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IDF 2013 Day One Keynote Review: Intel App Show for Developers

IDF 2013 was one exciting week, with exhibits, demos, and hundreds of thousands of developers taking in the best of Intel technology. One of the many highlights on the first day’s agenda were keynotes given by new Intel CEO Brian Krzanich and new President Renee James, who gave their first IDF keynotes at the Moscone Center on IDF opening day, touching on such subjects as datacenters, ultra-mobile devices such as tablets, phones and wearables, and “lifestyle computing”.

This week, Intel’s App Show for Developers featured community managers Bob Duffy and Eric Mantion summing up their reactions to Day One’s keynotes.  In the video shown below, we hear that the keynotes kicked off a “different vibe for IDF”, and that this year’s keynote is the “best they’ve ever seen.”

 You can watch both keynotes online in their entirety:

There was definitely a different “feel” to the keynotes, with Mr. Krzanich and Ms. James giving opening keynotes separately then coming back together for a combined Q and A that was open to everyone.  The emphasis –a s always at IDF – was definitely on technology, with a focus on how technology can help you live your life to the fullest; i.e., lifestyle computing.

Intel Quark processor family

One of the more exciting announcements for Bob and Eric was the introduction of the Intel Quark processor family. The Intel Quark processor family will extend Intel’s reach to multiple computing segments, and is especially designed for form factors that will take advantage of lower power and size vs. higher performance:

“As an example of how Intel will continue to use its manufacturing and architectural leadership to push further into lower power regimes, Krzanich announced the Intel Quark processor family. The new lower-power products will extend Intel’s reach to growing segments from the industrial Internet-of-Things to wearable computing. It is designed for applications where lower power and size take priority over higher performance.” – Intel Pressroom

And more from Engadget:

“The hits keep coming from IDF. After showing off svelte new 14nm silicon built for laptops, CEO Brian Krzanich announced a brand new SoC series named Quark. It’s the smallest SoC the company has ever built, one-fifth the size of an Atom chip, and is built upon an open architecture meant so spur its use. Early on in his keynote, Krzanich said that Intel plans to “lead in every segment of computing,” and Quark is positioned to put Intel in wearables — and, in fact, he even showed off a prototype smartwatch platform Intel constructed to help drive wearable development.” – “Intel announces Quark system on a chip, the company’s smallest to date”, Engadget.com

“Hospital in a patch”

What would happen if you could bring the technology of a hospital to people, rather than people to the hospital? House calls could make resurgence with what one video panelist called a “hospital in a patch”, demoed by Renee James. A bulky wristband with vital signs was displayed at first, with a transition to a simple (and more comfortable) patch that did the exact same thing:

“It’s one thing to install computing power in billions of smart objects,” said James. “What we’re doing is harder — making powerful computing solutions that turn data to wisdom and search for answers to the world’s most complex problems like cancer care. What we’ve seen so far is just a glimpse of how Intel technology could be used to help heal, educate, empower and sustain the planet.”

Mr. Krzanich spoke on Intel moving into every aspect of the computing spectrum:

 “Innovation and industry transformation are happening more rapidly than ever before, which play to Intel’s strengths. We have the manufacturing technology leadership and architectural tools in place to push further into lower power regimes. We plan to shape and lead in all areas of computing.”

“The difference is intelligence”

The healthcare demo led naturally to a demo of the transition from the big and bulky phones of yesteryear to what we have today: thin smartphones that are essentially small computers. Continuing the emphasis on innovation and mobile integration, Mr. Krzanich noted that “Intel’s new LTE solution provides a compelling alternative for multimode, multiband 4G connectivity, removing a critical barrier to Intel’s progress in the smartphone market segment.” Intel’s next generation LTE product, the Intel® XMM™ 7260 modem, is now under development with a ship date in 2014. This modem will deliver such LTE-advanced features as carrier aggregation with future advanced 4G network deployments:

“In high-speed 4G wireless data communications, Krzanich said Intel’s new LTE solution provides a compelling alternative for multimode, multiband 4G connectivity, removing a critical barrier to Intel’s progress in the smartphone market segment. Intel is now shipping a multimode chip, the Intel® XMM™ 7160 modem, which is one of the world’s smallest and lowest-power multimode-multiband solutions for global LTE roaming.

As an example of the accelerating development pace under Intel’s new management team, Krzanich said that the company’s next-generation LTE product, the Intel® XMM™ 7260 modem, is now under development. Expected to ship in 2014, the Intel XMM 7260 modem will deliver LTE-Advanced features, such as carrier aggregation, timed with future advanced 4G network deployments. Krzanich showed the carrier aggregation feature of the Intel XMM 7260 modem successfully doubling throughput speeds during his keynote presentation.”  – Krzanich Announces New Lower-Power Product Family, Demonstrates Upcoming LTE and Lead 14nm Products

“Best Keynote Ever!”

Both video panelists agree: Day One at IDF delivered the “best keynote ever!” It was both intimate and innovative, with a healthy dose of inspiration given by top Intel leadership.  Brian Krzanich’s mandate was this: “lead in everything that computes”, with Renee James following that up by encouraging those in the audience to “do something wonderful”. What did you think of the Day One keynote? What were your key takeaways, inspirational points, or particular points of interest? Share with us in the comments below.

 

 

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Get Your Game On with Ludum Dare: Interview with Mike Kasprzak (Part 3)

This has been a week focusing on game development, specifically Ludum Dare, an incredibly popular event that brings developers from all around the world together to create amazing games in a very short amount of time. Mike Kasprzak, one of the original organizers of this amazing worldwide event, graciously took some time out of his very busy schedule to talk to me about Ludum Dare. In part one of this series, we learned what exactly Ludum Dare is, where the name comes from, and Mike’s role in this incredible ongoing game development event. In part 2 of this interview, we learned what a Ludum Dare event looks like, how often they’re held, and the different challenges that have arisen out of the larger events.

In the final installment of this series, we’re going to look at the themes of Ludum Dare, what a “typical” event looks like (note: there’s really no such thing as “typical” when it comes to Ludum Dare!), and how you can get involved.

Who comes up with the themes for each event?

The community does. We accept theme suggestions for about a month leading up to the event. We then run that list through a pre-filtering stage (the Theme Slaughter). Finally, the week leading up to the event, we run several rounds of theme voting. 20-25 themes each round; the highest rated themes across all rounds are pitted against each other. The winning theme is announced at the start of the event.

The most current theme for Ludum Dare 27 is “10 Seconds”. What’s the story behind that?

Again, the themes are suggested by and voted on by the community. That said, there is a bit of a story to “10 Seconds”.

Here’s a time-lapse video from this particular Ludum Dare:

After we do a Theme Slaughter, the many thousands of suggested themes are prioritized. We take the top 200 and begin pruning those. We remove duplicates, and if two themes are the same or extremely close (i.e. “Darkness” and “The Dark”); we take the more popular of the two. This time we about a dozen Time related themes. Time Travel, Time Warp, Time Loop, Out of Time, things like that.

Another member of the community was helping me categorize and come up with a more optimal theme list based on the top 200. I took their work, built the new list of about 95 themes, but that’s an odd number. We usually run 4 rounds of voting before the 5th and final round, and I always want the rounds to have an even number of themes. So I went through the culled list for an interesting theme. “10 Seconds” was the theme I found. When I thought about it, I was all “Whoa, that’s a really good very one-of-a-kind theme. How did I possibly miss this?” So I used it to round to 96 themes, and triple checked to make sure no other stand-out themes were lost to the prune. Nope, that was it. So funny enough, the theme that ended up winning almost didn’t make it in due to a mistake.

What has been your personal favorite theme for the Ludum Dare events?

Way way back in 2006, Swarms. It’s a theme I never got around to making a game for, but to me it’s so interesting. Typically you play a game with 1 character, but what about a swarm of them?

What does a “typical” Ludum Dare event look like?

A typical event today begins a couple hours before the start time; I go check and see what theme is currently winning. The start time is a very intense time for our webserver, often becoming unresponsive for 15-20 minutes due to many thousands of people hammering it trying to get to the theme. So now I know better and check ahead of time, with the official announcement on Twitter and IRC. The website itself gets it as soon as I myself am able to reveal it (again, unresponsive so it can take a while for me to even be able to push the button).

After the theme announcement, things cool down enough that the website is usable again. The website acts like a blog for many participants, so for 3 days straight it’s constantly being filled with commentary, screenshots, food and workspace photos, fun Ludum Dare themed meme images, and so on. It can be fun digging through all the stuff posted.

As the deadline approaches, participants come to the website and submit their games. The posts go from “work in progress” things to postmortems and retrospectives. i.e. How well did things go for them. What went right, what went wrong. The webserver again gets slow, but it’s still usable. I like to watch the number of submissions go from a few hundred to well over a thousand in just a few hours (before and after). We do something called Submission Hour after the 48 and 72 hours pass. An extra hour to get your things uploaded and submitted to the website.

Once all the games are submitted, we begin the judging stage of the event. For the 3 weeks following a Ludum Dare, participants are encouraged to play and rate other people’s games. The system is designed so that the more games you play and rate yourself, the more ratings you will get of your game.

Then finally, after 3 weeks of judging, the results are revealed. Everyone is able to check out how well their game did overall. And with many thousands of games being submitted, even placing in the top 500 is quite the accomplishment.

How many people attend?

We don’t have an exact number of participants due to the nature of Teams, the Internet, and so on. That said, you do need an account on our website to vote in the Theme Voting rounds, so I use that to gauge things. Our recent August event had over 4500 votes in the final theme voting round.

What has been your most popular/largest event to date?

We are constantly growing, so our largest event is often our latest. That said, April 2013 saw nearly 2350 games created but August saw around 2210. August was definitely a more popular event, but more games were created in April. I like to attribute this to the theme itself. April’s theme was “Minimalism”, which I think is slightly easier to come up with ideas for than “10 Seconds”.

How do people get involved in a Ludum Dare event?

To get involved you just show up. It’s an online event, so all you need is a web browser on a computer. Just sign up at the website and you’re good to go. No need to leave home.

Are there different levels for beginners and experts?

Not really, but development tools really have done a great job leveling the playing field. You do see a lot of the same people in the top tier, but at the same time you see so many newcomers too.

Are there prizes?

No prizes, or rather we like to say “Your prize is your product”.

That said, we are popular enough now that the gaming and tech news press does like to talk about us. It’s really helped us gain respect too as an event. In gamedev and some gaming circles you can say “I made a Jam game” or “I made a Ludum Dare game” and people know what you’re talking about. So that’s pretty cool. It’s not a prize per se, but it’s good.

What is the judging process?

If you submit a game, you can rate games. You score games in various categories (Fun, Theme, Innovation, Mood, Humor, Graphics, Sound, Overall), and can also leave feedback. Feedback is one of the best parts as a participant, as you get to hear from others that have played your game. Thoughts, advice, suggestions, and so on. The more games you rate, the more people that will rate your game. The system is designed to prioritize people that rate games, but it also makes sure everybody gets some feedback. Finally, 3 weeks later, the results are revealed and you get to see how well you did.

What about ownership and copyrights?

Your game and your rights are completely yours. We own nothing. We do ask for permission to talk about and promote your game, but we own nothing.

Anything else you’d like to add about Ludum Dare?

Sure. If any of this sounds cool, check us out! Our next event is coming up mid-December. http://www.ludumdare.com. Following us on Twitter is also a great way to stay informed: http://twitter.com/ludumdare.

Thanks Mike! If you’ve been involved in Ludum Dare in some way, we’d love to hear about your experience in the comments section below.

 

 

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Get Your Game On with Ludum Dare: Interview with Mike Kasprzak (Part 2)

Ludum Dare is a game development competition that has been around since 2002. Mike Kasprzak, one of the original organizers of this amazing worldwide event, graciously took some time out of his very busy schedule to talk to me about Ludum Dare. In part one of this series, we learned what exactly Ludum Dare is, where the name comes from, and Mike’s role in this incredible ongoing game development event. In part 2 of this interview, we’re going to learn what a Ludum Dare event looks like, how often they’re held, and the different challenges that have arisen out of the larger events.

What does a “regular accelerated game development Event” look like?

It’s one intense weekend!

One way to get a feel for how things are is to check out some of the time-lapse videos recorded during the event. YouTube is full of them. 48 and 72 hours condensed in to ~5 minutes. For example: 

Making Metagun:

 

Creating Prelude of the Chambered

Many folks also do live video streams during the event. If you happen to be around during one of our events, we have a little widget on the website that shows you who’s streaming.

How often are Ludum Dare events held? Are there different types of challenges?

We run main events 3 times per year, every April, August and December.

We also run a special event in October called the October Challenge. This one is a little different, something I started 4 years ago to encourage people to try making money from their game development efforts (earn just $1). As a full time independent game developer myself, something I’ve learned is that there are just so many lessons to learn in trying to make money from games. So the October Challenge is my way of encouraging more people to try it, to take those first steps towards making money from games.

Finally, in all the off months, members of the community run smaller events called Mini LD’s (Mini Ludum Dare). They are free to decide what the theme of the events are (where typically Ludum Dare themes are voted on). They are also encouraged to try things that wouldn’t work during our main events.

So yeah, as far as schedules go ours is quite full.

Is this strictly for indie developers, and can you work as a team?

It’s open to anyone. I know of many AAA developers that have left their jobs to pursue Indie games as a result of events like ours (myself included). Just as I know of many students and hobbyist developers that have landed jobs as a result of games created for Ludum Dare. I’ve done hiring at game studio many many years ago. Back then events like Ludum Dare weren’t as popular yet, and most people applying for jobs didn’t have games in their portfolio. Nowadays Game Jams are so popular there’s one running practically every weekend somewhere. There’s really no excuse for someone passionate about making games to not have anything to show anymore.

As for teams, the core Ludum Dare event called the “Compo” is a solo 48 hour event. That said, we introduced a new simultaneous event a few years ago called the “Jam”. The Jam is our 72 hour event where teams are allowed. It’s also designed in such a way that if you started out in the Compo but needed more time, it makes sense to just switch over to the Jam instead. The Compo is still our most popular event, but we’re seeing more and more impressive team games coming out of the Jam every time.

How polished are these games created in just one weekend?

It varies, and that’s part of what makes it really great. There’s not much time to seriously refine and polish a game, so time is instead spent on the core game itself instead of unimportant details. For a developer this can be a very liberating process. It is way too easy to get caught up in the details

That said, we do see some extremely impressive games with just enough polish. Participants get to play and rate games create by others, which helps us find these gems. We’ve tried to find the right balance of categories to highlight a wide variety of polish aspects, from graphics and audio, to mood and humor.

Have you seen developers continue to work on games created in these events and make them available to the public?

Absolutely. This is highly encouraged. We’ve even seen people have significant financial success doing exactly this. The event has no prizes, but we like to say “Your prize is your product”. For some people this “prize” can be really life changing.

In the next part of our interview with Mike, we’ll learn more about the most current Ludum Dare event, what Mike’s personal preference is as far as themes, the judging process, and oh yeah – the prizes! Stay tuned!

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Get Your Game On with Ludum Dare: Interview with Mike Kasprzak (Part 1)

If you are in any way involved with game development, you’ve probably heard of Ludum Dare, a video game development competition that has been around since 2002. Mike Kasprzak, one of the original organizers of this amazing event, graciously took some time out of his very busy schedule to talk to me about Ludum Dare: what it is, how it got started, his role, and what importance this amazing event holds for those interested in game development as a whole.

What is Ludum Dare?

Ludum Dare is one of the largest and longest running Game Jam events in the world. Three times per year (every April, August and December) we challenge participants to create a game in 48 and 72 hours based on a theme they voted on. With many thousands of participants, our last two events each saw over 2000 games created.

Where does the name “Ludum Dare” come from, and what does it mean?

The words are Latin, “to give” and “game”; Pronunciation is open to interpretation. Ludum Dare started as an online forum some 11-12 years ago. In April 2002 we ran a “make a game from scratch in 24 hours” event (often referred to as Ludum Dare Zero). About 20 of us participated and had a really great time. Literally overnight, the forum became somewhat forgotten and the event became the focus.

Here’s an overview video of just one of the Ludum Dare events:

What is your role at Ludum Dare?

I schedule, organize, administrate, handle finances, publicize, and generally run the event. It might be easier to say what I don’t do. I did not write the voting backend. That was written by Phil Hassey, a good friend and creator of Galcon. Aside from that, if it’s something that needs to be done to make sure the website and the event runs, it’s usually me.

How long have you been involved?

I’ve been involved from the very beginning (April 2002). Ludum Dare was not started by me, but by Geoff Howland. When the original event was announced, I showed up and chatted a bunch with Geoff in Ludum Dare’s IRC channel. We must have hit it off, as I was quickly promoted to a moderator there. Geoff eventually lost interest in the event, and several other folks took up the reigns and ran the event away from ludumdare.com. The event was too important to us. We couldn’t let it die. At some point I became the one consistent driving force behind the event. Together with Phil Hassey we streamlined things, gave it a consistent schedule, and brought Ludum Dare back to ludumdare.com. Funny enough, all it took was some consistency for the popularity to explode.

What got you interested in the first place?

The absurdity of the challenge: Make a game from scratch in 24 hours. We very quickly realized 24 wasn’t enough, and all subsequent events were 48 hours in length. Over the years we’ve even extended that 48 to an optional 72 hours via our “Jam” event. Not to mention the meaning of “from scratch” has evolved, become more relaxed over the years. Some of our community does wish we still did a very “hardcore from scratch” event, but I do think relaxing was for the best.

In the next part of this interview, we’ll hear what a typical Ludum Dare event looks like (hint: there’s no such thing as a “typical” event), how often these events are held, what kind of parts indie developers play in these challenges, and much more. Stay tuned, game development fans!

 

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Game On: Android Game Development Workshop

If you’re a developer interested in Android and HTML5 game development living in the Bay Area, we’d like to invite you to come to the free Android Game Dev Workshop scheduled for Saturday, October 5.

The goal of this workshop is to encourage and showcase innovative Android and HTML5 game development, inspire developer creativity, leverage new form factors, new Intel hardware, and establish new use cases for Android and HTML5 applications.

In addition to learning about Android game development, developers who demonstrate outstanding applications have the opportunity to be recognized and discovered by Intel. This could include marketing and promotional support from Intel to get your app to marketing, becoming an ambassador for Intel® Android and HTML5 and participating in industry events like GDC or IDF. Developers should bring their best HTML5 and Android work to this exciting event; whether it’s still in progress or ready to demo, Intel wants to see it.

This workshop will feature multiple presenters, expert demos, and of course, a chance to see what your fellow Android and HTML5 developers are up to. Here’s a taste of what the sessions will be featuring:

APK on Intel Test Station: Test and Win!

Bring your APKs and test them on Intel powered Android devices and get a chance to win prizes. Three Intel devices will be available all for you to test existing Android apps compiled for either ARM or x86. By testing you enter our event prize raffle.  We’ve got some sweet hardware we’re giving out so be sure to enter!

Introduction to Project Anarchy,  Joel Van Eenwyk, Field Application Engineer
In this session, Joel will walk through the features available in Project Anarchy that empower developers to make exciting, graphically rich games for mobile platforms. He will also discuss some of the common challenges in mobile game development and how the Havok toolset helps solve them using features like the asset management system, LUA scripting, remote input system, file serving, and so much more. Creating games can be hard, but with Project Anarchy it can be easy and fun!

Beacon Mountain v.05, tool suite for Android

Learn how to speed development of Android Apps for Devices Using ARM* and Intel® Atom™ Processors. Demo will review the Google and Android tools included in the Beacon which help you code, debug and optimize native apps targeting Android-based devices, including smartphones and tablets. The tools are compatible with Eclipse and support popular Android SDKs including the Android NDK.
Speaker: Intel Technical Marketing Engineer TBD

Designing a mobile game for success

Presented by Devin Becker, Design Lead at 5th Planet

What you can learn from successful mobile games? How can you apply those keys to your game design? Genre, theme, technology, control schemes, business model, core loop hooks are all key components of game design to consider.  In this workshop Devin will present his game design playbook and facilitate an interactive workshop to help you develop your own ideas. Without proper care devoted to game design you can’t just think your magic dreams will all work out ;-)

One codebase, multiple platforms

Presented by Joseph Burchett, Build Master at 5th Planet

Learn how it’s possible to use HTML5/JS to create games using one codebase and distribute to not only mobile but to a lot of the popular platforms currently available. He will run down all the different tools and resources you can use to get started and point out any road blocks you may encounter during development.

Breakout Workshop: Create a Simple Game with Project Anarchy

In this workshop, we will dive deeper into the Project Anarchy toolset and see how to create a simple game. We will cover various aspects of vForge in detail and how to use LUA for prototyping. Come prepared with your laptop so you can follow along!

Past great Intel-sponsored creative development events include the Intel Ultracode Meetup: Code and Tell, and two different Perceptual Computing Hacknights from Munich and San Francisco. All in all, it promises to be great night of demos and fellowship for Android developers. Will you be at this meetup? Share your thoughts in the comments below!

 

 

 

 

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An Interview with WiDi Evangelist Steve Barile

WiDi is an Intel technology that allows you to share anything on your PC or mobile device wirelessly on your television, in high definition, surround sound, and low latency, supporting interaction with your favorite apps and digital platforms. With Intel WiDi you can wireless display anything from your compatible Windows or Android OS devices to your compatible HDTV or projector, or by using a receiver device connected to your existing HDTV or projector, free from the burden of wires. Using a compatible Ultrabook™, Notebook, All in One, Tablet or Smartphone based on Windows or Android OS enabled with Intel® WiDi, or a Intel® vPro™ technology notebook enabled with Intel® Pro Wireless Display, a user can quickly and securely connect their device to a compatible HDTV or projector.

To enjoy the best Intel WiDi experience, Intel recommends using a PC with Intel WiDi pre-installed and a receiver certified for Intel® WiDi such as the Actiontec* Screenbeam Pro or the Netgear* PTV3000 or Dell M900HD mobile projector or an HDTV compatible with Intel WiDi such as certain models of LG*, Samsung*, Toshiba* and TCL* HDVs. The most recent list of the Intel WiDi compatible receivers can be found on www.intel.com/go/widi. Intel performs end to end testing for these devices to bring users the best possible wireless display experience with high quality audio and video, fast connect times, a stable connection and low latencies to enable users to interact with their applications and content and enjoy them on the big screen, real time. Intel® WiDi is also compatible with industry standards, such as WiFi CERTIFIED Miracast from WFA.

WiDi is definitely an exciting space, and WiDi evangelist Steve Barile is at the forefront of what’s happening in this ecosystem. Steve graciously gave some of his thoughts on WiDi in a recent interview.

Tell us about your background with WiDi.

I’ve been in the WiDi group for four years. I started with the task of receiver enabling. I took the program from a single v1 adapter to six v2 adapters. For version 3 we had a larger scaled out program including TVs, set-top boxes, and BluRay players. In the last nine months, I’ve been enabling software vendors to develop dual screen aware apps.

What are some cool things currently happening in the WiDi dual screen application space?

If an app is aware that there are two screens connected to the PC, like the tablet screen and a TV screen, it can operate in innovative ways.  The PC screen (laptop, tablet, or smart phone), which is usually touch-enabled, provides the end user an easy way to search for, select, and curate content. The typical modern TV screen is actually a large format HD monitor, giving viewers full screen content or even multiple videos at the same time. 

For example, MTV had a series of concerts this summer that were recorded by five cameras. The dual screen MTV concert app shows a thumbnail of all five camera angles on your tablet and you can choose which one to watch your TV.

Imagine a live sporting event that has a lot of cameras – a car race or football game.  There’s a producer in the studio creating a single feed for broadcast, drawing from some 30 different camera sources, but that means we only get to watch1/30th of the action at a time!  A dual screen application could provide a simple way to select one or more camera angles to view on a TV. The combinations are limitless and this is easily doable because the video content and supporting text based info already exists; it’s just a matter of repurposing the content.

Another dual screen apps idea is a “personal dashboard”, a graphically rich and smoothly animated presentation that shows on the TV your top stories on Facebook, new images from your Flickr groups, new pins from Pinterest, tweets, scores…  Shows images and stories from artsy web sites like Colossal or ColorLovers…  It could be a little intelligent and shows your next few calendar appointments, local weather forecast, and map local traffic. It doesn’t have to be silent either; background ambience could be from your favorite music or streaming radio stations from Pandora or Spotify, or queued Podcasts.  Imagine waking up to a sunrise from atop Maui’s Haleakalā Mountain on your bedroom TV from an alarm set on your Smart phone!  All this is easily configured on, managed by and created through your PC.

Why should developers pay attention to WiDi?

Research shows people already multitask while watching TV, dual screen applications are a natural extension of this behavior and is a new user paradigm in the living room. This new experience frontier coupled with the adoption of the Miracast infrastructure in both Window 8.1 and Android makes for a rick target market for ISVs and content providers.  Since Miracast requires no part of the application to run on the TV, any app developer can write a dual screen app with no involvement with the TV vendors.  No preinstalled TV apps are needed. The apps are 100% device independent.

 What are some APIs that developers can use, or tools that they can take advantage of?

There are really three different app target environments: Windows Desktop, Windows Modern apps, and Android.  Windows Desktop dual screen apps should simply use the standard APIs for working with a multiple monitor topology; the wm_DisplayChange message is your friend!  The Windows 8.1 Modern UI environment now supports dual screen apps. There is a new API and sample code on MSDN now. These APIs remove some of the complexity of dealing with two monitors under Windows DT. For Android 4.2.2, Miracast is built into the OS directly. On Intel platforms we made some enhancements and branded them as “WiDi”.  Android does not have native OS UI support for multiple screens. When the user makes the connection to the second screen they are left in duplicate mode which is useful to a degree.  But software developers can use the “presentation surface” to create extended mode dual screen apps. Regardless of the target environment, an easy way to experiment with dual screen app development is to develop and experience them using a second monitor connected with a long HDMI cable.

Where do you see WiDi technology going in the next year? The next five years?

The best thing I could hope for is that Miracast technology becomes ubiquitous and vanishes from the user’s point of view. It becomes expected to be on all platforms and fully interoperable.  How Intel benefits is that the more powerful the CPU and GPU, the richer the experience can be deliver to the TV.  

An exciting technology

As you can see from this interview, WiDi is an exciting technology that promises a wide variety of experiences both for the developer and the end user. Share your thoughts as a developer with us in the comments below: are you planning WiDi technology into future projects? What excites you about this technology? 

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D.I.C.E Summit 2013: Live Stream of Sessions

Watch live video from DICE on www.twitch.tv

D.I.C.E (Design, Innovate, Communicate, Entertain) Summit 2013 is happening this week! Intel is sponsoring the D.I.C.E Summit in London, which sees some of the biggest names in the video games industry gather for a series of high profile talks and networking (http://www.dicesummit.org/). As part of the sponsorship, the event will be streamed live worldwide via Twitch.tv (see above live stream – just click to play!).

What is D.I.C.E? Here’s more information:

  • The most well-respected and prestigious video game conference in the industry
  • Honors interactive entertainment culture and all creative culture in our rapidly changing global theater
  • A celebration of great ideas and great entertainment
  • Themes pay homage to the pillars for which this conference was founded – Design, Innovate, Communicate and Entertain
  • Unparalleled networking opportunity with the key decision makers in the interactive entertainment industry

Speakers will include Victor Kislyi, CEO and Founder, Wargaming; Peter Molyneux, CEO and Founder, 22cans; Richard Hilleman, Chief Creative Director, EA; Torsten Reil, CEO and Founder, NaturalMotion; Cevat Yerli, CEO of Crytek; Lorne Lanning, CCO and co-founder of Oddworld Inhabitants, Ian Livingstone, Eidos’ life president and founder of Games Workshop; Paul Wedgwood, CEO of Splash Damage; and Paul Gouge, CEO and founder of Playdemic. From Martin Rae, president, Academy of Interactive Arts & Sciences:

“The Academy, along with our partner VGI, is excited to welcome their audience of 40million gamers to share the D.I.C.E. Europe experience

and get inspired – and maybe even challenged –from our line-up of video game heroes, which we’re thrilled now includes Ian Livingstone, Paul Wedgwood and Paul Gouge.”

The event will be held at the Royal Garden Hotel in London on Sept. 24-25, 2013, beginning with a full day of networking events followed by a full day of speaker sessions to address the dynamic changes and growth of the industry.

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Accelerated Development: Cross-Platform Opportunities at Intel

A recent article from Intel Software Adrenaline titled “Building on Intel’s Momentum” showcased the incredible growth of mobile devices along with the corresponding growth and opportunities for developers. One of the most intriguing statistics quoted in this article came from Gartner, Inc., predicating that more than 2 billion mobile phones and tablets will ship globally in 2013:

“Worldwide traditional PC (desk-based and notebook) shipments are forecast to total 305 million units in 2013, a 10.6 percent decline from 2012 , while the PC market including ultra mobiles is forecast to decline 7.3 percent in 2013 (see Table 1). Tablet shipments are expected to grow 67.9 percent, with shipments reaching 202 million units, while the mobile phone market will grow 4.3 percent, with volume of more than 1.8 billion units. The sharp decline in PC sales recorded in the first quarter was the result in a change in preferences in consumers’ wants and needs, but also an adjustment in the channel to make room for new products hitting the market in the second half of 2013.” – “Gartner says worldwide PC, tablet, and mobile phone shipments to grow 5.9 percent in 2013 as anytime-anywhere-computing drives buyer behavior”, Gartner.com

And who are the winners as far as market share? Again, according to the article, Android is leading the pack with a Q2 2013 share of 79.3 percent, with Apple following close behind. Obviously, developers have a gigantic opportunity in this favorable mobile ecosystem. And with the tools that Intel has provided for Android and other mobile platforms, it’s exciting to imagine the possibilities.

Android tools

Intel offers a wide variety of useful tools for the developer interesting in creating something on Android at the Android Developer Zone, including:

Beacon Mountain: Beacon Mountain provides a complete set of design, coding, and debugging tools for native apps targeting Android-based ARM and Intel Atom processor-based devices.

Intel XDK Cross-Platform Development Kit: Use the power of HTML5 and Intel’s cross-platform tools to write your app once and distribute it broadly. With the Intel® XDK, you really can “write once, deploy too many.” Build for iOS and Android, tablets and phones then deploy to the Google Play Store, Amazon App Store, and more. 

Intel® C++ Compiler for Android* OS:  For Android app developers using the Android* NDK, Intel C++ can deliver a performance edge. It’s compatible with GNU C++ and tools in the NDK. Improve application fluidity and responsiveness, enhance battery life. 

Project Anarchy: Project Anarchy is a free mobile game engine for iOS, Android (including X-86), and Tizen. It includes Havok’s Vision Engine along with Havok Physics, Havok Animation Studio and Havok AI.

HTML5 tools

A report titled “Cross Platform Mobile Development Tools Market Analysis and Forecast” published by Smiths Point Analytics reports that the market for cross-platform mobile development tools exceeds $1.6 billion right now, and is expected to reach $8.2 billion by 2016:

“Developers are taking a number of cross platform development approaches and successful developers will match the right tools and approach to appropriate requirements and use cases. With the complexity of mobile app development continuing to grow, the tools vendors’ ability to reduce development time and increase application reach is generating significant opportunities. This new trend in mobile application development will also help fuel and more open and prosperous mobile app ecosystem.”

Intel’s HTML5 Development Environment is a cloud-based, cross-platform HTML5 application development interface that makes it as easy as possible to build an app and get it out quickly to a wide variety of software platforms. It’s easy to use, free to get started, and everything is based right within the Web browser. Developers can create their apps, test functions, and debug their projects easily, putting apps through their virtual paces in the XDK which mimics real world functionality from within the Web browser.

The XDK makes testing HTML5 apps as easy as possible. Various form factors – phones, tablets, laptops, etc. – can be framed around an app to simulate how it would function on a variety of devices. In addition to tablet, phone, and PC emulations, there is also a full screen simulation of different Ultrabook device displays within the XDK. This is an incredibly useful way to test specific Ultrabook features in order to make sure that they are at maximum usability for consumers. The XDK for Ultrabook apps enables testing for mouse, keyboard, and touch-enabled input, which takes the guesswork out of developing for touch-based Ultrabook devices.

 The HTML5 Development Environment makes it easy to create one set of code and seed it across multiple cross-platforms, making the process of development – including getting apps to market – more efficient for developers. More information about the HTML5 XDK and porter can be found at the HTML5 Developer Zone.

Cross-platform development is the focus

The Intel Software Adrenaline article creates a compelling case for cross-platform development, especially when the overall mobile ecosystem is viewed holistically from a developer perspective:

“Intel’s tooling objective is to both satisfy developers’ current needs and keep an eye on the future……Intel is delivering developer solutions for cross-platform HTML5 development, native, performance-centric Android applications, and rapid Android system bring-up. These complementary offerings continue to evolve as developers push the envelope of user experiences on future mobile platforms.”

Stay tuned as Intel continues to develop cross-platform development tools, environments, and resources for developers all over the world. 

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IDF 2013: Steve Brown, Genevieve Bell, and Lama Nachman on Context

One of the most anticipated sessions at IDF 2013 were the “Intel Envisioned” talks, giving us a sneak peek into what Intel is forecasting for the future of computing. Two of these talks were led by Lama Nachman and Steve Brown, and focused primarily on contextual computing.  The last day’s keynote given by Intel Fellow and anthropologist Dr. Genevieve Bell reflected the focus on contextual computing highlighted in these talks, and gave a wider perspective to the entire intriguing conversation.

Intel Chief Evangelist Steve Brown: Computing changes everything (and everyone)

Intel Chief Evangelist and Futurist, Steve Brown speaks to the expectations of what people want from their devices and how we can create a future where technology is immersive and all around us. Watch the sneak peek video below to get a glimpse of his presentation:

More from Intel’s IDF 2013 menu:

“For sixty years, computing has slowly crept its way into most every aspect of modern human life. In the next decade, we could see more change driven by computing than we have seen in the last sixty. As the size, cost, and power consumption of meaningful amounts of computing shrinks down towards zero, we will have the ability to turn anything into a computer. And as computers gain the ability to have a true visual understanding of the world around them, we will see major breakthroughs in robotics, and other human-computer interactions. In this talk, Intel futurist Steve Brown will offer a simple framework that can be used to identify potential opportunities for innovation and profit spanning multiple industry segments. He will also share a few examples of innovations we can expect to see in the next decade or two, and how that may change our lives in the future.”

Mr. Brown’s thoughts are that users desire more personal technology. The number one thing that people desire from their computing devices is for these collections of 0’s and 1’s to understand us on a more personal, contextual level. We want our devices to offer services that pertain to what we’re doing – without us seeking them out. Data is vital, and once you have all the pieces together you can imagine amazing new uses for technology where computing has never gone before. Mr. Brown envisions a purely pervasive era of integrated computing where this technology is ubiquitously part of the world around us. Revolutionary? Perhaps. But look how far we’ve come just in the last few years. Anything is possible!

Intel Principal Engineer Lama Nachman: Contextually Aware Devices

Lama Nachman is a Principal Engineer in the Intel Labs Interactions and Experience Research. She shared her views on contextually aware devices and the need from them to be aware on a much deeper level. Not just when we interact with them, but active all the time contextually sensing the environment around us and adjusting to our tastes on the fly.

Get a quick glimpse of what Ms. Nachman had to say in this video:

Basically, our devices only interact with us when we interact with them, but not when we’re interacting with the world at large. They need to understand our preferences and environment whether we’re interacting with our devices or not – and be “live” in the background, doing something on our behalf:

“Communications and alerts need to become more than some unified equal layer of data… I want to know the difference between information contained in a call or alert that is simply a friend wanting to chat and one that is going to tell me my house is burning down. Devices should know whether they are being used in noisy environments … maybe due to sound sensors… maybe due to geo-location sensors, or both.” – “Intel Developer Forum: the context-aware app cometh”, ComputerWeekly.com

See the highlights of both of these speaker session here:  A “Sneak Peek” into Intel Research….What’s Next?

Personal context

Both of these talks reflected what Intel Fellow and anthropologist Dr. Genevieve Bell shared in her keynote on September 12, titled “Seven billion futures, and you’re one of them”. In her talk, Dr. Bell outlined the company’s global vision for mobility and four human desires for future technology: to be truly personal, to unburden them, to help them stay in the moment and to help them realize their better selves.  Bell illustrated these ideas through various demonstrations of current Intel and third-party research including smart clothing, low-power silicon, and context-aware technologies:

“Mobility technology has been transforming human society for centuries. Its future will be influenced not only by the shrinking size of computing technology due to Moore’s Law, but also by global population growth,” Bell said. “Our inspiration should come not only from the invention of new technology ingredients, but also from the needs and desires of human beings. It’s not one future we are shaping – it’s 7 billion futures, and counting.” – “Intel Sees Humans as the Ultimate Mobile Platform”, Intel Newsroom

Ms. Bell pointed out that human desires for context and personalization require that Intel and the developer community think beyond the mobile devices of today and consider the bigger picture which includes infrastructure, personal data, places and people. Looking towards the future, the best technology will be aware of the full context of each individual as it provides for personalized experiences. This in turn will shape the development of technology building blocks, whether that is silicon, operating systems, middleware, applications or services.

“This global vision requires a constant interplay between what technology makes possible and what individuals desire,” said Bell. “Intel will make the best technology and partner with leading developers worldwide to deliver this innovation from silicon to experiences.”

Watch the entire keynote here

What do you think?

What are your thoughts on context and computing? Do you believe that your devices need to be made more aware of what you’re doing so they can better serve your needs? Let’s hear what you think in the comments.

 

 

 

 

 

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IDF Keynote Love: Meet the Independent Software Vendors!

At IDF 2013 in San Francisco last week, keynotes from Hermann Eul, Kirk Skaugen, and Doug Fisher all highlighted independent software vendors – also known as ISVs – that are doing some pretty amazing work.  From Android* games to customized touch interfaces to cloud services, these developers are creating projects that are pushing the envelope of how we use technology.

Ideum* GestureWorks Gameplay

Ideum’s GestureWorks Gameplay software was shown as part of the keynote address on Wednesday, September 11.  Gameplay is a customizable touch overlay that can be added to non-touch enabled desktop games as an example of how more apps can enable touch capability in 2014. This doesn’t require the game developer to have to change any of their code. Also shown was 2-in1 state awareness, which is the ability for applications to switch modes with the 2-in-1 platform has been converted to either clamshell or tablet modes. In this case, the touch overlay only came up when the 2-in-1 was in tablet mode. Intel® has been working with ISVs to enable touch and 2-in-1 state awareness in apps running on the latest Intel® platforms.

More from the Ideum website:

“GestureWorks Gameplay is a revolutionary new way of interacting with popular PC games. Gameplay software for Windows 8 lets gamers use and build their own Virtual Controllers for touch, which are overlaid on top of existing PC games. In addition, gamers can use hundreds of personalized gestures to interact on the screen.”  – “GestureWorks Gameplay Revealed Today in San Francisco”, Ideum Blog

image courtesy GestureWorks Gameplay

You can sign up for the Beta, see a video of Gameplay in action, and read the press release on the GestureWorks Gameplay website

KO Krita Gemini

Krita Gemini for Windows* 8, “a fusion between Krita Sketch and Krita Desktop…. switches automatically and seamlessly between the full-featured desktop/notebook user interface and the sketch interface, which is optimized for tablets”, was demoed in Doug Fisher’s keynote on Wednesday, focusing on 2-in-1awareness, use of the stylus, Intel ®AVX2 optimization, and V Tune™ optimization.  

Intel has been supporting the work on Krita Gemini as a focus point for the new generation of Intel-powered 2-in-1 devices which can switch between desktop and touch mode. During development of this technology, Intel commented, “Krita Gemini is a brilliant example of how developers should utilize the option of a convertible device by using both tablet and desktop mode. The switching between the two modes works seamlessly.”  See how Krita Gemini works in the video below:

Project Anarchy

Havok’s Project Anarchy was demoed in Wednesday’s keynotes was released and is available for free on Android. Havok is a leading provider of games development technologies’ software. This release of Project Anarchy includes Havok’s Vision Engine, along with access to the Havok suite of tools for Physics, Animation, and AI. Developers can look forward to customizable game samples, advanced debugging, a flexible asset management system, and extensible C++ architecture, as well as support for Android (x86 and ARM), iOS, and Tizen. 

More on Project Anarchy:

“Project Anarchy is a free mobile game engine for iOS, Android (including X-86), and Tizen. It includes Havok’s Vision Engine along with Havok Physics, Havok Animation Studio and Havok AI. It has an extensible C++ architecture, optimized mobile rendering, a flexible asset management system, and Lua scripting and debugging. There are also complete game samples included with the SDK along with extensive courseware on the Project Anarchy site that game developers can use to quickly get up to speed with the engine and bring their game ideas to life.” – Introducing Project Anarchy, a Free Mobile Game Engine by Havok

You can watch a demo of the engine in action in the video below:

Gameloft* Asphalt 8

One of the most popular publishers worldwide for digital and social games is Gameloft, a game creator for all digital platforms, including mobile phones, smartphones, set-top boxes and connected TVs. Gameloft announced at IDF their plans to enhance upcoming Gameloft titles for Android platforms using Intel architecture-based platforms.

More from Gameloft:

image courtesy Gameloft

“We are thrilled to optimize our upcoming games for new Android platforms running Intel architecture and once again expand our game catalogue to new high-performance smartphones and tablets,” states Gonzague De Vallois, senior vice president of Publishing at Gameloft. “Intel’s innovative hardware platforms help us unleash our development capabilities for even greater creativity and reach new audiences.”

And more from Intel:

“Gameloft games are visually stunning and will help create immersive gaming experiences on Intel-based platforms,” said Doug Fisher, corporate vice president and general manager, Intel Software and Services Group. “With top gaming companies like Gameloft investing in Intel Architecture, it’s clear there is no better time for developers and consumers alike to choose systems running the latest Intel processors.”

Flying Helmet* EonAlter

Flying Helmet’s EonAlter is a table-top, role playing game that innovates cross-platform, working across multiple OS’s and devices. The goal is to bring back truly social gaming, with face to face collaboration between players. More from FlyingHelmetGames.com:

“Eon Altar is a new cooperative role-playing adventure that blends the experience of classic tabletop gaming and modern video games in a tabletop video game. Five friends fight through dungeons to uncover ancient secrets and compete for glory and wealth. Using personal handsets to control your character’s actions, with a tablet to adventure through dungeons as a group, players undertake a cinematic journey unlike anything ever before in a tabletop setting.“

Watch a demo of this exciting game below, using the tablet as a game board and showcasing the collaborative nature of this exciting new way to play social games:

HTML5 tools and services

In his keynote, Doug Fisher highlighted the need for cross platform services, and that Intel® has the tools and services to help developers create these solutions. HTML5 is a way to achieve this. In his keynote demo, a web developer showed how to use the new HTML5 development environment, Intel® XDK New, to create a full business to business cross platform solution. As part of this, the developer easily integrated Intel® Services (which includes Intel® Cloud Service Platform, Mashery, and Aepona) to add the services he needed to enable the workforce with business intelligence and location based services.

More on Intel® XDK New at http://html5dev-software.intel.com/, and more on Intel® Services at http://services.intel.com.

IDF=cool tech

Doug Fisher highly encouraged all developers to go to the Intel Developer Zone (IDZ), which gives developers worldwide a useful hub of resources for development. There, you’ll find the tips and tools you need to bring your brilliant ideas to life.

IDF always shines a spotlight on technological innovation. What was your favorite part of IDF? What did you think of these keynote demos? Let us know in the comments below.

 

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Focus on Mobile: Day One at IDF 2013

Today was an exciting day at IDF 2013, with exhibits, demos, and hundreds of thousands of developers taking in the best of Intel technology. One of the highlights on today’s agenda was Intel CEO’s Brian Krzanich, who gave his first IDF keynote as CEO at the Moscone Center on IDF opening day, touching on such subjects as datacenters, ultra-mobile devices such as tablets, phones and wearables. Mr. Krzanich spoke on Intel moving into every aspect of the computing spectrum:

 “Innovation and industry transformation are happening more rapidly than ever before, which play to Intel’s strengths. We have the manufacturing technology leadership and architectural tools in place to push further into lower power regimes. We plan to shape and lead in all areas of computing.”

Bay Trail

One announcement many people were looking forward to – Bay Trail – was officially confirmed by Mr. Krzanich. “Bay Trail,” Intel’s first 22nm system-on-a-chip (SoC) for mobile devices, is based on a new low-power, high-performance Silvermont microarchitecture, which will power a range of innovative Android* and Windows* designs, most notably tablets and 2 in 1 devices:

“For tablets, more than 20 Android and Windows 8 tablets based Intel’s new Bay Trail Atom SoC will be on sale by the US holiday season, with prices ranging to below $100, he said. Bay Trail tablets will enjoy better performance and battery life than current Intel Clover Trail and Clover Trail+-based tablets thanks to Bay Trail’s new Silvermont CPU microarchitecture and it being manufactured to a 22nm process using 3D Tri-Gate transistors.” – “Intel shows off fanless PCs, new phones, $100 tablest and wearables at IDF”, ZDNet.com

The Bay Trail architecture will significantly contribute expansion of the ultra-mobile segment that includes tablets, smartphones, and two-in-one tablets (such as the Ultrabook) that utilize PC function and mobile functions at the same time. Mr. Krzanich  announced that more than 20 Android and Windows* 8 tablets based on Intel’s new Bay Trail processor family will be on sale by the US holiday season, with prices ranging to below $100. More from The Verge:

“Today at the 2013 Intel Developer Forum (IDF) in San Francisco, he told the audience that Intel tablets will be available “at price points below $100” this holiday season.

Krzanich had previously said that touch screen laptop prices could drop below $200, and that tablets could dip below $150 when they go on sale this holiday, but under $100 we’re beginning to talk about impulse-buy territory, where consumers can get a capable tablet for the price of an e-reader.” – “Intel CEO promises sub-$100 tablets this holiday season”, The Verge

Intel Quark processor family

To offer more in the way of lower power, Mr. Krzanich also announced the Intel Quark processor family, which will extend Intel’s reach to multiple computing segments, and is especially designed for form factors that will take advantage of lower power and size vs. higher performance. More from Engadget:

“The hits keep coming from IDF. After showing off svelte new 14nm silicon built for laptops, CEO Brian Krzanich announced a brand new SoC series named Quark. It’s the smallest SoC the company has ever built, one-fifth the size of an Atom chip, and is built upon an open architecture meant so spur its use. Early on in his keynote, Krzanich said that Intel plans to “lead in every segment of computing,” and Quark is positioned to put Intel in wearables — and, in fact, he even showed off a prototype smartwatch platform Intel constructed to help drive wearable development.” – “Intel announces Quark system on a chip, the company’s smallest to date”, Engadget.com

Here’s footage from the keynote on Quark (courtesy YouTube user camwilmot)

New LTE solution

Continuing the emphasis on innovation and mobile integration, Mr. Krzanich noted that “ Intel’s new LTE solution provides a compelling alternative for multimode, multiband 4G connectivity, removing a critical barrier to Intel’s progress in the smartphone market segment.” Intel’s next generation LTE product, the Intel® XMM™ 7260 modem, is now under development with a ship date in 2014. This modem will deliver such LTE-advanced features as carrier aggregation with future advanced 4G network deployments. Again from ZDNet:

“For the phone market Krzanich showed a handset based on a 22nm SoC that will provide “a 50 percent performance” gain and longer battery life over current Intel-based smartphones, he said.

Intel handsets will be shipping with integrated support for LTE will start shipping soon, he said. Handsets supporting voice over 3G and data over LTE will ship by the end of the year, he said, with systems supporting voice and data LTE will ship by next year.

Also coming next year will be support for LTE with carrier aggregation, which will allow data to be downloaded at a rate of more than150Mbps by the time it ships, he said.”

Broadwell

PCs are continuing to lead the way in computing innovation, and to that end, Mr. Krzanich demonstrated the 14nm-based “Broadwell” system, set to begin production by the end of this and made using Intel’s 14nm manufacturing process. These products are set to deliver low platform power points, longer battery life, and higher performances for different form factors. More from PCMag:

“Krzanich pulled out a PC based on the 14nm Broadwell architecture, which will be shipping to customers by the end of this year. “That 14nm product on Broadwell provides another 30 percent power improvement,” Krzanich said, and promised additional performance improvements in the future.” – “Intel CEO formalizes mobile push at IDF”, PCmag.com

More from theVerge.com on Broadwell and battery longevity:

“On stage at Intel’s IDF 2013 keynote, CEO Brian Krzanich revealed that Broadwell, the successor to its current Haswell processor line, will improve battery longevity by about a third. 14-nanometer processors — one of which was demoed live on stage as a reference design — are already exhibiting “30 percent power improvement” the CEO said. “And we’re not done yet. That’s only what we’ve tested so far,” Krzanich said.” – “Intel CEO says next-gen processors will improve battery life by 30 percent or more”, theVerge.com

Looking forward to Day Two!

Today’s keynotes promise even more exciting developments as we look forward to IDF 2013 Day Two starting tomorrow. For the latest info on IDF, follow #IDF13 and #IDF2013 on Twitter.

 

 

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IDF 2013 Technology Showcase: A Lot to Look Forward To

People around the world are getting ready to come to San Francisco next week for IDF 2013. One of the most popular events at IDF is the Technology Showcase, which includes a mind-boggling array of sponsored exhibits, technology communities, and hands-on displays at the Intel Pavilions.

Sponsors and Exhibitors

Top technology companies from a variety of points on the computing spectrum will be at IDF demoing their latest innovations in software and hardware. IDF 2013 sponsors and exhibitors include:

  • EMC: “EMC Corporation is a global leader in enabling businesses and service providers to transform their operations and deliver IT as a service. Fundamental to this transformation is cloud computing. Through innovative products and services, EMC accelerates the journey to cloud computing, helping IT departments to store, manage, protect, and analyze their most valuable asset—information—in a more agile, trusted, and cost-efficient way.”
  • Supermicro: “Super Micro Computer, Inc. or Supermicro® (NASDAQ: SMCI), a global leader in high-performance, high-efficiency server technology and innovation is a premier provider of end-to-end green computing solutions for HPC, Data Center, Cloud Computing, Enterprise IT, Hadoop/Big Data and Embedded Systems worldwide. Supermicro’s advanced server Building Block Solutions® offers a vast array of modular, interoperable components for building energy-efficient, application-optimized, computing solutions.”
  • Lenovo: “Dedicated to exceptionally engineered PCs and mobile Internet devices, Lenovo’s business is built on product innovation, a highly-efficient global supply chain and strong strategic execution. Its product lines include the legendary Think-branded commercial PCs and Lenovo-branded consumer PCs, as well as servers, workstations, and a family of mobile Internet devices, including tablets and smartphones. Globally, Lenovo has accelerated its transformation to become a top competitor in the PC Plus era, capturing a significant market share in Smart Connected Devices.”
  • VMWare: “VMware enables enterprises to adopt a cloud model that addresses their unique business challenges. VMware’s approach accelerates the transition to cloud computing while preserving existing investments and improving security and control.”

Technology Communities

IDF gives attendees the chance to connect directly with companies focuses on a wide variety of technology topics. Learn about what these companies are doing and talk about your specific interests in with key community leaders.  These communities include:

Intel Pavilions

Talk directly to engineers responsible for developing and implanting the latest in Intel® cutting edge technologies. See demos of the latest innovations in cloud, data center, Ultrabook™, tablets, security, and research.

IDF Pavilions include:

  • Advanced Technology Zone: “Come to the Advanced Technology Zone and experience cutting edge technologies on Intel® architecture.  Learn about new solutions in performance, media and graphics, wireless, and perceptual computing.”
  • Intel Labs Pavilion: “Intel’s Labs is responsible for developing technologies that will make Intel’s future platforms more capable, as well as more effective in addressing users’ needs and experiences. Some of our research is focused on fueling innovation for platforms that will be in the market in the next few years while other research projects explore technologies that are more than a decade away. While Intel Labs conducts research over a broad spectrum of technology areas, this year the labs will be showing demos related to big data and the data economy, sustainability, green power enabling, Multi-Radio Access Technology (RAT), display technologies and display techniques, security and authentication technology and other high performance computing approaches.”
  • Mobility Zone: “Experience the latest breadth of innovative devices brought to you by Intel® processors. See, feel and touch the latest design innovations in tablets, 2-in-1 devices and Ultrabooks™. Explore the latest family of Intel® Atom™ processors for smartphones with Google Android.”

Will you be there?

As you can see, there is a lot going on at IDF 2013 – and this article really only hits the tip of the iceberg! Are you going to IDF next week? What are you looking forward to? Let us know in the comments!

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PAX Prime 2013: Spotlight on Indie Game Developers

One of the most popular events throughout the year for independent game developers, game enthusiasts, and of course anyone interested in cosplay just wrapped up in Seattle, Washington over the Labor Day weekend. PAX Prime, an annual gaming convention held in Seattle and other venues around the world features great music, gaming, tons of exciting exhibits, and of course, contests.

Intel Level Up Game Demo Contest

One of the most closely watched challenges at PAX Prime this year was the Intel Level Up Game Demo Contest. Winners of this contest were given the opportunity to demo their games at the Intel booth at Pax Prime, as well as partnering with contest sponsor Valve posting the winning game demo downloads for free on Steam.

Winners were selected by a panel of game industry judges, who played and evaluated the game demos, selecting the winners based on the criteria outlined in the official rules. The contest site offered several resources for contest participants, including:

  

  • Prize information: The developer of the game demo judged to be the best of all entries won a $5000 USD cash prize, inclusion of their game demo on the Steam demos page, and the opportunity to turn their game demo into a full playable game title and sign a Steam* online gaming platform commercial distribution contract with Valve Corporation. (Offer is subject to negotiation and agreement between Valve Corporation and the winner.) Game genre categories includes Best Puzzle/Physics Game, Best Platformer Game, Best Adventure/Role Playing Game, Best Action Game, and Best “Other” Game.
  • Contest rules
  •  Contest FAQ
  • Forums set up just for contest participants
  •  Intel Visual Computing Source: free access to developer guides, tools, and code samples for the Intel® CoreTM Processor Family and Intel® HD Graphics
  •  Intel Game Code Samples
  • Intel Graphics Performance Analyzers: a product suite which provides a complete toolkit for analyzing and optimizing your game applications


Contest winners

Here is a small sampling of the Intel Level Up Game Demo Contest winners:

Life Goes On:  “In this comically morbid puzzle platformer, players send a series of bumbling knights through a trap-ridden gauntlet on an epic quest for mysterious treasure. The knights must be sacrificed one by one to solve the ghastly puzzles that protect this coveted prize.”

Lilly Looking Through:  “What Lilly sees is about to change her life forever…. Help our heroine through a variety of enchanting environments brimming with magic and wonder, as she seeks to rewrite the past, change the present, and unlock the ultimate mystery. Geeta Games presents an animated point-and-click adventure for all ages: Lilly Looking Through.”

Protocell: “Protocell is a celestial platformer that follows players on their quest across the universe to collect the compounds Hydrogen, Methane, Water, and Ammonia, to create life on Earth. The space travelers possess the power to rotate their environment at will, while simultaneously creating their own platforms to traverse the twisted,…”


courtesy YouTube user NCIXcom

Intel PAX Booth

While gaming definitely holds the pole position at PAX Prime, the exhibitor booths definitely were a “don’t miss” event. Intel’s booth showcased the latest technology, including SSDs and NUCs, gave away a lot of swag, and they even brought Team Intel gamers to challenge all PAX Prime attendees to an ongoing game of League of Legends. Learn more in the video below:

 

Here’s a video overview of Intel’s booth at the event, courtesy YouTube user LinusTechTips, which includes a new generation of Intel experiences , such as the convertible Ultrabook and the Revolt system running the latest Core i7 processors and latest graphics cards:

 

See you at the next PAX!

Were you at PAX Prime – or any of the other 2013 PAX events? What was your favorite part of these exciting shows? Let us know in the comments.

 

 

 

 

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From Paper to Pixels: The Art of Perceptual Computing

What happens when you take the technology behind perceptual computing and pair it with cutting-edge, exploratory art works? That’s the question Infrared5 CEO and Creative Director Rebecca Allen decided to explore with a new art exhibit coming out September 20, 2013 titled “From Paper to Pixels”; “an initiative to create collaboration between traditional artists and new media artists.”

About the Exhibit

I had the pleasure of interviewing Ms. Allen about this innovative exhibit recently. It started as a “passion project”:

“Basically, the whole concept began with me wanting to see Aaron North’s artwork move: http://www.aaronorth.com/. I own four of his pieces and whenever I passed them in my house, I would imagine the creatures moving around their fantastical world. Since Infrared5 has the skills to bring them to life, we decided to do that. It was during my first conversation with Aaron North when I discovered how excited he became by this concept that other traditional artists might want to have the same opportunity. So I decided to have it become a whole show. There are 10 pieces in the show; and traditional and new media participants from all over are participating. It has been amazing to see what people are creating for it.”

The show debuts for the first time ever this fall, and is anticipated to be an annual event. Ms. Allen is already planning next year’s show and is excited about the interest and collaboration she’s seen from both the technology and art communities. She notes that she’s already made many new connections that she wouldn’t have otherwise because of this exhibit, and there are a wide variety of new creations coming in:

“We’ve got an artist from the MIT Media Lab who is creating a conductive paint and sound experiment; you touch the painting and it creates music. We’ve also got huge, felted wool sculptures that will be hooked to machines that will be making them move according to what people are doing in front of them, basically mimicking their movements. Another woman is doing dollhouse art out of magazines, and a new media artist has created a camera to explore that tiny dollhouse. We’re definitely offering a wide variety of work.”

The show is intended to be a traveling exhibit, with multiple opportunities for artists to collaborate. They’re already scheduled for the Future M conference in Boston, with the first showing at the JP Open Studies in Jamaica Plain, Boston Sept. 21-22. This exhibit will be open to the public, with an invite-only opening on Sept. 19 for a sneak peek. Ms. Allen’s ultimate vision for the exhibit is that it will travel several months a year, developing more pieces over time, with the goal to travel the world and expose people to the collaboration possibilities between art and technology.

About the Artists

“From Paper to Pixels” is slated to include a wide variety of artists, including:

TRADITIONAL ARTISTS
Aaron North (www.aaronorth.com)
Anna Kristina Goransson (www.annakristinadesigns.com)
Ace Norton (www.acenorton.com)
Rosie Ranauro (www.rosieranauro.com)
Bradley Munkowitz (www.gmunk.com)
Sally B Moore (www.sallybmoore.com)
Sage Schmitt (www.sageschmett.com)
Elodie Sabardeil (www.elodie-sabardeil.com)
John Guthrie (www.johnkguthrie.com)*

NEW MEDIA ARTISTS
Rob Gonsalves (www.robgon.com)
Eric Rosenbaum (web.media.mit.edu/~ericr/)*
Keith Peters (artfromcode.com)
Joe Farbrook (www.farbrook.net/)
Kawandeep Virdee (www.whichlight.com/)
Andy Shaules 
Infrared5 (www.infrared5.com)
Steff Kelsey (www.lavjaveler.com)

Two artists, Kristina Goransson and Rob Gonsalves, graciously took the time to answer a few questions about their work in the show:

1. What does your background look like in regards to both art and technology?

Kristina Goransson: For me, art has always been a necessity. It is a way to express myself while at the same time filling a need to create form and color on a more obsessive level.

I started out getting a degree in Furniture from RISD and later going to UMass Dartmouth for an MFA in Fibers. I have always enjoyed the manual labor part of creating art and so I have very little background in technology. In fact, I would say that until recently I have been downright opposed to working with new media technology. 

Rob Gonsalves: My background is primarily in computers. I studied computer science in college, UMass Lowell, but I took a lot of art classes – drawing, photography, and computer art. I work at a software company, Avid Technology that makes video and film editing systems.

2. What got you interested in this sort of exhibit?

RG: I have been working on video installations since 1992, when I started collaborating with my friend William Tremblay who went to MassArt. In 1999, we created a large-scale installation called Y2K Pops for First Night Boston. We built an orchestra of 101 obsolete computers that ran continuously at the Hynes Convention Center throughout the critical period of New Year’s Eve, to explore whether the computers would fail at the dawn of the new millennium.

I continue to work on interactive art, showing with a group of artists and engineers called the COLLISIONcollective. I like to explore alternative forms of human/computer interaction, usually with a humorous or ironic twist.

KG: The last few years I have been itching to make my work animated in some way and using sound as well. What has been stopping me is the lack of knowledge I have of anything having to do with computers and other media. This exhibit was the perfect way for me to dip my feet into this with the help of Rob’s extensive knowledge of new media. 

3. What was the planning process – how did you come up with this sort of interaction?

RG: I saw the call for work for “From Paper to Pixels” on the Collision mailing list with the intriguing premise of pairing new media artists with traditional artists. My first thought was to pair up with Kristina, as I am good friends with her and know her work.

Kristina kicked off the collaboration by sending photos of her recent felt sculptures. I was drawn to her Lightdrops, and we discussed the possible options of incorporating elements of new media: video projection, interactivity, sound, kinetics. They all sounded good, so we decided to do all four!

KG: The process went smoothly with a few brainstorms and exchange of images and ideas until we nailed down the project. 

4. Where do you see art like this going in the next few years – give us your crystal ball prediction.

RG: Wow, there are a lot of strong forces currently in play with art and technology, so making a prediction would be tough. I think that advanced technology has become cheaper, faster, and more widely available. And information on how to use the new technology effectively is readily available. Just run a Google search on “arduino servo control” and you’ll get 1.1 million hits, with instructional videos on YouTube! The result of all this is the ability to create just about anything that you can dream up.

KG: All I can say is that if someone like me, who was pretty anti-technology, is now embracing new media and wanting to work with it, it must mean that the times are changing and it will become the norm and perhaps considered “traditional” someday. 

5. Anything else you’d like to say about the exhibit, perceptual computing, the art works, etc.

RG: I am really excited about the recent development of gesture recognition devices, like the Senz3D from Creative Technology, the Leap Motion Controller, and the Microsoft Kinect; the latter is used in Lightdrop Encounters.  These new interfaces are opening doors to new forms of interacting with computer-based artwork.

KG: I am really looking forward to this.

Art meets technology

If you are in the Boston area around September 20, this is definitely an event you’ll want to attend. What do you think of art and technology merging to create new works? Where do you see this kind of collaboration heading in the next few years? Share your comments with us.

 

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Project Anarchy: Free Mobile 3D Game Production Engine for Developers

If you’re a game developer looking for tools that will help you compete without breaking the bank in the process, you’ll want to check out Project Anarchy, a free mobile game development suite available for developers from Havok, which you might recognize as the physics engine used by most of the big name console and PC game platforms out there.

What is Havok?

Havok – an Intel-owned company – is one of the big names on the game development landscape:

“As a leading provider of games development technologies, Havok has over 13 years of experience servicing the most demanding technology requirements for leading customers in the commercial games and entertainment industry. A combination of superior technology and dedication to delivering industry leading support to its customers has led to the company’s technologies being used in over 500 of the best known and award-winning titles including Halo 4, Assassin’s Creed® III, The Elder Scrolls® V: Skyrim™, Guild Wars 2, Call of Duty®: Black Ops II, Skylanders Giants™ and Modern Combat 4: Zero Hour.” – Havok Releases Project Anarchy, Completely Free

Here are just a few of the projects that Havok has been included in:

“Havok works in partnership with the world’s best known publishers, developer studios and developer teams, including Microsoft Games Studios®, Sony Computer Entertainment Inc., Nintendo®, Ubisoft®, NC Soft, Rockstar, EA, Bethesda ™, Insomniac, Relic, Bungie, Naughty Dog, Evolution Studios and Guerrilla Games. Its cross-platform, professionally supported technology is available for Xbox One®, the all-in-one games and entertainment system from Microsoft, the Xbox 360® games and entertainment system from Microsoft, PlayStation®4 and PlayStation®3 computer entertainment systems, Windows® 7, Windows® 8, PlayStation Vita®, Wii™, Wii U, Android™, iOS,  Windows® RT, Windows® Phone 8, Apple Mac OS and Linux. Havok’s products have also been used to drive special effects in movies such as Harry Potter, Clash of the Titans, Watchmen, James Bond, and The Matrix. Havok has offices in Dublin (Ireland), San Francisco, Seoul, Tokyo, Shanghai, and Germany.”

What is Project Anarchy?

We already know it’s free, but here are some more technical specs:

“Project Anarchy is a free mobile game engine for iOS, Android (including X-86), and Tizen. It includes Havok’s Vision Engine along with Havok Physics, Havok Animation Studio and Havok AI. It has an extensible C++ architecture, optimized mobile rendering, a flexible asset management system, and Lua scripting and debugging. There are also complete game samples included with the SDK along with extensive courseware on the Project Anarchy site that game developers can use to quickly get up to speed with the engine and bring their game ideas to life.” – Introducing Project Anarchy, a Free Mobile Game Engine by Havok

You can watch a demo of the engine in action below:

Basically, Project Anarchy is a fully functional collaboration of Havok’s software. This release of Project Anarchy includes Havok’s Vision Engine, along with access to the Havok suite of tools for Physics, Animation, and AI. Developers can look forward to customizable game samples, advanced debugging, a flexible asset management system, and extensible C++ architecture.

Havok has also made available an online hub of game development content – including forums, Q and A, courseware, and video tutorials. One of the best ways to see what Project Anarchy really has to offer is this fantastic walkthrough from GameFromScratch.com, which includes screenshots, resources, and an honest review of the engine/tools from a seasoned game developer:

“There’s tons of functionality packed in this engine, and this is just looking at the tool side of the equation.  Of course there are dozens upon dozens of APIs behind the scenes as well.  In the future I will look closer at how you actually put it all to use….I will say, I am a lot more impressed than I thought I was going to be.  I thought it would be a bunch of poorly documented tools mashed together with minimal documentation.  In reality, it’s a remarkably cohesive and powerful package that covers almost all of the bases.  They certainly have my interested piqued.  Good job Havok!”

Giving back

Releasing such a full-featured game development engine, the natural inclination for many people is to ask “what’s the catch?” The Project Anarchy folks address this; basically, become part of the Project Anarchy community, agree to possibly work with them if you end up shipping a title, and build an x86-compatiabil version of the game you’re working on. More from the Project Anarchy page:

“To help Havok make Project Anarchy free for iOS, Android and Tizen we only ask for a few things in return. First and foremost we’d encourage you to become part of the Project Anarchy community and join us in making Project Anarchy a great place to make awesome games. Secondly we’d like the opportunity to do some co-marketing with you when you come to ship your game. We won’t be able to work with everyone that ships a title but when you sign up we do ask that you agree to Havok having the option, and don’t worry – we don’t bite!

Thirdly, if you have created a game targeting Android (or another platform that supports x86 devices such as Tizen) that you plan to upload to an app store, the license requires that you build an equivalent x86-compatible version of the game and upload it alongside any other versions that you have built. Building an x86-compatible version of an Android executable is a very straightforward process and if you have any questions on this part of the process, please contact us at x86buildsupport@projectanarchy.com and we’ll do our best to help.”

Now it’s your turn

IF you’re a developer, do you plan on downloading Project Anarchy and using the Havok suite of tools to create your next game? If you’ve already downloaded it, let us know what you think so far in the comments below.

 

 

 

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IDF 2013: Developer Demos You Won’t Want to Miss

IDF 2013 is only a few weeks away, and developers from around the world are getting ready to attend this exciting event, scheduled for September 10-12, 2013, at the Moscone Convention Center in San Francisco, California. No matter what part of the technology spectrum you might specialize in, anything from development to hardware, IDF is a great way to discover new technical information and connect personally and professionally with people who can help support you and your efforts.

One of the most eagerly anticipated highlights of IDF are the developer demos, based at the Intel Developer Zone booth showcase. Every year these demos give attendees a chance to see cutting-edge development in action, and this year promises to be one of the best so far.

Here’s what we’ve got scheduled at the Intel Developer Zone booth for you in 2013 (please note times are subject to change; check the demo floor schedule for the most up to date times at IDF):

Touch Interface by Ideum :  Ideum will be demoing a customizable touch interface that can be added to non-touch enabled desktop games as an example of how more apps can enable touch capability in 2014 along with an example of 2 in 1 state awareness. “Ideum can be used to enhance existing desktop games for new input models like touch and sensors.  OEMs can either choose from Ideum’s catalog of enabled games or drive for differentiation by creating their own! This will be available both for Core and Atom, showing 2in1 as well as touch and sensor control of: Castle Crashers, Trackmania, Dust and likely Fallout 3: New Vegas.” Demo Times: Tuesday Sept. 10 from 11-1, Wednesday Sept. 11-1 at the Technology Showcase

Robots by Daniel Harrigan: Daniel Harrigan will be demonstrating remote control of a wheeled robot via facial gesture recognition using the Intel Perceptual Computing SDK and the Creative* Interactive Gesture Camera Kit. Demo Times: Tuesday Sept. 10 11-1, Wednesday Sept. 11 5:30-7, Thursday Sept. 12 11-12:30 at the Technology Showcase

Perceptual Computing Prototype by Jacob Pennock: Jacob Pennock will be demoing a Perceptual Computing prototype, specifically a gestural spell casting game that he is developing for the Intel Perceptual Computing Challenge. The current working title of the game is “Head of the Order”. Demo Times: Tuesday Sept. 10 11-1, Thursday Sept. 12 11-12:30 at the Technology Showcase

Sculptus with Hansong Zhang: Developer Hansong Zhang will be demoing Sculptus; “this is a testbed for emerging real-time modeling and art mediums based on next-generation sensors. The video (below) shows screen captures of a few fun sessions with the tool, using Intel/Creative GestureCam and the Intel Perceptual Computing SDK. Rendering and algorithms are fully accelerated on GPUs to ensure real-time frame rates. Demo Times: Tuesday Sept. 10 1-3 at the Technology Showcase

Smiles with Mike Kasprzak: Developer Mike Kasprzak will be demoing Smiles HD, a highly cross platform puzzle matching game for PC and Mobile devices. Demo Times: Tuesday Sept. 10 1-3, Wednesday Sept. 11 5:30-7 at the Technology Showcase

Perceptual Computing with Martin and Devy Wojtczyk: This developer team will be demoing several Perceptual Computing projects they entered during the Intel Perceptual Computing Challenges Phases 1 & 2, and on which they worked during multiple Intel-hosted Hackathons in Sacramento and San Francisco. These include an application for medical doctors who need to look up patient information and diagnostic images in sterile conditions, an application that utilizes the PerC SDK to control Google Earth touch-free via gestures and voice, and a LEGO self-driving car. Demo Times: Tuesday Sept. 10 1-3, Wednesday Sept. 11 4-5:30, Thursday Sept. 12 12:30-2 at the Technology Showcase

Windows*8 with Gregor Biswanger: Developer Gregor Biswanger will be demoing Windows* 8 apps, including a social media marketing tool called CleverSocial and how to develop a Compass app. Demo Times: Tuesday Sept. 10 3-5, Wednesday Sept. 11 11-1 at the Technology Showcase

Stargate Gunship with Chris Skaggs and John Bergquist: The Code-Monkeys will be demoing their Perceptual Stargate SG1 Gunship game; “in many ways very similar to what we had at GDC but new and improved.” Demo Times: Tuesday Sept. 10 3-5, Wednesday Sept. 11 4-5:30 at the Technology Showcase

Android with Chris and Rebecca Allen: This developer team will be demoing “new cutting-edge technology allows developers to stream live video to and from an Intel based Android smartphone to a Windows 8, Android tablet or Smart TV over a local WIFI network. The result is similar in functionality to the Nintendo Wii U, yet using devices people already have in their pockets/pocket books and living rooms.” In addition, their demonstration will feature a piece from the new art show “From Paper to Pixels”, where traditional artists are paired with new media artists to push the boundaries of what’s possible in art through new technology. Demo Times: Tuesday Sept. 10 3-5, Wednesday Sept. 11 11-1 at the Technology Showcase

PerC Pachinko with Steve Favis: Developer Steve Favis will be showing a playable development build of Perceptual Pachinko, an Ameon Game, and other game titles he has in development for mobile. Demo Times: Tuesday Sept. 10 5-7, Thurs. Sept. 12 12:30-2 at the Technology Showcase

Motion Content with Danny Woodall: Sixense’s Danny Woodall will be demoing “Sixense In Motion” middleware, which enables developers to rapidly create motion content for a variety of input devices on multiple platforms using a powerful and robust API. They will be demoing 2 applications using their In Motion engine and Intel Perceptual Computing SDK technology; Puppet In Motion and Portal 2 Perceptual  Pack. Demo Times: Tuesday Sept. 10 5-7, Wednesday Sept. 11 5:30-7 at the Technology Showcase

Motorbike with Andres Martinez: Developer Andres Martinez will be demoing his Motorbike Game running on an Ultrabook. Demo Times: Tuesday Sept. 10 5-7, Wednesday Sept. 11 4-5:30 at the Technology Showcase

Drones with Martin Foertsch and Thomas Endres: Developers Foertsch and Endres will be demoing an application that controls a Parrot AR.Drone with the Intel Perceptual Computing SDK: “The idea is to control the drone with your bare hands. We are demonstrating how human people are interacting with the gesture cam and controlling real physical objects like a flying drone. And this is the really cool thing about our demo since most of the people are not expecting such a showcase. Mostly you are controlling software objects, not physical ones.” Demo Times: Wednesday Sept. 11 11-12, 4-5; Thursday Sept. 12 11-12 Moscone 2nd Floor

 

Will you be at IDF?

For many people, pne of the best parts of IDF is simply the connections you can make both personally and professionally. The chance to see demos and chat with other developers about cutting-edge technology  is a major draw for many software developers. Register for IDF now – we look forward to seeing you there!

 

 

 

 

 

 

 

 

 

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Intel President Renee James: Interview with the Wall Street Journal

Intel President Renee James recently sat down for a video interview with the Wall Street Journal’s Rolfe Winkler. In this interview, Ms. James discussed a wide range of issues around Intel’s  computing strategy, anything from mobile to what’s coming up at IDF in September. You can watch the entire video below:

On mobile:

Ms. James has been with Intel for 26 years, and worked closely with former Intel CEO Andrew Grove. She recently was named Intel President, and directs company-wide strategy with CEO Brian Krzanich.  She noted that Intel wants people to know that “we love computing”, and aim to serve every segment, not just PCs.

Intel’s new focus is on mobile, especially on the Atom power line for ultramobility. There will be increased efforts on Android, with an equalization of efforts between Windows and Android. Everyone  currently in this market space has advantages, and Intel’s is design and integrated manufacturing, the combination of process technology, and communications. It’s the integration that counts;  the combination of all these elements that makes Intel the winner in the market.

In many ways Intel has led the exploration into mobility. James noted that “sometimes you don’t always know about the next thing being a disruption….it wasn’t the form factor, it was how people using computing changed – touch, voice, app models, all of that shifted. That combination with the new form factor really changed the way we look at computing.”

On IDF:

Intel’s premier developer conference is coming up September 10-12. There will be a lot of new things to see and talk about there as far as mobility, where Intel believes computing is heading, and future predictions on computer/human interactions.

On Atom:

Atom is a smaller, less expensive chip.  James noted that the Intel point of view with this chip was that you didn’t need all the features and performance you need in more expensive chips since Atom is prmiarliy for phones, but now as mobile devices are becoming more important and prevalent, it’s also taken on more importance.  Intel is building parts of Atom that come all the way up to the Core family with greater compatibility. All new Atom products run Windows.

On transparent computing:

People want their apps to perform no matter what platform they might be using. This aligns with the “Internet of Things” mentality; consumers want lower cost devices, but are also looking for compatiability with the rest of the software ecosystem.

On the shift to a more mobile computing ecosystem:

Mr. Winkler posed an interesting question: “As PCs are increasingly replaced by mobile devices, how do you navigate that transition?” Ms. James answered that Intel does not believe that PCs will ever be replaced, rather, different form factors will continue to emerge with the performance of the core product line in mobile devices. There are also different modes of usability in form factors such as the tablet, PC, 2 in 1’s, etc. It’s not a “one for one” replacement; James noted that these form factors are refreshing the market.

On form factors:

James noted there is a segmentation of tablets – the ones on the higher price point side generally offer more performance, and the ones on the lower price point side offer less. Intel has created Atom products that scale all the way up and down this ladder, with Haswell core-based products as well. These form factors overlap with price points, and some cannibalization is expected, but Intel is looking to create devices at every price point for more customer availability, opportunities, and innovation.

On Moore’s Law

When asked if Intel sees a finite ceiling as to how small chips can be produced, Ms. James replied that “we don’t see that”. There is more performance in a lower power envelope, and Intel has moved  ahead multiple generations, becoming much more competitive in the mobile landscape.

How small can the chips actually get? James replied that Intel has “line of sight” for a couple more generations, but after that the future is unclear.

Data center

The data center arm of Intel is an  important business, currently holding a 90% market share and bringing in substantial profits for Intel. Mr. Winkler asked about avoiding server upsets, and Ms. James noted that there is a market shift with new competitors, and the way you react initially is how the dynamic is going to go. She mentioned that “it’s good for Intel to have competitors” because it makes the company as a whole better. Intel is not waiting for the industry to change, and has already announced SOC server products based on the Atom family.

On Intel television

What does Intel plan to bring in the television space? James replied that just like everything else, television has gone digital. It’s delivered over an IP network, which is an opportunity for data to be broadcast to devices. Intel can bring tech integration and leadership to this area, making it more cost effective. It’s also a new market opportunity and area of growth.

Exciting times for Intel

This interview with Ms. James was extremely informative, and gave a great overview of where Intel is headed. Be sure to register for IDF 2013 and hear more from Intel leadership on the future of the company. 

 

 

 

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IDF 2013: Will You Be There?

The Intel Developer Forum (IDF) is coming soon! This exciting event is scheduled for September 10-12, 2013, at the Moscone Convention Center in San Francisco, California. Developers all over the world look forward to this conference, but no matter what part of the technology spectrum you might specialize in, IDF is a great way to discover new technical information and connect personally and professionally with people who can help support you and your efforts.

Highlights from IDF 2012:

Why should you attend?

There are a lot of reasons that people come year after year to IDF, Intel’s premier forum for software developers that has been going now for over a decade. Some of these reasons include:

  • Meet and reconnect with colleagues old and new
  • Take part in the Technology Showcase
  • See new innovations debuted at IDF that you won’t see anywhere else
  • Get access to more than 140 technical sessions
  • Network with Intel personnel
  • Hear from top Intel experts and industry thought leaders
  • Experience hands-on labs
  • Find new ways to improve your business and personal development

If you’re a software developer, you’ll have the chance to connect with Intel software experts, listen to keynotes from Intel leaders, and take part in tech sessions that will give you the latest in Intel advancements. You’ll also have the chance to get “hands on” with labs led by Intel software developers, see where Intel technology is heading, connect with Intel Fellows, solve issues, and collaborate with colleagues.

Not only software developers, but engineers, technology managers, and business leaders can profit from IDF by meeting, sharing ideas and common ground, and discovering the wealth of new developments that are going on at Intel.

What’s new for 2013?

This year’s IDF is on track to be more technical and advanced than ever before. Each session will be led by a technical expert; since Intel covers the spectrum of computing, there are a wide variety of topics that will be covered. You’ll hear the latest on Intel tech, anything from the architecture of microprocessors to designing tablets, All-In-One devices, or Ultrabooks™.

Intel engineers will be on hand at various “Engineering Live” areas, with Intel architecture and technology front and center. The world famous Counting Crows will have a live performance available at the Attendee Appreciation Event, a first ever IDF customer concert event.

What you can expect at this year’s IDF

As in previous years, there’s always a lot going on at IDF. Here are a few highlights:

  • Intel Engineers Live: Intel Technologists will be roaming the halls and the technology showcase wearing the “Intel Engineer” shirt, and ready to answer your technical questions or discuss your current projects. You can reserve 20 minutes of private conversation with an Intel engineer to discuss the newest Intel innovations or your latest project.
  • Technical Experts in the Alumni Lounge: IDF alumni are invited to join these Intel Fellows and Engineers for an informal chat in the Alumni Lounge.
  • Intel Fellows, Live and Uncensored: This is where you will find Intel Fellows engaging in candid conversations and answering questions from the audience.
  • IDF Technology Showcase: See more than 150 leading companies from around the world demonstrate their newest innovations and the future technologies that could take your projects to the next level, including EMC2, Supermicro, IBM, and Wind River
  • Intel Pavilions: Here you can experience and discuss the latest Intel® technologies with engineers responsible for bringing them to life, including the Advanced Technology Zone, Intel Labs Pavilion, and the Intel Software and Services Pavilion
  • IDF Technical Sessions: Presented by Intel and industry experts, here’s where you’ll be able to get the latest relevant technical information on a variety of technologies and products. Technical Sessions include Technology Insight, Lecture Sessions, Hands-on Labs, Gold Sponsor Sessions, and Poster Chats.

Keynotes

The highlights for many IDF attendees are the keynote speakers. Each day you’ll get to hear thoughts from Intel leadership on a variety of topics:

  • Tuesday September 10, “Mobilizing Intel” from Intel CEO Brian Krzanich and Intel President Renee James: “IDF 2013 represents the beginning of a new era for Intel, and indeed the entire computing industry.  With the recent leadership transition now complete, Intel’s new CEO Brian Krzanich and President Renée James are well underway in resetting the course of the company with a clear emphasis on mobile computing leadership.  Please join Brian and Renée to hear how this focus on all things mobile will energize the existing ecosystem of Intel hardware and software developers – as well as attract a new wave of developers.  There has never been a better time to align with Intel as a company and on the most scalable, widely deployed and successful architecture of all time.”
  • Wednesday September 11, “Innovate at the Speed of Mobility” with Hermann Eul, Kirk Skaugen, and Doug Fisher:  “Join Intel’s hardware and software executives for a discussion of how Intel and the developer community can simplify and accelerate mobility for the industry and billions of users around the world. Hermann Eul will address the rising expectations around personalization and performance in mobile devices and Intel’s hardware support for both. Kirk Skaugen will discuss a new category of 2 in 1 computing that combines the best of tablets and the best of the PC. Doug Fisher will build on the hardware roadmaps with Intel’s mobility optimizations and toolsets for Windows 8.1, Android development and enhancements to the Intel Cloud Services Architecture and Intel’s HTML5 XDK. Learn how developers can win in the market utilizing Intel’s hardware and software innovations to simplify a complex world for users.”
  • Thursday September 12 with Dr. Genevieve Bell: “This future can be derived by understanding people, the spaces they inhabit, and the role that data will play in delivering services that are truly personal. Join Intel Fellow and Director of Intel’s Interaction and Experience Research in Intel’s Labs, Dr. Genevieve Bell, for a wide-ranging and exciting view of Intel’s long-term, global mobility vision. This vision is inspired by people, built around experiences, and extends into the post-device era of intelligent spaces, smart transportation, smart mobile data, and wearable computing, all coordinated to ease and facilitate the mobility of the ultimate mobile platform, the human being.”

Will you be there?

One of the best parts of IDF is simply the connections you can make both personally and professionally. The chance to get hands on with cutting-edge technology and chat with like-minded individuals who have the same passion as you do for software advances is a major draw for many software developers. Register for IDF now – we look forward to seeing you there!

 

 

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The hierarchy of developer motivation

A recent survey on developer economics put together by analytics firm VisionMobile polled 6000 respondents from 115 different countries on their motivations, challenges, and future plans for app development. The results give some intriguing insights into what are the prime motivating factors behind what developers do; namely, a sense of achievement and not money is the main motivating factor in software development (of course, a paycheck is always appreciated).

These results were further segmented into eight distinct parts: the Hobbyists, the Explorers, the Hunters, the Guns for Hire, the Product Extenders, the Digital Content Publishers, the Gold Seekers and the enterprise IT developers. Each had their own unique motivations, platforms, and modes of workability:

“We find that Explorers and Hobbyists, those seeking to learn, have fun and self-improve, make up 33% of the mobile developer population but only 13% of the app economy revenues. These segments prefer – more than average – BlackBerry 10, Windows Phone as a platform, as these are more often associated with experimentation and learning.

image courtesy VisionMobile.com

The Hunters and Guns for Hire, those seeking revenues from the app economy, make up 42% of the developer population and 48% of the app economy revenues. These segments prefer – more than average – iOS as a platform, due to the consistent revenue-generating opportunities of the platform.

Product Extenders, Enterprise IT developers, Digital Content Publishers and Gold Seekers, aiming at extending a business, make up 29% of the developer population, and a whopping 39% of app economy revenues. These segments prefer – more than average – Android and HTML5 as a platform – due to the reach that these platforms offer across the entire smartphone and feature phone installed base.” – “Hierarchy of Developer Needs”, VisionMobile.com

Show me the money

As previously mentioned, this developer survey showed that money as the prime motivator behind software development is the goal for only about half of the developers surveyed. Creativity and a sense of achievement are what make the difference for 53% of developers, while the most important goal for 33% of those surveyed is simply gaining knowledge, having fun, or making strides towards self-improvement.

image courtesy VisionMobile.com

Those of you familar with the Maslow Hierarchy of Needs pyramid will notice that these results gel quite nicely:

Developer Scott Hanselman takes Maslow’s hierarchy of needs and applies it directly to the developer process, especially when it comes to motivation:

“………The top of Maslow’s pyramid is self-actualization…in some ways I think we like to achieve self-actualization through our code, [such that] in years to come, maintenance programmers will stumble upon this architecture and exclaim, ‘Wow, Scott was here.'”

Are you writing software or crafting software? When does your craft become art?

This is a noble and certainly attractive goal, but is one that should be attempted only after the basic needs are met.” – Scott Hanselman, “Maslow’s Hierarchy of Needs of Software Development”

Platforms

In addition to discovering motivation, the survey also found that certain platforms are more attractive to developers than others:

“The survey discovered that though developing apps for iOS and Android are both profitable, pulling monthly app revenue of $5,200 and $4,700, respectively, some developers are considering to start developing for Windows Phone.

The survey revealed that Android, iOS and HTML5 are the top three platforms chosen by developers across all the regions where the survey was conducted.  In North America, 67 percent of developers use Android, 62 percent on iOS, and 55 percent on HTML5.

The survey revealed that three main things affect developer choice, and that is Speed and cost of development, revenue potential, and the ability to reach target consumer.

Developers choose Android because it is faster and cheaper to develop apps for this platform, but if they want bigger revenue, they’d opt for iOS.”  – SiliconAngle.com

What is your motivation?

The motivation to challenge yourself as a developer is very obvious in such contests as the Intel® Perceptual Computing Challenge, the seven-week long Ultimate Coder: Going Perceptual saga, and the currently running 2013 Intel™ App Innovation Contest. For example, we observed over the course of seven weeks in the Ultimate Coder Challenge as seven coder teams took on a seemingly impossible challenge – build a working perceptual computing app with a brand new computer, a brand new SDK, and technology that nobody really knows anything about. Instead of running away screaming (which any sane coder might have chosen to do), these seven teams pulled up to the table and dug in. From one of the Challengers:

“As I write this, there is no app, no design and no code. I have a blank sheet of paper and a few blog videos. The six developers I am competing against are established, seasoned and look extremely dangerous. My chances of success are laughable, so given this humorous outcome, I’m just going to close my eyes and start typing. When I open them in seven weeks, I’ll either have an amazing app or an amazing lemon.” – Lee Bamber, Ultimate Coder Challenge: Going Perceptual

It’s interesting to note that all the contestants had about this same attitude: it’s not necessarily about the destination, but the journey. I suspect that for many developers, the motivation in software development lies in the challenge of discovery.

In addition to contests, IDF 2013 is an event that developers worldwide look forward to as a source for inspiration, collaboration, and self-challenge. Here are a few reasons software developers should attend IDF:

“Go deep into the technology you’ll be developing on in the future with today’s software experts.

Keynotes and Technical Sessions will let you hear about the very latest Intel advancements directly from the people who are creating them.

Labs led by developers will let you get hands-on with Intel® software technology.

IDF is also the perfect place to share best practices with colleagues, meet partners from around the industry, and create solutions.”

You can watch highlights from IDF 2012 below:

 

If you’re a developer reading this, what drives you to keep going? Is it the promise of some extra money, self-improvement, creativity, or the thrill of accomplishing new things? Do events and contests help keep those creative juices flowing? Let us know in the comments.

 

 

 

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Report from San Francisco’s Intel Ultracode Meetup: Code and Tell

On a warm July summer evening in San Francisco, 65-ish coders gathered to focus on Android projects, both html5 and native, watch and listen to expert demos, and maybe even grab a few Intel-sponsored prizes. Here’s a report from this event, produced by Intel and BeMyApp.

(courtesy BeMyApp.com)

This event was held at the very picturesque Butchershop 3rd St. Office (see more images here). As already noted, the focus was on Android projects both html5 and native. Several presentations were given, including:

Jason Polites (Socialize Inc.) 
Tips and Tricks for Effective Automated Testing on Android 
Some “rules of the road” including:

  • Myths about testing
  • Practical techniques to make testing easier and more effective
  • Common pitfalls when creating tests on Android

Ashraf Hegab 

Creating a 3D multiplayer games in real-time 

Multi is a new hybrid 3d multiplayer games engine by MultiPlay.io that allows for the real-time creation of 3d multiplayer games across web and native devices. In this session we’ll go through the process of creating a new game, by creating and editing levels, UI, 3d models and animations in real-time across Android devices and more.

Zac Bowling (Apportable) 
How to run Objective-C and C++ on Android 
Have you ever wanted to build a game in Objective-C or C++? Apps that have done this include: SpiritsAvernum, andSuperbrothers Sword & Sworcery.

You can see the entire presentation that Zac came up with here.

Yosun Chang (AReality3D) 
Native apps designed for Google Glass 
After a lightning perusal of the sensors on this, Android-on-your-head-sans-touchscreen-with-sidetouchpad-camera-lightmeter-mic-gyro-acc, I’ll talk about a few native Glass hacks of mine: the GlassTrombone, computer-vision based markerless AR, and head rotation navigation within a 3D environment.

Christopher Price (iConsole.tv) 
Building a New High-end for Android Gaming 
Android-IA is a new platform that allows Android to run on x86 hardware. Android-IA is the (open) core of iConsole.tv, currently shipping around 4x faster than that Galaxy S 4 you’re building for. Christopher will share an introduction to the platform, talk a bit about getting your head around developing games for iConsole.tv, and share some lessons learned along the way so far.

Gaythri (Intel)

Portable All-In-Ones are new form factor devices that feature high-end technical specifications: large touch screens (18.4 – 27-inch) that can operate in lay-flat orientations, and have a built-in battery. These capabilities make new use-cases possible in applications and games that incorporate features like multi-user capabilities with a minimum of 10 touch points.

All in all, it was a great night of demos and fellowship for Android developers. Were you at this meetup? Share your experience in the comments below!

 

 

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