WLCGram: Instagram Client Application for Windows Phone

Photo sharing application Instagram has been very popular among users of Android and iOS smart phones. But unfortunately Windows Phone smart phone users still have to wait to be able to use this application, because until recently the Instagram still mum about their plans for this one platform. Nokia itself as the largest WP vendors have expressed their support in order to Instagram coming soon to mobile-phone operating system Windows Phone.
While waiting for the official Instagram app is present, it does not hurt us a peek Instagram client application on Windows Phone, which WLCGram. WLCGram is one of Instagram client on Windows Phone that has capabilities similar to the original Instagram application. Some of the features include are:
filter image
could register
Can view photos on Instagram
Can menshare photos to Instagram
Can search by username or hashtag.
.
Unfortunately, the users of this application have not been able to:
Did comment and like
see video
Menshare to Facebook and Twitter.
and some other weaknesses.
With all its limitations and its advantages, the application is priced at $ 0.99 (approximately Rp. 9800) with the option for free trial for 9 hours in advance.

Tizen protype Display Tablet Appears on Internet

A tablet operating system Tizen has just appeared on the internet. The emergence of the prototype tablet Tizen Tizen obtained from Indonesia who has a chance to look deeper into the tablet.

The tablet has a screen size of 10 inches and using the Tizen OS is a Linux-based OS developed by Intel with Samsung. According to the plan, the operating system will also be used in a variety of devices, from smartphones, tablets, laptops and even systems for vehicle bermotoro.

Tizen tablet prototype that appears is from a Japanese company called Shisutena. The tablet is also scheduled to be introduced this year in Japan. According to the Indonesian Tizen, this tablet will come with Tizen OS 2.1.

The tablet has a resolution of 1920 x 1200 pixels with a 1.4GHz quad-core processor, 2GB RAM and 32GB of internal memory. The tablet also comes with 802.11n WiFi, 2MP rear camera and 0.3MP camera on the front.

Creating a 3D Game With Three.js and WebGL

Prerequisites

  • A browser with WebGL – this game has been tested on Chrome and Firefox. IE still doesn’t support WebGL, unless you’re using Windows 8.1 with IE11.
  • Three.js library available for download from the Three.js website
  • The Keyboard.js helper library I used for this project, created by Arthur Schreiber at No Karma. Download it from my GitHub repository
  • A basic understanding of what Three.js does. Read this super simple, super quick tutorial by Paul Lewis. It’s basically a short-hand version of this article.

Setup

Get a base index.html running

Step one when making a web-based game is to create the host index.html file. In our case, it only needs to be a very simple set of elements, so we can bundle the CSS styling too.

Import Keyboard.js and Three.js

Three.js is a library contained in just one JavaScript file, so we can grab the minified version from the website.

For Keyboard input, we will need to referencethe aforementioned JavaScript file in our index.html as well.

Create setup() and draw() functions

The setup() function will be the start point for the game code. The draw() function will be run every frame and will handle all the rendering and game logic.

In order to loop the draw() function, we simply utilise the requestAnimationFrame() function call, and pass ‘draw’ as the parameter. Remember, not all browsers natively support the call, and you might have to use Paul Irish’s shim to gain maximum compatibility. Also, it is important to realise that requestAnimationFrame() does not guarantee a fixed frame-rate, so you need to use time-deltas to calculate realistic physics. For a basic game like Pong, we don’t really care about that.

Basic World

Set up the Three.js world and camera

Three.js includes these important elements:

  • Scene
  • Renderer
  • Camera
  • Mesh
  • Light
  • Material

Cameras, Meshes, and Lights need to be added to the scene using the scene.add() function.

Attach a WebGL Three.js Renderer to the DIV

The renderer is attached to whichever HTML DOM element you wish to render the scene to, and a render() call is made each frame to the renderer in order to draw the Three.js scene.

Add a camera to the scene

Three.js has the option to create Perspective and Orthographic cameras. For most uses, Perspective camera is the best choice. We can change position and rotation information of the camera like any other object in the scene.

Draw a sphere and light it

Meshes must be paired with Materials in order to give them a defined look and feel. Meshes can be of many types, include primitives such as Cube, Sphere, Plane and Torus. Materials can have different characteristics depending on their type. The basic Material types include Lambert, Phong, and Basic.

  • Basic renders an unlit Mesh with no shadows or dark shading. A sphere will look like a circle if rendered with Basic.
  • Lambert is a simple diffuse-like lighting that creates shading on sides facing away from a light source. It gives a basic 3D look of surfaces that are matte (non-shiny and non-reflective)
  • Phong is used for achieving a plastic-like look and feel, with the ability to gain highlights that give a much shinier appearance to the Mesh.

Show off your sphere with a Point Light. This is the most basic light, with no direction or rotation. Make sure you tweak the light’s intensity and distance to get it looking good.

Add Game Objects

Draw playing area plane

The playing area will be a Three.js Mesh object of type Plane. Make sure the plane matches the play area, giving a small buffer gap to indicate where the paddles can and can’t go.

Draw paddles

The paddles will be Mesh objects of type Cube. Position each of the paddles on opposite sides of the play area.

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// set up the paddle vars
paddleWidth = 10;
paddleHeight = 30;
paddleDepth = 10;
paddleQuality = 1;
// set up paddle 1
paddle1 = new THREE.Mesh(
new THREE.CubeGeometry(
paddleWidth,
paddleHeight,
paddleDepth,
paddleQuality,
paddleQuality,
paddleQuality),
paddle1Material);
// add the paddle to the scene
scene.add(paddle1);
// Set up the second paddle
paddle2 = new THREE.Mesh(
new THREE.CubeGeometry(
paddleWidth,
paddleHeight,
paddleDepth,
paddleQuality,
paddleQuality,
paddleQuality),
paddle2Material);
// Add the second paddle to the scene
scene.add(paddle2);
// set paddles on each side of the table
paddle1.position.x = -fieldWidth/2 + paddleWidth;
paddle2.position.x = fieldWidth/2 – paddleWidth;
// lift paddles over playing surface
paddle1.position.z = paddleDepth;
paddle2.position.z = paddleDepth;
view rawBNG_Pong_paddlecreateThis Gist brought to you by GitHub.

If you manipulate the camera positions, as seen in the screenshot, you can give a different perspective to the player.

Basic Logic

Ball movement

The ball will have an X-direction and a Y-direction that determines the movement per frame.

// ball’s x-direction, y-direction and speed per frame
var ballDirX = 1, ballDirY = 1, ballSpeed = 2;

The ball will move at a constant speed in the X-plane every frame. To this end, we will specify a ballSpeed variable that acts as a multiplier for the direction values.

// update ball position over time
ball.position.x += ballDirX * ballSpeed;
ball.position.y += ballDirY * ballSpeed;

We want the ball to have some unpredictable characteristics (e.g. when it gets sliced quite hard) so we will allow the Y-direction to go up to a maximum of ballSpeed * 2. You can tweak the values until you’re happy with how the ball behaves.

// limit ball’s y-speed to 2x the x-speed
// this is so the ball doesn’t speed from left to right super fast
// keeps game playable for humans
if (ballDirY > ballSpeed * 2)
{
ballDirY = ballSpeed * 2;
}
else if (ballDirY < -ballSpeed * 2)
{
ballDirY = -ballSpeed * 2;
}

Ball wall bounce logic

Simple collision detection logic is required to check if the ball is touching each of the side ‘walls’. Using a series of ‘if-else’ statements, we check the ball positions against the predetermined wall positions. In the case of a collision, we simply switch the Y-direction of the ball, creating a bounce effect.

// if ball goes off the top side (side of table)
if (ball.position.y <= -fieldHeight/2)
{
ballDirY = -ballDirY;
}
// if ball goes off the bottom side (side of table)
if (ball.position.y >= fieldHeight/2)
{
ballDirY = -ballDirY;
}

Later, we will edit some of this code in order to implement scoring when the ball passes a paddle.

Keyboard input for paddles

We will utilise a very effective short-cut in order to easily get keyboard input working in this game. Using the Keyboard.js file provided, we simply have to include the reference to it in the index.html file and we are set. Only one function call is required, the Key.isDown() call. Given a parameter, the library checks if that particular key is current being pressed, and returns a boolean value.

// move left
if (Key.isDown(Key.A))
{
// code to move paddle left
}

We use the ‘A’ and ‘D’ keys to move the paddle left and right, but you can edit the Keyboard.js with additional values if you want to use your own control scheme.

var Key = {
_pressed: {},
A: 65,
W: 87,
D: 68,
S: 83,
// add your required key code (ASCII) along with the name here
// for example:
SPACE: 32,
};

While dealing with keyboard input, it is also important to ensure that the input is never blindly updated in game. We have to check that the paddle isn’t made to move off the play area, and we do that with some ‘if-else’ statements as well.

// move left
if (Key.isDown(Key.A))
{
// if paddle is not touching the side of table
// we move
if (paddle1.position.y < fieldHeight * 0.45)
{
paddle1DirY = paddleSpeed * 0.5;
}
// else we don’t move and stretch the paddle
// to indicate we can’t move
else
{
paddle1DirY = 0;
paddle1.scale.z += (10 – paddle1.scale.z) * 0.2;
}
}

Note that we use a paddle direction variable, rather than simply applying a change to the position values. This will come in handy when programming the ball to ‘slice’ when hit at an angle with a fast-moving paddle.

Opponent logic

When you code a game of this calibre, it is of utmost importance that you create a vivid, lush environment with a host of emotional, highly-relatable characters that showcase this generation’s strides forward in technology. Instead, we will code a Pong A.I. that blindly follows the ball, because that is even better.

We can update the opponent difficulty by using a variable instead of introducing magic numbers. This variable will affect the ‘reaction rate’ of the opponent by increasing the Lerp (Linear-Interpolation) time.

When using a Lerp (Linear-Interpolation) function, we must ensure the opponent plays fairly by limiting their maximum travel speed. We do that with a few more if-else statements.

// in case the Lerp function produces a value above max paddle speed, we clamp it
if (Math.abs(paddle2DirY) <= paddleSpeed)
{
paddle2.position.y += paddle2DirY;
}
// if the lerp value is too high, we have to limit speed to paddleSpeed
else
{
// if paddle is lerping in +ve direction
if (paddle2DirY > paddleSpeed)
{
paddle2.position.y += paddleSpeed;
}
// if paddle is lerping in -ve direction
else if (paddle2DirY < -paddleSpeed)
{
paddle2.position.y -= paddleSpeed;
}
}
If want to extend immersion, you could also using the paddle.scale property to stretch the paddle when it can’t be moved. This indicates an issue to the player which they can then address immediately. In order to accomplish this, we must ensure the paddle always Lerps back to the default scale size.
// We lerp the scale back to 1
// this is done because we stretch the paddle at some points
// stretching is done when paddle touches side of table and when paddle hits ball
// by doing this here, we ensure paddle always comes back to default size
paddle2.scale.y += (1 – paddle2.scale.y) * 0.2;

Adding Gameplay

Making the ball reset after missing a paddle

To get the main scoring gameplay working, we need to first remove the ball’s ability to bonce off the paddle-facing walls. To do this, we remove the bounce code from the two corresponding if-else statements.

// if ball goes off the top side (side of table)
if (ball.position.y <= -fieldHeight/2)
{
ballDirY = -ballDirY;
}
// if ball goes off the bottom side (side of table)
if (ball.position.y >= fieldHeight/2)
{
ballDirY = -ballDirY;
}
//// ——————————— ////
CHANGED CODE
//// ——————————— ////
// if ball goes off the ‘left’ side (Player’s side)
if (ball.position.x <= -fieldWidth/2)
{
// CPU scores a point
// update scoreboard
// and reset ball
}
// if ball goes off the ‘right’ side (CPU’s side)
if (ball.position.x >= fieldWidth/2)
{
// player scores a point
// update scoreboard
// and reset ball
}

We can handle scoring in many different ways. For a simple game like this, we can simply increment the corresponding score count variable.

// if ball goes off the ‘left’ side (Player’s side)
if (ball.position.x <= -fieldWidth/2)
{
// CPU scores
score2++;
// update scoreboard HTML
document.getElementById(“scores”).innerHTML = score1 + “-” + score2;
// reset ball to center
resetBall(2);
// check if match over (someone scored maxScore points)
matchScoreCheck();
}

We can then update the HUD element in the DOM by setting its innerHTML value. Finally, we have to reset the ball once someone has scored. A simple function can be written to reset the ball, with a parameter indicating which paddle just lost (so we know which paddle to send the ball to next time).

// resets the ball’s position to the centre of the play area
// also sets the ball direction speed towards the last point winner
function resetBall(loser)
{
// position the ball in the center of the table
ball.position.x = 0;
ball.position.y = 0;
// if player lost the last point, we send the ball to opponent
if (loser == 1)
{
ballDirX = -1;
}
// else if opponent lost, we send ball to player
else
{
ballDirX = 1;
}
// set the ball to move +ve in y plane (towards left from the camera)
ballDirY = 1;
}

Making the ball bounce off paddles

Alright, this is it. The big one. Literally the biggest feature of this game. It’s time to get the paddles hitting the ball. In a simple Pong game, paddle-ball physics are nothing more than a couple of if-else statements. We check the X-position and Y-position of the ball against the paddle’s rectangular bounds, and if they intersect, we bounce the ball away.

// if ball is aligned with paddle1 on x plane
// remember the position is the CENTER of the object
// we only check between the front and the middle of the paddle (one-way collision)
if (ball.position.x <= paddle1.position.x + paddleWidth
&& ball.position.x >= paddle1.position.x)
{
// and if ball is aligned with paddle1 on y plane
if (ball.position.y <= paddle1.position.y + paddleHeight/2
&& ball.position.y >= paddle1.position.y – paddleHeight/2)
{
// ball is intersecting with the front half of the paddle
}
}

It’s also important to check the direction of the ball’s travel, as we only want to check collisions in one direction (the direction towards the opponent.)

// and if ball is travelling towards player (-ve direction)
if (ballDirX < 0)
{
// stretch the paddle to indicate a hit
paddle1.scale.y = 15;
// switch direction of ball travel to create bounce
ballDirX = -ballDirX;
// we impact ball angle when hitting it
// this is not realistic physics, just spices up the gameplay
// allows you to ‘slice’ the ball to beat the opponent
ballDirY -= paddle1DirY * 0.7;
}

We will also affect the ball’s lateral movement depending on the relative speed of the paddle when hitting the ball. This is particularly useful in introducing the biggest variable in Pong: the slice. Slicing the ball is often the only way to confuse and outmaneuver the opponent, so it is vital in this game.

Remember to duplicate the code, but update the values to match the opponent’s paddle. You can use this opportunity to gimp your opponent’s ability somewhat, by reducing the hitbox size or decreasing the slice amount. It’s what we would all do.

Here is the final paddle-ball collision function:

// Handles paddle collision logic
function paddlePhysics()
{
// PLAYER PADDLE LOGIC
// if ball is aligned with paddle1 on x plane
// remember the position is the CENTER of the object
// we only check between the front and the middle of the paddle (one-way collision)
if (ball.position.x <= paddle1.position.x + paddleWidth
&& ball.position.x >= paddle1.position.x)
{
// and if ball is aligned with paddle1 on y plane
if (ball.position.y <= paddle1.position.y + paddleHeight/2
&& ball.position.y >= paddle1.position.y – paddleHeight/2)
{
// and if ball is travelling towards player (-ve direction)
if (ballDirX < 0)
{
// stretch the paddle to indicate a hit
paddle1.scale.y = 15;
// switch direction of ball travel to create bounce
ballDirX = -ballDirX;
// we impact ball angle when hitting it
// this is not realistic physics, just spices up the gameplay
// allows you to ‘slice’ the ball to beat the opponent
ballDirY -= paddle1DirY * 0.7;
}
}
}
// OPPONENT PADDLE LOGIC
// if ball is aligned with paddle2 on x plane
// remember the position is the CENTER of the object
// we only check between the front and the middle of the paddle (one-way collision)
if (ball.position.x <= paddle2.position.x + paddleWidth
&& ball.position.x >= paddle2.position.x)
{
// and if ball is aligned with paddle2 on y plane
if (ball.position.y <= paddle2.position.y + paddleHeight/2
&& ball.position.y >= paddle2.position.y – paddleHeight/2)
{
// and if ball is travelling towards opponent (+ve direction)
if (ballDirX > 0)
{
// stretch the paddle to indicate a hit
paddle2.scale.y = 15;
// switch direction of ball travel to create bounce
ballDirX = -ballDirX;
// we impact ball angle when hitting it
// this is not realistic physics, just spices up the gameplay
// allows you to ‘slice’ the ball to beat the opponent
ballDirY -= paddle2DirY * 0.7;
}
}
}
}
view rawBNG_Pong_paddlecollCompleteThis Gist brought to you by GitHub.

Scoring

In Pong, it is usually simplest to have a maximum score value, such that a game is won when either player reaches that score. To that end, we can easily create a maxScore variable and set it at the start of the match.

We then create a function to check if either player has scored equal or higher than the maximum. This function should be called only when a score has been changed (i.e. when someone scores a point.)

// checks if either player or opponent has reached 7 points
function matchScoreCheck()
{
// if player has 7 points
if (score1 >= maxScore)
{
// stop the ball
ballSpeed = 0;
// write to the banner
document.getElementById(“scores”).innerHTML = “Player wins!”;
document.getElementById(“winnerBoard”).innerHTML = “Refresh to play again”;
}
// else if opponent has 7 points
else if (score2 >= maxScore)
{
// stop the ball
ballSpeed = 0;
// write to the banner
document.getElementById(“scores”).innerHTML = “CPU wins!”;
document.getElementById(“winnerBoard”).innerHTML = “Refresh to play again”;
}
}

After a match is deemed complete, it is simplest to just return the ball to the centre and stop any movement, so that play doesnt inadvertently continue.

Prettifying the Game

HUD

It’s important to give feedback to the player so they know what’s going on. For Pong, the least we can do is keep a scoreboard ticking over. Instead of trying to draw the HUD on the same layer as the game, we can use the other DOM elements to provide the required feedback.

It’s also good to indicate the maximum score as well, so we have another element for that which we will update at match start.

// update the board to reflect the max score for match win
document.getElementById(“winnerBoard”).innerHTML = “First to ” + maxScore + ” wins!”;

Shadows

Finally, it is time to make things look a tad more polished. Three.js has the awesome ability to create shadows for primitive objects (Cube, Plane, Sphere, etc.) so we can utilise that to make the game look nicer.

Shadows can’t be created with just a Point light, so we have to add a DirectionalLight or a SpotLight. A SpotLight shines a circular beam of light onto surfaces, which DirectionalLight simply shines a light in a certain direction with no regard to positioning.

We will use a SpotLight because it clearly indicates where the light originates from and shines towards.

We can update the SpotLight to follow the ball around to give a more dynamic look and feel to the game, whilst showcasing the hard work we just put into the lighting.

// we can easily notice shadows if we dynamically move lights during the game
spotLight.position.x = ball.position.x;
spotLight.position.y = ball.position.y;

To make an object in the scene cast or receive shadows, we simply set their .receiveShadow and .castShadow variables to true. For example,

paddle1 = new THREE.Mesh(
new THREE.CubeGeometry(paddleWidth, paddleHeight, paddleDepth, paddleQuality, paddleQuality, paddleQuality),
paddle1Material);
// add the sphere to the scene
scene.add(paddle1);
paddle1.receiveShadow = true;
paddle1.castShadow = true;

Conclusion

This is but a basic introduction to the power of Three.js, which should allow you to create a basic Pong clone.

Play the latest build of this game here: LATEST BUILD*

Find the latest code at its GitHub page*

You can still do quite a number of things to polish your game, such as

  • Create animations for the paddles and ball
  • Update the HUD to look prettier
  • Import complex objects created in Modeling packages, to design a more immersive environment
  • Move HUD elements inside the game view to allow for full-screen gaming
  • Mess around with complex shaders to create reflections and other cool effects

WhatsApp Luncurkan Fitur Baru di Windows Phone

Jakarta – WhatsApp is one of the instant messaging service that can be used by many types of cell phone operating system. Not surprisingly, WhatsApp has 250 million active users. According to the Wall Street Journal website, this amount is equivalent to the number of users on Twitter, Facebook Messenger, and Skype.
What’s more, the instant messaging application also does not include ads in their services. Users were not bothered by ads that sometimes appear like the other instant messaging services.
Now, WhatsApp update the application with new features for Windows Phone users. Some of the new features that include
1. Make voice calls;
2. Background API (Application Programming Interface) which can play music;
3. New Smiley;
4. Notifications are updated to the user;
5. Quick summary (if the application is open and the user clicks the notification, the application will open fast like on Android);
6. The user will be asked whether you want to save the conversation history, users can arrange it through the settings menu, and
7. Images are displayed larger.
Updates on Windows Phone devices can be downloaded in Windows Phone Store.

Zulu Creative Launches Redesigned Website For MAX’s Wine Dive

Zulu Creative is proud to announce the launch of a new website for MAX’s Wine Dive, the award-winning, rockin’ restaurant concept from Houston-based Lasco Enterprises that combines gourmet comfort food with retail wine sales and features unlikely pairings such as fried chicken and champagne. The new website is mobile-friendly for diners on-the-go and contains unique content for five MAX’s locations in Austin, Dallas, Fort Worth, Houston and San Antonio, plus corporate-specific content. The MAX’s website is the second of three that Zulu Creative is designing for Lasco. A new website for Boiler House, Lasco’s Texas grill and wine garden concept located at the historic Pearl Brewery in San Antonio, was completed in fall 2012. A complete redesign of The Tasting Room site is forthcoming.

(Photo: http://photos.prnewswire.com/prnh/20130723/MN51688)

Taking its design cue from current branding, the new MAX’s site features a black and white color palette with red accents and bold typographical elements. Zulu Creative recommended key website enhancements to better convey MAX’s funky, eclectic brand vibe online. The website reflects each location’s unique ambience and personality through witty slogans on each page, graphical jukebox-inspired elements that evoke the restaurant’s dive-bar feel, and location-specific featured images.

Site visitors can easily make online reservations and access key information such as each location’s address, hours, contact information and menus. In addition, visitors can view each location’s calendar of events, read chef and wine manager bios, see private event/catering options, purchase gift cards online, sign up for MAX’s newsletter and easily connect with MAX’s through their social media channels. Press+Awards pages tout each location’s accolades, while a corporate Employment page lists all job openings by location and serves as a useful recruiting tool.

Designed and built on a content management system (CMS) platform with multisite functionality, the website is scalable, making it easy to manage multiple websites through a single interface and add new sites as Lasco opens new MAX’s locations.

“We are extremely excited about the new website for MAX’s Wine Dive created by the talented team at Zulu Creative,” said Jonathan Horowitz, Chief Brand Officer of Lasco Enterprises. “Throughout the entire creative process, the Zulu team exercised intense attention to detail and introduced a new site that is easy for our guests to navigate, as well as met our goal to produce a product which mimics the energy, look and feel of the MAX’s Wine Dive concept.”

“Designing sites for three award-winning Lasco brands is an exciting opportunity and huge honor,” says Tina Zulu, Founder and Creative Chieftess of Zulu Creative. “Our experience creating websites for other successful restaurants and bars made the Boiler House, MAX’s Wine Dive and The Tasting Room projects a perfect fit for us, and our teams work extremely well together. We couldn’t be more thrilled and congratulate Lasco on their continued success and growth. Cheers!”

About Zulu Creative
Fun! And smart! Zulu Creative is a boutique agency in Midtown Houston, Texas, specializing in marketing and brand development for lifestyle businesses that serve consumer niche markets. The Zulu crew is a dynamic team of intelligent professionals who are energetic, innovative, passionate and reliable. Clients who choose Zulu Creative get a big bang for their buck, benefit from a diverse team of experience and talent, and enjoy a smashing, cutting-edge image in the Houston community, nationally and globally. Whether a brand needs a kick-start, upgrade or extreme makeover, Zulu Creative is known for creating memorable experiences and making an impact. It’s all about positioning brands at the top of the target audience’s mind. Zulu Creative accomplishes it through innovative, integrated marketing. For more information, visit www.zulucreative.com

About Lasco Enterprises
Established by Jerry and Laura Lasco in Houston in 2003, Lasco Enterprises, LLC is the parent company for MAX’s Wine Dive (Houston, Austin, San Antonio, Dallas and Ft. Worth), The Tasting Room Wine Cafés, Lasco Events & Catering, Boiler House Texas Grill & Wine Garden (San Antonio), and The Black Door online wine community, and now has more than 500 employees in five cities. In 2010, Inc. 5000 named Lasco Enterprises one of the fastest growing private companies in the U.S. In 2011 and 2012, Lasco was named as one of the “Best Companies to Work for in Texas” by the Best Companies Group. The Houston Business Journal named Lasco Enterprises to its Fast 100 list of fastest-growing private companies in Houston in 2009, 2010, 2011 and in 2012. In 2009 and in 2012, the publication awarded Lasco the Houston Business Journal’s “Enterprise Champion” award for the company’s commitment to its employees, the communities in which it operates, and for its contributions to its industry. For more information, visitwww.lascoenterprises.com

Amcom Software Supports HIPAA-Compliant Smartphone Texting at Emory University and Emory Healthcare

Amcom Software, Inc. today announced that Emory University is leading a large strategic effort to expand the use of its HIPAA-compliant smartphone texting app, Mobile Connect, Powered by Amcom™. The organization plans to have thousands of Emory staff in both the academic and hospital settings using the solution to facilitate their secure critical messaging. Emory wants to ensure that sensitive information such as identifiable patient data remains protected, that staff can easily locate the people they need to contact, and that messages requiring immediate attention are acknowledged and responded to quickly.

Emory uses Mobile Connect because it integrates easily with their Amcom hospital call center solutions, including their staff directory, on-call scheduling and emergency notification systems. “Currently we are focused on educating our staff about the benefits of Mobile Connect, including the security and ease of communicating,” said Jay Flanagan, Senior Manager, UTS Messaging at Emory University. “This is particularly important for those who send or receive critical communications, including physicians and nurses, administrators, IT staff, and Infection Control. The healthcare staff is our primary focus, but faculty and staff in the university sectors are also included.”

“When staff see how Mobile Connect simplifies their work and makes them more productive, they get excited,” said Jason Stanaland, Mobile Messaging Applications Engineer at Emory University. “Our early adopters enticed their coworkers to use it. They all recognize its many benefits and are helping to spread the word.”

“Mobile Connect is transforming how Emory’s staff is able to communicate, particularly in its fast-paced clinical setting,” said Colin Balmforth, President, Amcom Software. “It’s exciting to see customers like Emory making full use of their Amcom solutions to improve their communication workflows and patient care.”

About Emory’s Office of Information Technology
Emory University’s Office of Information Technology (OIT) is responsible for maintaining and coordinating centralized computing services on campus and supporting academic, administrative, research, and healthcare departments in the effective and efficient use of these technologies. The Office of Information Technology coordinates its efforts and initiatives with other central and local information technology units. Some of the larger systems and service provided by OIT include electronic medical records, voice and data services, enterprise-wide human resources, student administration, financial systems, high-performance computing, and academic course-management software.

About Amcom Software
Amcom Software, a subsidiary of USA Mobility, Inc. (USMO), connects people to each other and to the data they need. This helps organizations save lives with communications that are faster, more accurate, and more efficient. Thousands of organizations worldwide rely on Amcom solutions for critical smartphone communications, contact center optimization, emergency management, and clinical workflow improvement. The company’s products are used by leading organizations in healthcare, hospitality, education, business, and government.

Samsung Galaxy S4 Software Will Increase

Kansas – Some telecommunications companies in the United States, such as Verizon, AT & T and Sprint are currently in the process of major reform efforts on a smart phone that is now being loved, Samsung Galaxy S4. Although there is no official announcement from them, any reports from various sources stating the same thing.
According to a report quoted by CNET site, with updates on Samsung Galaxy S4 users can move apps from internal storage to microSD card. This capability can empty the internal storage. So that the performance can be optimized.
Other updates to security software yitu Samsung Knox and bootloader. Developmental changes are also located in the settings are easy to apply and other additional software.
Users of Samsung Galaxy S4, just need to wait for an official announcement about this renewal. Sprint and AT & T amid spreading rumors this renewal. While Verizon is working on desktop software via Samsung Kies.

Google Nexus 7 Generation 2, Pack Full HD Screen And Processor Quad-Cor

Last year, many manufacturers began to play with the seven-inch tablet and the price competition is getting fierce. Google hit the market with the launch of the first Nexus tablet, named Nexus 7. Now, the biggest search engine in the world announced the second generation of its flagship tablet. Changes in what is offered?

Nexus 7 2 7 Generation Google Nexus 2, Pack Full HD Screen And Processor Quad Core tablet pc computer news
Still manufactured by ASUS and uses soft touch material on the back side, second-generation Nexus 7 carries a smaller design. Although the screen size remains the same, the Nexus 7 II appear slimmer and lighter. Compared to previous Nexus 7, bezel or frame is now thinner 2.8 mm, 1.8 mm thinner body and lighter weight 50 grams. To display sector, the resolution increased to 1920 × 1200 pixels with a density of 323 ppi or 50% denser than the predecessor model.

Also a significant increase in performance. The second-generation Nexus 7 processor quad-core Krait Snapdragon S4 Pro with 1.5 GHz speed, capacity is doubled to 2GB RAM, and Adreno 320 graphics cards. Unlike the previous model, this time carrying the Nexus 7 rear 5MP resolution camera that can record 1080p video and 1.2 MP sensor on the front of the camera.

This time Google immediately offers two models of the Nexus 7, WiFi and 4G LTE. WiFi model comes in a choice of 16GB capacity priced at $ 230 and 32GB at U.S. $ 270, while the 4G LTE models are only offered with capacities of 32GB and priced at U.S. $ 350. Google plans to start marketing its new seven-inch tablet on July 30. Hopefully not too late to Indonesia as the first generation of Nexus 7 newly announced into Indonesia after a year.

Revealed, Microsoft SkyDrive Allow Skype and Tapped

A document reveals how Microsoft is working with U.S. intelligence agencies to read messages from users, including helping the U.S. National Security Agency (NSA) secret unlock code Microsoft, Australia Guardian reported on Friday (07/12/2013).

Confidential documents obtained by the Guardian of Edward Snowden, U.S. intelligence whistleblowers, said the level of cooperation between Silicon Valley and American intelligence agencies in the last three years.

The document, among others, suggests, Microsoft helped the NSA to read the conversation at the new portal Outlook.com by giving the company secret code. NSA has access to Outlook.com including Hotmail before the messages are written in the form of a code (encrypted).

Microsoft is working with the FBI this year that the NSA get easier access to the data warehouse via Prism SkyDrive which has 250 million users in the world.

Microsoft is also working with the FBI to the intelligence agencies “understand” the issues that potential Outlook.com that allows users to use the e-mail alias for them.

In July last year, nine months after Microsoft bought Skype, the NSA is proud to mention that the NSA has been able to increase the amount of video that they can access through Skype as much as three times through the Prism program. The materials obtained from Prism program routinely accessed by the FBI and CIA. One of the documents referred NSA has the name “team sport”.

Snowden documents also reveal the tension between Silicon Valley and the Obama administration. Leading technology companies lobbying the government to be allowed to express the depth of their cooperation with the NSA to address customer concerns in terms of privacy.

Corporate leaders are not trying to claim that they have collaborated and worked with intelligence agencies like NSA documents mentioned in the argument that the process is carried out according to the lawsuit.

In a statement, Microsoft said, “If we increase the capacity (upgrade)-prudok and updating our products, we are not exempt from having to comply with applicable laws, both now and into the future.”

Microsoft reiterated his argument that they provide the customer data “only in response to government requests, and we only serve the demand for specific address or identity”.

Last June, the Guardian reported that the NSA claims to have “direct access” program through the Prism system leading internet companies including Microsoft, Skype, Apple, Google, Facebook, and Yahoo.

Hyland Software Named as a Best-in-Class ECM Vendor for three categories in Insurance Technology Assessment

CEB TowerGroup recently named Hyland Software a Best-in-Class enterprise content management (ECM) vendor for insurance companies in three categories in its evaluation of ECM solutions providers in the space. Hyland was named Best-in-Class for: User Experience, Enterprise Operations Support and Enterprise Support.

The report identifies both current and future market drivers, identifies the needs of the industry and lists notable solutions providers. CEB TowerGroup selected vendors based on quantitative and qualitative analyses of each vendor’s solution features and functionality, understanding of customer needs and implementation of leading practices to maximize efficiency and ROI.

“Selection as a Best-in-Class solution within CEB TowerGroup’s insurance vendor review verifies the relevance and ongoing benefits ECM solutions can provide insurance companies. It illustrates Hyland’s ability to offer insurers a solution that can streamline their processes, enabling them to run more efficiently and cost-effectively across their entire organization,” stated Cheryl Nulman, Hyland’s insurance industry marketing manager.

CEB TowerGroup named Hyland Software’s OnBase a Best-in-Class solution for:

  • User Experience,  for its attributes that directly contribute to enhancing the productivity of employees across the organization
  • Enterprise Operation Support, for its attributes that support and facilitate business operations enterprise-wide
  • Enterprise Support for Hyland’s influence and ongoing relationship with customers

“Our industry expertise, coupled with the high-value we place on customers’ feedback helps to create leading solutions to meet insurers’ needs. Our agile approach increases our viability in the industry and ensures an advanced solution offering,” Nulman said.

“As insurance executives evaluate new IT products to support their business needs, many are overwhelmed by the volume of technologies available,” said Aaron Kissel, executive director, CEB. “CEB TowerGroup is the only advisory group qualified to evaluate such a broad range of insurance technology tools and to help insurers navigate the increasingly complex landscape.”

*Technology Assessment Disclaimer– CEB does not endorse any vendor, product or service depicted in our CEB TowerGroup publications and does not advise technology users to select only those vendors rated “best in class.” CEB TowerGroup research publications consist of the opinions of CEB TowerGroup’s analysts and should not be construed as statements of fact. CEB disclaims all warranties, expressed or implied, with respect to this research, including any warranties of merchantability or fitness for a particular purpose.

About Hyland Software

For over 20 years, Hyland Software has helped our more than 11,500 lifetime customers by providing real-world solutions to everyday business challenges. That dedication is why Hyland realizes double-digit growth, and why 98 percent of our customer base continues to renew its annual maintenance. Our customers see the ongoing value of partnering with Hyland and continue to work with us year after year.

Seamless integrations with policy administration, core administration and claims management systems speed processing times across the entire insurance lifecycle from underwriting to policy services to claims, which increases customer service. Using OnBase, insurers are able to increase profitability through accurate and consistent underwriting decisions while decreasing response times and costs associated with claims.