. Characters that should feel powerful, feel like absolute behemoths; those that are known for their speed, feel appropriately fast; and even characters, like Ochaco and Tsuyu, that aren’t really known for their combat prowess, have very satisfying movesets that make them feel like they could actually put up a fight against characters that they would canonically stand no chance against. There’s also some great environmental destructibility, as well as the hilarious mechanic of planting your opponent face first into the wall, which then allows run on the wall and get some free hits in before they break free. It’s a fun touch that also rewards environmental awareness. Let's Story! The story mode of One’s Justice picks up midway through season 2 of the anime and ends at about the midway point of season 3 as well, so it’s definitely not the greatest entry point for new fans. Even if it was though, the way the story is laid out is pretty underwhelming. Each chapter essentially serves as a super abridged retelling of the anime, told with a combination of screen grabs from the show and animated in-game character models. Though it does feature full voice acting from the Japanese cast, those who prefer the dub are out of luck. It’s hard to really tell who the story mode is for. For fans, the mode doesn’t present anything new, nor does it present anything old in a way that makes it worth revisiting it again. For newcomers, it completely skips over the first 26 episodes of the anime. There are some bright spots though. A small handful of big story moments are brought to life in-engine, and it gives a small glimpse of what story mode could’ve been. If there were more of these and less static screens, One’s Justice’s story mode could’ve been salvaged. While Story Mode ends up being disappointing, Mission Mode actually provides a much more enjoyable single player experience. There are a total of six maps to complete, each with their own set of challenges. As you complete challenges, your characters level up, increasing their stats and making them better equipped to handle tougher missions. It’s tough, especially because your health carries over from fight to fight, and though you can use items to restore health, and provide boosts to other stats in the next fight, doing so decreases your overall score at the end, so there’s a balance to be had if you’re trying to maximize your score. Share Autoplay setting: On Beyond that, there’s a traditional arcade mode and online modes, though the servers were barren at the time of this review, so I haven’t been able to test out the servers. There’s no character creation feature in One’s Justice, which feels like a huge missed opportunity, but you can customize your characters with items that can either be purchased with in-game currency or earned through completing missions. There are a couple of funny unique items, mostly involving Mineta, but for the most part, all of the cosmetic items are just items worn by other characters from My Hero Academia, which makes customized characters kind of just look like they fell into a My Hero Academia themed prop box. The Verdict There’s definitely fun to be had with My Hero One’s Justice. It’s super easy to pick up and play, the action is fast and beautiful to look at, and it does a great job of adapting the quirks and abilities from the anime to a 3D arena fighter. That fun eventually starts to fade away due to shallow combat and a weak story mode, but overall, it’s not a bad first endeavor.
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Realm Royale, previously known as Paladins: Battlegrounds, is a free-to-play battle royale third-person shooter video game in development by Hi-Rez Studios. The game features multiple character classes each with unique abilities. It is a spin-off of the hero shooter Paladins, for which it began as a game mode. The game was released for Microsoft Windows via Steam's early access program on June 5, 2018, with a closed beta version for PlayStation 4 and Xbox One being available sometime during the week of July 30, 2018. Gameplay The game plays similarly to other games in the battle royale genre, in which players must traverse to shrinking safe area, collect equipment such as weapons to fight and eliminate opponents, and aim to be the last remaining player. Players are automatically grouped into teams of four against a total of 100 players. A crafting system allows found items to be broken down for materials to make better items or abilities at fixed locations found on the map, called Forges, which often become contested by many players. Players who have been "knocked down" by other players were transformed into a chicken, and may be turned back if they manage to survive attackers for a period of time. Reception Pre-release Realm Royale's visual style and gameplay have drawn comparisons with the MMORPG World of Warcraft. Alex Avard of GamesRadar + likened the game's classes to "the early days of World of Warcraft's PvP, in all the right ways." Jordan Forward of PCGamesN named the Forge as a key addition that "[adds] a real sense of direction to the early and mid-game of Realm Royale".
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The Surge is an upcoming science fiction action role-playing game video gamein development by Deck13 Interactive, and published by Focus Home Interactive. Deck13 Interactive described the game as "Rise of the Robots andSouls-style, super-challenging third-person melee combat, but through the lens of a sci-fi setting".[4] The game is scheduled for release in May 2017, forMicrosoft Windows, PlayStation 4, and Xbox One. Gameplay The Surge is designed in the challenging Role-playing game style of the Souls series of games. The gameplay involves players using an exoskeleton to battle enemies. The exoskeleton can be customized through the game using "modular upgrades" according to the developer. The combat allows players to target different body parts of enemies, as well as utilize finishing moves often ending in dismemberment in bullet time fashion. Plot The game takes place in a dystopian future where mankind has exhausted the world's resources, leading to strained social service and environmental diseases. According to the developers, the game paints a grim portrait of the future where the evolution of technology in relation to society and the environment has led to a decadent era for humanity. Development Development of The Surge began in August 2015. The first concept art and pre-alpha gameplay footage was publicly shown in March 2016, in advance to German site PC Games Hardware.[citation needed] The game is powered by the FLEDGE engine, developed from scratch by Deck13 Interactive for PlayStation 4 and Xbox One,[5] and will feature integration of Nvidia GameWorks.
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Mult mai cunoscutul GSM ne trimite către reţelele de telefonie mobilă fiind tehnologia de referinţă pentru majoritatea operatorilor din lume. Iniţial tehnologia viza strict transmisiile de voce, fiind destinată segmentului militar. Ulterior, odată cu transferulGSM-ului în zona comercială, tehnologia s-a imbunătăţit, oferind totodată servicii de Internet şi transfer de date la viteze tot mai mari. Accesul la o reţea GSM se face prin conectarea la o celulă GSM (de unde şi terminologia de ‘telefon celular’) pusă la dispoziţie de un operator, iar identitatea clientului se face pe baza unei cartele SIM. Evoluţia GSM este indicată prin generaţia tehnologică dezvoltată şi standardizată de instituţiile internaţionale. Fiecare generaţie nouă oferă servicii mai bune şi mai fiabile. La noi în ţară se foloseşte2G (a doua generaţie) iar mariile companii de telecomunicaţie au făcut deja primii paşi la trecerea către 3G prin achiziţionarea licenţelor respective. Serviciul de voce Serviciile de voce sunt disponibile în reţelele WiFi prin intermediul protocolului de comunicaţie VoIP. Acesta se foloseşte de conexiunea la Internet oferită de infrastructura wireless pentru a transmite datele de voce între clienţi. Acoperirea geografică este preocuparea majoră pentru telefonia WiFi, însă odată cu răspândirea tehnologiei wireless putem spera la mai mult decât la cele câteva hotspot-uri publice. Alte probleme cu care se confruntă echipamentele de telefonie WiFi sunt aceleaşi care subminează calitatea traficului în reţelele wireless: degradarea semnalului, interferenţele mediului şi securitatea. Momentan punctul forte al tehnologiei WiFi cu siguranţă nu îl constituie serviciile de telefonie, dezavantajele enumerate mai sus dar şi imposibilitatea apelării numerelor de urgenţă fac dintr-un telefon WiFi o simplă curiozitate. Tehnologia GSM are avantajul că a fost proiectată de la început pentru a oferi servicii de voce, noile generaţii GSM oferind îmbunătăţiri de calitate, securitate şi capacitate a sistemelor. Securitatea comunicaţiei precum şi avantajul unui suport bun din partea unui operator sunt punctele cheie ale telefoniei GSM. Cea mai spectaculoasă caracteristică a viitoarei generaţi 3G este video-telefonia care permitetransmisia simultană a datelor audio şi video. Acesta va constitui totodată un standard al viitorului telecomunicaţiilor. Transferul de date În functie de standardul folosit, lăţimea de bandă pentru o conexiune WiFi poate fi de la 11 Mbps (802.11b) până la 54 Mbps (802.11a/g). Desigur aceste viteze sunt afectate de distanţa dintre dispozitive, de interferenţe, de puterea semnalelor sau de overhead. În realitate nu vom putea reuşi viteze mai mari de 5-7 Mbps, iar dacă mai luăm in considerare concurenţa altor dipozitive pentru banda respectivă ne putem declara fericiţi cu o viteză de 1-2 Mbps. În cazul reţelelor GSM lăţimea de bandă depinde de generaţia tehnologică. Comparativ cu reţelele WiFi, nu vom vedea viteze de transfer de ordinul megabiţilor înainte de 3G, iar ordinul zecilor de megabiţi este rezervat pentru 4G. La capitolul transferului de date mai este nevoie de timp până când tehnologia GSM va constitui o soluţie viabilă pentru transferul de fişiere audio sau video de pe Internet. Internetul În prezent WAP-ul este cea mai po[CENSORED]ră aplicaţie destinată accesului la Internet de pe telefoanele mobile. Aplicaţia WAP este un browser simplificat şi permite vizualizarea paginilor WEB special scrise pentru platformele mobile. Majoritatea telefoanelor mobile GSM au incorporate câte un minibrowser adaptat telefonului respectiv. O alta modalitate de acces la Internet în reţelele GSM este prin GPRS. Acesta asigură conectarea permanentă la Internet prin intermediul reţelei mobile şi face posibilă navigarea pe Internet precum şi utilizarea unor servicii de email, tranzacţii bancare, transfer de fişiere sau messenger. Alt serviciu care devine posibil prin GPRS este Internet-sharing. Acesta permite accesul la Internet al PC-ului tău prin intermediul telefonului mobil. În ceea ce priveşte WiFi, însuşi nucleul tehnologiei are la bază conectarea la Internet, echipamentele wireless şi tipul lor fiind cele care pun la dispoziţie serviciile care ne interesează. Evoluţia celor două tehnologii nu pare a fi paralelă şi este de asteptat ca la un moment cele două să se intersecteze. Standardul 4G se preconizează a integra multe aplicaţii şi capabilităţi WiFi. A patra generaţie de reţele wireless GSM impune identificarea fiecărui dispozitiv GSM printr-un IP (Ipv6) iar gluma telefonului care face cartofi prajiţi nu ar fi departe de adevăr. Telefonul n-ar şti să-i facă dar cu siguranţă ar putea să îţi controleze cuptorul cu microunde. Totul pe calea undelor Un număr mare de dispozitive mobile a început să îţi invadeze viaţa iar lucrurile sunt d-abia la început. Nu va fi mult până când vei putea să îţi vizionezi talkshow-ul preferat de pe telefonul mobil în timp ce astepţi să se descarce de pe Internet albumul preferat de jazz. Tehnologiile fără fir ne vor schimba viaţa oferindu-ne mobilitatea de care avem toţi nevoie. În Japonia progresul industriei mobile a cunoscut o evoluţie explozivă de când autorităţile s-au implicat în dezvoltarea unei infrastructuri IT naţionale. Deşi tehnologiile WiFi şi GSM se adresează unor segmente diferite de piaţă, ele au multe caracteristici comune şi viitorul le va apropia tot mai mult din perspectiva serviciilor oferite. În continuare voi face o paralelă intre cele două tehnologii. WiFi se referă la tehnologiile folosite la funcţionarea WLAN-urilor (Wireless Local Area Network)conform setului de specificaţii 802.11, emise de organizaţia internaţională IEEE. Termenul provine de la WiFi Alliance, un grup de companii care au aderat prin produsele lor la standardele şi specificaţiile dezvoltate de IEEE. În cadrul alianţei fac parte companii renumite precum Cisco, Microsoft, Intel, Nokia, Motorola, AMD şi multe altele. Tehnologia WiFi este folosită la comunicaţia între dispozitive precum laptopuri, PDA-uri, telefoane, televizoare şi alte echipamente electronice. În esenţă, dacă laptopul tău are o placă de reţea wireless 802.11b/g certificată WiFi înseamnă că n-ar trebui să ai probleme de compatibilitate la conectarea cu un PDA cu suport WiFi 802.11b/g. O conexiune WiFi se poate face în modurile ad-hoc sau infrastructure. În primul caz dispozitivele îşi negociază reciproc conectarea creându-şi singure un canal de comunicaţie. În al doilea, conectarea se face la un Access point care stabileşte parametrii de transmisie şi care leagă dispozitivul la reţea. Identitatea clientului este definită de o adresă IP setată manual sau atribuită automat de un server.