Akamai sees internet speeds climb, Asia still dominates broadband arms race

Average Broadband Speeds

Akamai’s annual State of the Internet report is loaded with all sorts of interesting, if not terribly surprising, tidbits about both broad and narrowband connections around the globe. The big news? The world-wide average connection speed has jumped 23-percent from last year, to 2.1Mbps. Speeds in the good ol’ US-of-A were up 15-percent for an average of 5.3Mbps, though we still languish in 14th place on the list of fastest countries. As expected, Asia continues to dominate the speed race, with 61 cities in Japan alone making the top 100 list. If you want the fastest connections the States have to offer you’ll have to head for San Jose or Riverside in CA or the home of the Wu (that’s Staten Island for those of you not in the know), which all tied with an average 7.8Mbps connection. Check out the PR after the break and click the more coverage link to download some charts.

Continue reading Akamai sees internet speeds climb, Asia still dominates broadband arms race

Akamai sees internet speeds climb, Asia still dominates broadband arms race originally appeared on Engadget on Tue, 26 Jul 2011 21:22:00 EDT. Please see our terms for use of feeds.

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Samsung studies 3D viewing discomfort, finds out bloggers don’t read

Judging by the headlines today, Samsung’s 3D R&D department made a huge mistake, just check them out: “Who Could Have Guessed: 3D Hurts Your Eyes”, “Samsung-funded study finds 3D video causes extra eye strain, fatigue”, “Samsung study finds that 3D video causes eye strain, fatigue”. It seems obvious that Samsung’s research grant financing a UC Berkeley study published in the Journal of Vision was wasted, except for one minor issue — all of those headlines are wrong. “The zone of comfort: Predicting visual discomfort with stereo displays” is actually trying to find out why 3D-related eyestrain happens. That it can and does happen with poorly formatted video, whether 2D, 3D or otherwise, is already known.

Scrolling down beyond the abstract reveals the prof’s data actually indicated a wider comfort zone than 3D video producers commonly assumed with their percentage rule of thumb. It’s a Friday night and you don’t have to pick thumbing through dry descriptions of experiments over whatever your plans are, but that’s why you have us. Shockingly, companies desperately hawking 3D tech are busy making it better instead of undermining their own products, but you’d have to actually read the study to find out for sure.

Samsung studies 3D viewing discomfort, finds out bloggers don’t read originally appeared on Engadget on Fri, 22 Jul 2011 21:03:00 EDT. Please see our terms for use of feeds.

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Samsung study finds no link between cancer and work conditions, might not be released in full

Samsung has finally wrapped up that investigation into alleged cancer risks at its chip facilities, but it might not share the details with the rest of the world. In the study, which the company commissioned last year, researchers from US-based Environ International Corp. found that cancers affecting six semiconductor employees were unrelated to any chemicals they may have been exposed to on the job. Of those six workers, four have already died and five of the families are currently pressing charges. Last month, a South Korea court determined that two of the cases could be linked to toxic chemical exposure — a ruling that Environ’s report clearly contradicts. Samsung, however, is reluctant to disclose the results in full, for fear that doing so may reveal some proprietary information. Environ’s Paul Harper declined to say how much Samsung paid for the investigation, due to client confidentiality, while confirming that the research was carried out in consultation with a panel of independent experts. Semiconductor exec Kwon Oh-hyun, meanwhile, denied that the company commissioned the study in order to use it as evidence in the ongoing court case, in which Samsung isn’t even listed as a defendant.

Samsung study finds no link between cancer and work conditions, might not be released in full originally appeared on Engadget on Fri, 15 Jul 2011 07:29:00 EDT. Please see our terms for use of feeds.

Permalink   |  sourceAP (PhysOrg)  | Email this | Comments

NTT showcases next-gen 802.11ac wireless LAN solution, hopes for near-term commercialization

NTT DoCoMo’s never been one to back down from the future, and some might say this carrier is actually already living in 2012. You know — Land of the Rising Sun and all. At any rate, its latest foray into what’s next came at the Wireless Technology Park in Yokohama, where it demonstrated a fully-functional 802.11ac prototype wireless system. For those unaware, that’s what is scheduled to make 802.11n look like the 101 at lunchtime, with an effective throughput of 1Gbps per system. If all goes well, NTT will be commercializing the system “within a few years,” and based on a demonstrated throughout of 120Mbps (as in, real-world results), we’re hoping “few” becomes “one.”

NTT showcases next-gen 802.11ac wireless LAN solution, hopes for near-term commercialization originally appeared on Engadget on Mon, 11 Jul 2011 02:39:00 EDT. Please see our terms for use of feeds.

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Symantec report on mobile security concludes iOS and Android both vulnerable to attacks

In Symantec’s bleak, dystopian world, it doesn’t matter whether you choose Android or iOS — you’ll be making yourself vulnerable to attacks regardless of the camp you’re in. The company just concluded a study pitting iOS’s security against Android’s — an undertaking intended mainly for corporate IT staffs trying to figure out which devices they can safely issue to employees. (Curiously, despite the enterprise focus, you won’t find a single comparison against BlackBerrys.) Although iOS won higher marks when it came to thwarting traditional malware and showed a more modest advantage in terms of data loss, data integrity, and service attacks, the two platforms proved equally adept at preventing web-based attacks — and equally powerless to catch socially engineered ones. And when it came to implementing certain security measures, such as permissions-based controls, Android pulled ahead.

Ultimately, Symantec (which sells mobile security software of its own, by the by) concluded that both “are still vulnerable to many existing categories of attacks,” not least because both platforms allow users to sync with third-party apps or web services that may or may not be secure themselves. Indeed, Symantec’s thesis is that Apple’s App Store approval process helps explain its lead in the malware-blocking department. Also, in shocking news, Symantec adds that people using jailbroken are especially attractive targets for attackers, and that these devices are as vulnerable as computers. Don’t say no one warned you. Head past the break for a press release with a summary of the findings or, if you’re curious, hit the source link for a PDF version of the full report.

Continue reading Symantec report on mobile security concludes iOS and Android both vulnerable to attacks

Symantec report on mobile security concludes iOS and Android both vulnerable to attacks originally appeared on Engadget on Wed, 29 Jun 2011 17:00:00 EDT. Please see our terms for use of feeds.

Permalink MacNews  |  sourceSymantec (PDF)  | Email this | Comments

Device Analyzer Android study wants to track your every move, if you’ll let it

Device Analyzer Android study wants to track your every move, if you'll let it

And here we thought folks were concerned about protecting their personal data. As it turns out, however, a surprising chunk of Android users have volunteered to give a group of University of Cambridge researchers a look at exactly how they use their cellphones. By downloading the Device Analyzer app from the Android market, more than 1,000 participants have allowed the data collection program to harvest statistics in the background while they use their phones. Those statistics — varying from when the power is switched on, to which apps are in use — are then made available to users via the Device Analyzer website. Of course, this is Cambridge, a rather well respected institution of higher learning, and the researchers involved say the data collected is stripped of personal information “as best as possible,” but we’re not keen on anyone peeping our cell stats. If you’re an Android exhibitionist, however, you can sign up for the study at the source link below.

Device Analyzer Android study wants to track your every move, if you’ll let it originally appeared on Engadget on Sun, 19 Jun 2011 14:28:00 EDT. Please see our terms for use of feeds.

Permalink DroidMatters  |  sourceDevice Analyzer  | Email this | Comments

Shocker! Gamer behavior is actually quite predictable

Isn’t it curious how you always crack open a beer before settling in for some GTA? Or how you tend to put an anxious hand over your wallet when logging onto PSN? No soldier, it is not curious. Not at all. But this is: Researchers at North Carolina State University claim they’ve found a way to predict your in-game behavior with “up to 80 percent accuracy.” After analyzing the decision-making of 14,000 World of Warcraft players, they noticed that different players prefer different types of achievements. These preferred achievements clump together into statistically significant groups, known as “cliques”, even if they have nothing obvious in common. So a WoW player who likes to improve their unarmed combat skills also, for some psychological reason, tends to want points for world travel. What’s more, the researchers believe that clique-spotting can be exploited outside the rather specific world of WoW, in which case their method could prove lucrative to game designers, online retailers and pretty much anyone with an interest in predicting your next move. Want to know more? Then we predict you’ll click the PR after the break.

Continue reading Shocker! Gamer behavior is actually quite predictable

Shocker! Gamer behavior is actually quite predictable originally appeared on Engadget on Tue, 14 Jun 2011 16:47:00 EDT. Please see our terms for use of feeds.

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Shocker! The internet is not egalitarian, popular forum posters have it easy

Researchers at the University of Georgia analyzed six years’ worth of Usenet posts, and you know what they discovered? Life ain’t fair. The most popular two percent of posters who started discussion threads hogged 50 percent of all replies, while everyone else struggled for attention. What made some thread-starters more attractive than others? Thankfully it wasn’t rampant flaming. The distinguishing trait was actually how factual they were: only 12 percent of posts by popular posters contained personal opinions or comments. However, posting a bit of news isn’t all it takes to win followers. In a related experiment, 200 volunteers were unleashed onto “simulated” discussion forums and their behavior revealed an even more important factor. The slightly flummoxed researchers called it a “preferential attachment”, which pulled readers towards posters who already had an excess of followers. In other words, life still ain’t fair. For a delightfully factual breakdown of the full results, check out the PR after the break.

Continue reading Shocker! The internet is not egalitarian, popular forum posters have it easy

Shocker! The internet is not egalitarian, popular forum posters have it easy originally appeared on Engadget on Mon, 13 Jun 2011 11:11:00 EDT. Please see our terms for use of feeds.

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Digital games distribution earned $3.8 billion in 2010, a quarter of entire video game market

Alright, so technically all video games are digital, but what we’re talking about here is the stuff that you don’t buy on physical media — downloadable games, add-on content, mobile apps, subscriptions, and gaming on social networks. That market has grown to account for 24 percent of all video game revenues in 2010, or $3.8 billion, according to the Entertainment Software Association. The ESA is the body running the currently ongoing E3 shindig, and its data comes from the NPD Group, which likes to keep a cold robotic finger on the gaming industry’s pulse. Other findings in the latest ESA study include the average age of gamers (37!), the best-selling genres (action with 21.7 percent, followed by sports at 16.3 percent), and the highest-grossing games of 2010 (no prizes for guessing the warmongering winner of that one). Give the source link a bash to immerse yourself in even more gaming trivia from yesteryear.

Digital games distribution earned $3.8 billion in 2010, a quarter of entire video game market originally appeared on Engadget on Thu, 09 Jun 2011 03:52:00 EDT. Please see our terms for use of feeds.

Permalink All Things D  |  sourceEntertainment Software Association [PDF]  | Email this | Comments

Tactile Brush uses sensory illusions to let you feel games, movies

TactileBrush

Poor arachnophobes — it’s bad enough that 3D movies can make it look like swarms of eight-legged freaks are pouring out of the screen, now Disney wants you to feel the creepy crawlies, too. In a presumed effort to one-up those “4D” chairs used at Shrek’s castle down in Orlando, the company has been working on what it calls Tactile Brush — a chair with an array of 12 vibrating coils that are able to simulate anything from the sensation of speeding around a race track to the delicate drip of rain on your back. Two techniques are used: apparent motion, which triggers two motors in quick succession to create the illusion of something moving over your skin, and phantom sensation, in which two stationary vibrations are felt as a single tingle between the two points. Disney researchers demoed Tactile Brush at the Conference on Human Factors in Computing Systems in Vancouver using a racing game, but hope to bring it to amusement park rides and movie theaters — which, in the right hands, should lead to more screaming and at least a few pairs of wet pants.

Tactile Brush uses sensory illusions to let you feel games, movies originally appeared on Engadget on Sat, 28 May 2011 13:01:00 EDT. Please see our terms for use of feeds.

Permalink NewScientist, Wired  |  sourceDisney Research Pittsburgh  | Email this | Comments