Sunday, February 7, 2016

Maru OS : One OS for PC & Android


Good News for Linux Techno Freaks! Do you usually mess with your Android smartphone by trying out the continual ins and outs of various apps and custom ROMs?

Then this news would be a perfect pick for you!

What If, you can effectively carry a Linux computer in your pocket?

Hereby introducing a new Android-based Operating system named "Maru OS" that combine the mobility of a smartphone as well as the power of a desktop on a single device.

Maru OS allows you to turn your smartphone into a desktop when plugging it with an HDMI cable.

Maru custom ROM includes two operating systems:
  • Android 5.1 Lollipop for mobile phones
  • Debian-Linux for desktop monitor
When you connect your phone (with Maru OS installed on it) via HDMI to a monitor, it will load Debian Linux automatically on your desktop screen in less than 5 seconds.
"Your phone runs independently of your desktop so you can take a call and work on your big screen at the same time," Maru OS official website explains.
Maru is shipped with Zero Bloatware (no pre-installed apps), which facilitates lots of free space for all your apps and your phone runs fast.


Advantages of Maru OS

  • Dual OS in phone
  • Multi-Tasking
  • Lightweight Distro Packages
  • Zero Bloatware, except Google Play
  • Run a web server from your pocket
  • You can set up a portable development environment
And the Best One:

If by chance… your phone get disconnected from your screen, Maru OS will preserve your desktop state in the background, helping you pick up right where you left off.
"Your hardware's capabilities are shared across your mobile device and desktop, so you don't have to context-switch around so much," reads the website.
This latest OS is still in beta stage and currently available only in Nexus 5 devices. We hope this limitation might disappear later on.

Tuesday, January 26, 2016

Oculus VR Brings a New Reality to the Gaming Industry


After walking the floor of the International Consumer Electronics Show (CES) in Las Vegas, many gaming industry participants saw the virtual reality (VR) writing on the wall for the first time — and in a very realistic way. Immersive Virtual Reality (VR) gaming has arrived, or gotten extremely close, with the official ship date for the Oculus Rift VR viewer set for March 28 and current pre-order acceptance now taking place.
Some issues remain in the technology and user experience, not to mention the price point. However, barring a major misstep by the Oculus unit of Facebook, none of these remain permanent obstacles to prevent a long-term VR trend from taking effect in 2016 (according to a January 2016 report from SUPERDATA forecasting an install base of about 38 million VR gaming consumers by the end of the year and a July 2015 Business Insider estimate of VR headset shipments growing at a 99 percent CAGR between 2015 and 2020, reaching $30 billion by that end date).

Game console makers feel the heat from PC VR

While the Oculus Rift VR viewer existed in the purview of developers alone since June 2015, with this January’s announcement, the mainstream gaming public will now have an opportunity to experience VR firsthand. However, most of these potential gamers could remain on the sidelines unless they upgrade from Nintendo, PlayStation and Xbox consoles to a fully decked-out PC. That’s unless the console makers get in the PC VR game.
“Nintendo either needs to adapt or be left behind,” Tim Lynch, CEO of Psychsoftpc, tells me. “Microsoft already has its own VR/AR HoloLens in beta now for developers. And since Xbox is essentially a PC-based system, it is better equipped to meet this.”
Actually, Nintendo is playing a wait-and-see game, according to Joanan Hernandez, CEO and founder of Mollejuo, an augmented reality (AR) company with a mobile app called Terra Icons.
“Microsoft is betting heavily on AR with HoloLens,” he says. “Thus, the only direct competition for Oculus is PlayStation VR and HTC Steam VR. There’s space for the three of them — Oculus, HTC, PlayStation — at least initially.”
In fact, HTC does a great job with physical-digital interactions, according to J.P. Gownder, vice president and principal analyst at Forrester Research, a global research and advisory firm. “And it might have some advantages over Oculus in the features department,” he tells me. “For example, by tracking your movement throughout a room using base stations.”
Demand for VR technology looks good for console and mobile gaming platforms.
Expectations for VR exist at a high level. And with Oculus Rift and HTC Vive VR headsets scheduled to hit retail in Q1 2016 and Sony PlayStation VR in Q2, demand for VR technology looks good for console and mobile gaming platforms. “This is positive for both our video game and tech brand businesses,” Eric Bright, senior director of merchandising at GameStop, tells me. “During our GameStop EXPO September 2015, we saw customers wait in long lines to experience the virtual reality demos Sony and HTC had with positive feedback.”

Price point and immersion

Some industry observers have questioned the $599 price point that Oculus chose for the formal introduction of the Rift, such as Mike Goodman, director of digital media strategies at Strategy Analytics, a consumer-focused business consulting firm.
“Oculus views the Rift as a ‘premium’ product and has priced it accordingly; however, there is ‘premium pricing’ and then there is pricing yourself out of the market,” Goodman tells me. “While there is a small segment of PC gamers who think nothing of dropping $2,300 on a high-end PC, $600 for the Oculus Rift plus an additional $1,500 for a PC capable of running Oculus VR games and entertainment is just too much for most of us. Considering Facebook spent roughly $2 billion to acquire Oculus VR, they might want to rethink their premium price point.”
Rather than price, immersion will be the key factor in VR’s success.
— Olli Sinerma
However, others have seen that earlier breakthrough consumer electronics with elevated acquisition costs have gone on to perform well in the marketplace. It comes down to the value proposition of immersion VR versus price point.
“The future of VR will not be determined by its current cost,” Olli Sinerma, co-founder and project lead at Mindfield Games, developer of the forthcoming VR gameP.O.L.L.L.E.N, tells me. “What Oculus can ship, it will sell, and others will develop cheaper alternatives like the already available Google Cardboard. Rather than price, immersion will be the key factor in VR’s success.”

Install base barrier

But immersion alone may not ensure that Oculus will surmount its seemingly lofty sales tag. Other barriers beside the console makers represent plausible pitfalls for Facebook’s VR gear maker. The install base of VR-capable PCs presents the largest hedgerow for Oculus to jump over.
“Oculus’s $599 price point was higher than many expected, but that’s not the core inhibitor for adoption — it’s having a PC that’s Oculus-ready,” says Gownder. “Aside from PC gamers — and not even all of them — very few people have PCs with the needed specifications. Most people would have to buy the Rift and a $1,000-plus PC to use the device.”
Concurring with that perspective, Goodman opines that the vast majority don’t have PCs that meet Oculus Rift’s minimum PC requirements to run VR games and entertainment. Overall, Gownder estimates that only 13 million PCs globally are currently compatible with the Oculus Rift.

Which comes first, VR hardware or software?

Seeing that the install base for VR-capable PCs remains at a low level, the market might not yet exist. The classic chicken-or-the-egg scenario pops into view. Without a critical mass of hardware to run VR software, who will write the games? And with a lack of first-person shooters, etc., who will build PCs and consoles with VR compatibility?
“When it comes to consumer entertainment, the content dilemma poses a significant hurdle for adoption,” Maurice Patel, industry strategist, media and entertainment at Autodesk, developer of 3D design software, tells me. “Many VR headset manufacturers try to kick-start content creation by funding their own productions through initiatives like Oculus Studio. However, it will take several iterations of hardware and successful production projects before the technology is mature enough to warrant generalized, large-scale production of VR content.”
Today, VR is an exciting, bleeding-edge technology for exploring new ways of telling stories, driving gameplay and communicating ideas. Where it will go from here is yours to dream.

Monday, January 25, 2016

Virtual Reality Meets Education


Since the 1950s, virtual reality (VR) has been hovering on the periphery of technology without achieving accepted mainstream application or commercial adoption. Since 2012, VR startups have raised more than $1.46 billion in venture capital, including more than $100 million in funding during the last four consecutive quarters.
According to Citi analyst Kota Ezawa, 2016 is the year that VR will take off in earnest, with the VR market expected to grow to a $15.9 billion industry by 2019. Citi also anticipates the market for hardware, networks, software and content will reach $200 billion by 2020.
The content share of this market is of particular interest, as this segment of the tech industry has historically been dedicated to gaming — but the world is changing. We are shifting from the now relatively benign universe in Aldous Huxley’s Brave New World to Ernest Cline’s VR paradigm as described in Ready Player One. Like Huxley, Cline has written of a dystopian environment wherein technology has overtaken humanity.
For our purpose, let’s consider VR as a useful tool, and perhaps even a productive enhancement to human interaction, bringing together people from around the world to engage and interact — regardless of social, economic or geographic disparities. In the abstract as well as the applied, modern education is poised to take advantage of this latest tech innovation.
Over the last several years, VR has moved from being the purview of the military and aviation to the mainstream of professional development, as managers, instructors, coaches and therapists have claimed increasing benefit from immersive experiences.
While statistics on VR use in K-­12 schools and colleges have yet to be gathered, the steady growth of the market is reflected in the surge of companies (including zSpace,Alchemy VR and Immersive VR Education) solely dedicated to providing schools with packaged educational curriculum and content, teacher training and technological tools to support VR­-based instruction in the classroom. Myriad articles, studies and conference presentations attest to the great success of 3D immersion and VR technology in hundreds of classrooms in educationally progressive schools and learning labs in the U.S. and Europe.

Perhaps the most utopian application of this technology will be seen in terms of bridging cultures and fostering understanding among young students.

Much of this early foray into VR­-based learning has centered on the hard sciences — biology, anatomy, geology and astronomy — as the curricular focus and learning opportunities are notably enriched through interaction with dimensional objects, animals and environments. The World of Comenius project, a biology lesson at a school in the Czech Republic that employed a Leap Motion controller and specially ­adapted Oculus Rift DK2 headsets, stands as an exemplary model of innovative scientific learning.
In other areas of education, many classes have used VR tools to collaboratively construct architectural models, recreations of historic or natural sites and other spatial renderings. Instructors also have used VR technology to engage students in topics related to literature, history and economics by offering a deeply immersive sense of place and time, whether historic or evolving.
In what may turn out to be an immersive education game changer, Google launched itsPioneer Expeditions in September 2015. Under this program, thousands of schools around the world are getting — for one day — a kit containing everything a teacher needs to take their class on a virtual trip: Asus smartphones, a tablet for the teacher to direct the tour, a router that allows Expeditions to run without an Internet connection, a library of 100+ virtual trips (from the Great Wall of China to Mars) and Google Cardboard viewers or Mattel View­Masters that turn smartphones into VR headsets.
This global distribution of VR content and access will undoubtedly influence a pedagogical shift as these new technologies allow a literature teacher in Chicago to “take” her students to Verona to look at the setting for Shakespeare’s Romeo and Juliet, or a teacher in the Bronx to “bring” her Ancient Civilizations class to the ancient Mayan ruins at Chichen Itza.
And with VR platforms like AltspaceVR and LectureVR (an initiative of Immersive VR Education), entirely new possibilities are available for teachers of all kinds, as the technology of making avatars and supporting “multi-player” sessions allows for an exponentially­ scaled level of socialization and outreach.
Potentially, a collaboration between these innovative VR platform offerings could result in a curator or artist guiding a group of thousands around a museum exhibition or cultural site, or an actor or professor leading a virtual master class in real time with students from all over the world.
Perhaps the most utopian application of this technology will be seen in terms of bridging cultures and fostering understanding among young students, as it will soon be possible for a third-grade class in the U.S. to participate in a virtual trip with a third-grade class in India or Mexico.

Access to some type of mobile VR device is affordable for many more individual users and, in turn, many more schools.

Despite the fact that VR is still developing, real progress has been seen in the economic scaling of the technology. The cost to the consumer of VR hardware (headsets, in particular) has steadily declined, as noted in the head­-mounted displays (HMDs) commercially available today: Google Cardboard for $20 and Samsung Gear VRfor $99 (at this writing, Oculus Rift, a desktop VR device, is available for pre­-order for $599).
The fact that The New York Times recently supplied more than one million subscribers with Google Cardboard headsets to access its newly launched VR experiences has further advanced accessibility and mainstreaming of the device, as well as this innovative means of media consumption.

Overall, access to some type of mobile VR device is affordable for many more individual users and, in turn, many more schools. Some forward-thinking instructors are even using 3D printers to print their own customized HMDs with their technology students, a solution that dovetails with the popular maker­-trend philosophy.
So maybe we are ready for the futuristic world of Cline’s Ready Player One. But perhaps the utopian rather than dystopian construct is not only more appealing, but also more relevant in this global community.
Educators and students alike are seeking an ever-expanding immersive landscape, where students engage with teachers and each other in transformative experiences through a wide spectrum of interactive resources. In this educational reality, VR has a definitive place of value.

Saturday, January 23, 2016

Google to Speed Up Chrome For Faster Browsing


Google is planning to make Chrome faster in order to provide its users fast Internet browsing experience.

Thanks to a new, open-source data and web compression algorithm for the Internet called Brotli, which Google announced last year to boost its web page performance.

With Brotli, Google will speed up Chrome and users could get a significant performance boost in coming months.


Google introduced Brotli last September and claimed that the new algorithm is a "whole new data format" that could reduce file sizes by up to 26 percent higher than Zopfli, the company's three-year-old web compression technology.



Net result – Fast Internet Browsing


In a post on Google+ on Tuesday, web performance engineer at Google Ilya Grigorik announced that the new algorithm is coming to Chrome soon, which will change the way files are compressed, improving loading speeds by a quarter.

Besides faster loading speeds, Brotli also have additional benefits for smartphone users, which includes:
  • Lower data transfer fees
  • Reduced battery use
Brotli is currently in beta testing mode, with a current status "intent to ship", however, it is likely to be rolled out with the next stable release of Chrome.

Advantages of Brotli

  • Brotli outperforms gzip for typical web assets (e.g. css, html, js) by 17–25%.
  • Brotli -11 density compared to gzip -9:
  • html (multi-language corpus): 25% savings
  • js (alexa top 10k): 17% savings
  • minified js (alexa top 10k): 17% savings
  • css (alexa top 10k): 20% savings


Chrome to Speed Up Web Page Performance Over HTTPS


At present, Brotli is restricted to HTTPS connections, and if you are curious to see Brotli in action, you can activate the feature in Chrome Canary, which is Google's browser for testing new features.

Thereby, you can carry out internet speed test with the help of various website performance testing tools to know what difference Brotli makes to your Internet browsing experience.

So, Get Ready to Speed Up Chrome and make your web page performance faster.

Wednesday, January 20, 2016

Youtube is UNBANNED in PAKISTAN

After over three years of being told to ‘Surf Safely’, Internet users in the country were able to access the popular video-sharing website, YouTube, following orders from the Pakistan Telecommunication Authority (PTA) that the website be unblocked.
However, digital rights groups and other stakeholders, who had originally opposed the blocking of the website, still have concerns over the deal – struck between the government and Google – which may empower the former to censor content on the website.
YouTube was blocked in September 2012, after a blasphemous film, ‘Innocence of Muslims’, triggered global protests. The government of Pakistan initially tried to restrict access to the clip inside Pakistan, but ended up having to block the entire website because Google refused to restrict access to the video on the website itself.
“We have directed all ISPs to unblock the website as Google informed us on January 12 that a country version of YouTube has been launched for Pakistan. Google has been using country versions for different countries such as Saudi Arabia,” a PTA official, who was not authorised to speak on the record, told Dawn.

Google’s accession to govt demands worries digital rights activists


“Google has also informed us that objectionable content will be restricted in Pakistan. It has assured that, in the future, content can be restricted at the request of the government of Pakistan,” he said.
A spokesperson for Google told Dawn via email, “We are glad that YouTube is now accessible in Pakistan so viewers can watch and share videos, as well as take advantage of the vibrant and growing global online video community.”
Internet Service Providers Association of Pakistan (ISPAK) Convener Wahajus Siraj told Dawn that he had checked to see if the objectionable video could still be accessed on YouTube.
“The film is no longer available on the website. There are certain purported links, but when I tried to open them, it told me the content could not be viewed in Pakistan. This shows that the government’s demands have been met,” he said.
“It doesn’t make a difference whether one types in youtube.com.pk or simply youtube.com. It seems that the website is filtering IP addresses and it gives Internet users in Pakistan the ‘PK’ version irrespective. This is a positive development,” he said.
Pakistan Software Houses Association (P@SHA) Chairman Syed Ahmad told Dawn that restoring access to the website was a good step because YouTube was a major source of educational material and several users depended on it for updates on new technology.
“We were concerned that not opening the website would hurt Pakistanis far more than it would hurt Google,” he said.
“Now, however, thanks to the localisation, the website won’t be blocked because of political issues. But there are still concerns that the government will be able to get content restricted,” he said.
“Although control lies with the management of YouTube, but if someone uploads a video critiquing government corruption, the Pakistani government can ask for the video to be restricted. In addition, the management of YouTube will have to pay more attention to the government’s demands making it easier for the government to censor content,” he said.
Digital Rights Foundation Executive Director Nighat Dad said that there was no transparency in the agreement between the government and Google.
“Earlier, the government used to say that the issue was pending before the Supreme Court and the court would decide. However, a few days ago, restrictions on YouTube were relaxed and then, suddenly. we came to know that Google representatives were in Pakistan and it was announced that the website had been localised,” she said.
“The agreement should be made public because that is how we can know what kind of material has been restricted and what kind of content will be restricted in the future,” she said.

Source of Info: Dawn.com