Thursday, June 14, 2007

River Glow project detects pollution with style

We've seen pigeons that monitor pollution and cement that eats pollution, but for eye-catchiness and do-goodedness, it's tough to beat Soo-in Yang and David Benjamin's River Glow project, which provides a light show as it keeps an eye on water quality. Built with a budget of $1,000, the current bathtub-bound prototype system consists of an LED connected to uncoated fiber optic strands, which gets triggered when the pH sensor detects changes in water quality. What's more, the whole thing's apparently powered by a single AA battery, which is recharged using floating strips of thin film photovoltaics. Presumably, that'd be scaled up before it gets let loose in some larger waterways (as seen above), although it's not clear when or if that'll happen. [Via Inhabitat]

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Samsung's 70-inch LED-backlit LCD television now on sale

Samsung's gettin' busy this morning in Korea with the launch of their 70-inch Full HD LCD television. Not only is it the world's largest commercially available LCD, this 1080p pup also brings a 120Hz refresh along with Samsung's local dimming LED backlighting solution for a reported 500,000:1 dynamic contrast ratio... for whatever that measurement's worth. The LN70F91BD is another ACAP packer featuring 3x HDMI 1.3 terminals and a USB 2.0 jack for purposes unknown. Available in S.Korea only at the moment with worldwide sales starting in the second half of the year. Only ₩59,000,000 for the privilege which translates to about $63k or €48k -- chump-change for culturally ambiguous superstars. [Via AVING]

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The 3D Real/Virtual World Hybrid: How Far Away?

How long will it be until we can stroll through the streets in a virtual world that is identical to our own? Given the state of a number of technologies, not very long. Over the last couple of years we’ve seen Microsoft Street Side and Virtual Earth as well as similar efforts from Google. But different technologies are now being deployed that are even more interesting that the results achieved from large companies taking and processing massive numbers of photos into now-standard 3D views.

Two standouts are Microsoft’s Photosynth Project and newcomer Everyscape, which Brady Forest wrote about today on O’Reilly Radar.

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Wednesday, June 13, 2007

Sanyo LP-XL50 projector touts uber-short throw

For those who picked up Sanyo's LP-XL40 wide-angle projector for its sensational short-range capabilities, we hope your wallet's prepared for an upgrade. The firm's newest LP-XL50 steps it way up by touting the ability to shoot an 80-inch image onto a screen with just 8-centimeters of space between the lens and the wall. Moreover, you can still squeeze out marginally smaller images from even closer ranges thanks to its newfangled optical engine. Specs wise, you'll find a 1,024 x 768 native resolution, 275-watt UHP1 lamp, 2,000 lumens, "blackboard mode" for mounting just above a classroom board, theft deterrent system to foul up those mischievous kids, a pair of VGA inputs, component, S-Video, and composite connectors, and a built-in two-watt speaker to boot. Unfortunately, it seems that you'll be waiting 'til late December to throw down your ¥600,000 ($4,931), but click on through for a few more looks for the time being. [Via AkihabaraNews, images courtesy of Impress]

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GigaOM Top 10 Most Popular MMOs

WoW The attention surrounding MMOs (massively multiplayer online worlds) has never been greater. But it’s not just role playing games along for the ride; non-game, avatar-driven virtual communities are just as popular, if not by more, and we’re not just talking Second Life here.

So in an effort to cut through the hype and glean some context, here are the most popular MMOs in terms of active users or subscribers, based on publicly available data. These titles may or may not be games, but the medium has expanded far beyond Tolkienesque fantasy worlds. They all are Mac-friendly/Web-based with exception of Guild Wars.

1. World of Warcraft, released 2004 - 8.5 million subscribers. While Habbo is giving Blizzard a run, the numbers generally support WoW as the biggest MMO in the world. Important qualification, though: only 4 million are based in the West and monthly subscribers, while its 4 million Chinese players only pay roughly 4 cents an hour to play it in Internet cafes.

2. Habbo Hotel, released 2000 - 7.5 million active users. The Finland-based “social game” MMO popular with teens and growing fast. Look out, Horde!

3. RuneScape, released 2001 - 5 million active users. A Java-based MMORPG operated by Jagex Ltd. with over nine million active free accounts. Boasts one million paying customers. Fancy that.

4. Club Penguin, released 2006 - 4 million active users. MMO for the kiddies developed by New Horizon Interactive. The game shares similarities with other social environments like Habbo Hotel.

5. Webkinz, released 2005 - 3.8 million active users. Here’s a novel idea: create beanie baby like stuffed animals, assign them a unique ID, then create an MMO portal in which kids can spend even more time using your product. When kids graduate from Club Penguin, they go to Webkinz (or so I’m told.)

6. Gaia Online, released 2003 - 2 million active users. Not quite an MMO, not quite a social site, but founder Derek Liu has openly stated the networks desire to focus on social gaming. Forums make up 30% of the current site activity.

7. Guild Wars, released 2005 - 2 million active users. Another MMORPG made by the popular NCsoft out of South Korea. No Mac love here, but a lot of active users.

8. Puzzle Pirates, released 2003 - 1.5 million active users. Published by Ubisoft and developed by indy king Three Rings, Puzzle Pirates merges casual games with a rising interest in pirate culture. Puffy shirt aside, it’s working like a charm.

9. Lineage I/II, released 1998 - 1 million subscribers. Published by South Koreas NCsoft, Lineage was once the most popular MMO of its day. At one point total active users peaked at 3 million. A Western release in 2002 mostly fizzled.

10. Second Life, released 2003 - 500,000 active users. No introduction needed here. Created by Linden Labs, this virtual world features a rabid fan base, inflated numbers, a high influx of corporate doppelgangers, and lots of digital genitals. First life optional.

Other popular MMOs are sure to exist, particularly new-comers and non-localized Asian games that are sure to grow. Also, this list reflects popularity alone, not necessarily revenue models, though World of Warcraft is performing well on both counts.

For all intents and purposes, the most popular MMOs represent an estimated 50-75% of the total MMO market (30-60 million active users.) Is that enough attention to justify MMO’s recent surge of attention? Maybe not all of the hype, but definitely a large portion of it. And who wouldn’t want a piece of Blizzard’s reoccurring pie or another revenue model with a similar install base?

Interestingly, however, it’s apparent that no single business model is winning out. Subscriptions work well for MMORPG games like WoW that are more akin to crack cocaine than mere entertainment. But what about other non-game MMOs? How will companies bank on consumer attention in those areas? One thing’s for certain: with all the popularity surrounding MMOs several new business models are sure to flourish in the coming years, as it’s not just about games anymore.

*Of Western origin or with a localized presence here. “Active users” based on most recent monthly log-in figures when available. Subscriber numbers are not necessarily a reflection of active users. Figures compiled from Wikipedia (excluding, to the best of my knowledge, free trials, beta users, and web visitors without accounts.) Virtual Worlds News also referenced; Habbo figures taken from company spokeswoman, Second Life figures from most recent published stats. Special attention was given to notable MMOs in terms of where they stack up when looking at the numbers in addition to their popularity and/or high profile (i.e. Second Life.) Amendments and additions welcome.

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