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The mobile penetration rate grew dramatically

The adoption by users of smartphones and tablets and mobile applications have led to this growth has changed the way we communicate. It’s very unusual to receive SMS and calls are becoming less frequent. This is largely because we in our devices and internet messaging clients such as practical and entertaining as Whats-app, to name one of the most widespread. And that does not please the operators, who see little by little they are wasting money.

That is why the GSMA, the body that regulates mobile communications, announced the creation of the RCS-e. A communications protocol that will allow “enriched” by the mobile operator, ie the Whats App of operadoras.El Enhanced Rich Communication Suite (RCS-e) was created in response to the phenomenon of popularization of mobile messaging applications like Whats App. A phenomenon that is bypassing the traditional communications such as calls and SMS. Operators have already tried to lower the rates, especially in SMS’s, but no color. Applications continue to offer more for less.

The RCS-protocol and lead beyond the traditional communication using voice only providing the possibility of transmitting multimedia too. In fact it is possible to make video calls, messaging, upload photos and can be done in real time. Even if we can share the phone with the person we talked things while keeping the conversation. You can also find on our agenda automatically with whom we can share things.

The idea is that this technology is included as standard on the terminal market operators. And later be integrated into the existing application form. Operators do not intend to charge special fee for this special service, at least for now. In fact Spain is going to be a pioneer in this technology as Telephonic, Vodafone and Orange already being tested.

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Nike goes a step further and bring the sport to life

A step in its marketing effort in turning everything into a healthy competition in a sports brand to raise respect and social icon. With built-in Nike + Fuel band seems ripe. Is true and is aware that the smartphone with applications that monitor our exercise we are eating soil, or better than that, is taking over new territory had not yet conquered and if we have the new watches with Android or iPod Nano that already integrated similar technologies.

The bracelet is Nike fueld attractive design that integrates Nike + system to measure and monitor our exercise. Equipped with 20 LED lights that will measure and record our activities in a kind of meter that rewards those who exercise more, to move, Nike says … anything goes, it all adds up and counts, turning the sport in a fun competition with ourselves, no doubt a very simple marketing hoot.

According to its Executive Director, the merger between the physical and digital mute. Points LED meter takes into account four different parameters: exercise time, calories, steps and NukeFuel system itself (do not know what will).

Obviously will be integrated with a mobile application that records all this data not only on the wristband. May also pass data through a web wing Bluetooth or USB.

Currently available in per-order for $ 149 and I’m in love with her I leave a couple of videos, presentation and commercial insurance transparent you.

When we have more information from it or its price in Europe and current availability, we will inform you.

Handycam camcorder NEX-VG20 more cinematic picture quality

Handycam camcorder NEX-VG20Sony announced the release of its new Handycam camcorder NEX-VG20, which will allow videographers to explore the artistic potential of E-Mount lenses to capture full HD video and photos in high resolution. This new camcorder has many improvements over the NEX-VG10, the first HD consumer camcorder with interchangeable lenses, which had plenty of manual controls to improve image quality and sound.

“Whether you’re capturing video or still shots, the great rival of the camera sensor with the high quality offered by the DSLR cameras,” said Andy Bubala, director of cameras for Sony Electronics. “We’ve added a number of enhancements to satisfy fans of the film,” he added.

The NEX-VG20 have a 16 MP Exmor sensor, which allows shooting at 60 frames per second in progressive mode, in addition to a mode of 24 frames per second that can be improved with the use of functions Tone Cinema Gamma Tone and Color for Cinema and rich colors with a more cinematic.

This camera will also feature a set of 4 microphones spaced at 4 different points to capture audio in 5.1 surround mode, in which a new control is added to capture audio. It is noteworthy that the NEX-VG20 second button has a special recording to make low-angle shots, along with another button to autofocus mode expanded.

On the other hand, this camera will have an LCD touch screen 3.7-inch Xtra Fine TruBlack technology for images with better contrast. Package is added to glasses 18200 E-Mount F3.5-6.3 SEL capable of 11x optical zoom and Optical SteadyShot function to stabilize the image optically.

The NEX-VG20H Handycam Full HD E-Mount will be sold at a price of $ 2.199, while the version without lens will cost $ 1.599.

New Technologies Information and Communication

New Technologies Information and CommunicationSupport information

1 What is information medium?

2 Which means that the media have a way of sequential or random access to information?
3 How we rank them according to the technology used in your configuration?
4) Make a list of at least 8 media find an image of each show its capacity for data storage and gives some general characteristics.
5) Find some images that show how to perform reading and writing data on magnetic media, in an electronic and an optical.

1 – With the constant evolution of computers in recent years, it is necessary that the information already developed by the computer to be memorized or stored in large capacity drives. These units are known as mass storage and are internal or external devices to the computer for storing large volumes of information, both programs and data.
These devices have a fundamental characteristic: the recorded information characters are not volatile, that remains even if power is disconnected.
The stored information will be treated later by another computer with similar characteristics to that was the source of information.

2-Sequential access: sequential access, the reading element of the device must pass through the space occupied by the totality of the data previously occupied space physically stored data comprising the set of information to be accessed.
Random access: the random access mode, the scan element can directly go to the address where the information is stored physically to be located without having to pass through to the stored between the start of the recording surface and the point where stores the information sought.

3-in computer keyboard is an input peripherals or devices, in part inspired by the keyboard of typewriters, which uses an arrangement of buttons or keys, to act as mechanical levers or electronic switches that send information to the computer. After the punch cards and paper tapes, the interaction through the ticker-style keyboards became the primary means for computer input.

4 – The characteristics that must be taken into account on a hard drive are:
* Access Time: Average time it takes the needle on the track and placed in the desired sector, is the sum of average seeks time (on the track), while read / write and the average latency (seen in the sector).
* Average Seek Time: Average time it takes for the needle placed in the desired track is half the time taken for the needle to go from the track more peripheral to more central disk.
* Time read / write: Average time it takes for the disk to read or write new information, the time depends on the amount of information you want to read or write, the block size, the number of heads, lap time and the number of sectors per track.
* Average Latency: Average time it takes for the needle placed in the desired sector, is half the time spent on a full disk rotation.
* Speed: revolutions per minute of the dishes. The higher the speed of rotation, lower average latency.

Influence on the development of information technology companies

Influence on the development of information technology companiesCompanies that develop high levels of agility not only survive this economic turbulence, but also will be the leaders of tomorrow’s markets.

Today’s organizations must identify the change and respond to it swiftly in order to remain a viable option in the market. The ability to detect, anticipate and respond to changes more quickly will provide organizations set strategic direction for:
Respond to changing market conditions.
Increase its market share even in economies that characterize hard as our new reality
Increase sales growth and profitability and improve overall financial performance

Agility is characterized by a cycle, which comprises a series of five steps:
- Detect lies ahead or need a change
- Planning the best action
- Decide on the course to follow
- Communicate to all key participants in the new plan,
- Press for Change.

technology companiesThese five steps are sequential and are executed every time there is a change in the business landscape. The cycle occurs in all levels of the organization on an ongoing basis.
How to facilitate agility in the organization? Technology is the common denominator of all five. It is not the case that only some technologies provide flexibility, but each organization will have a different agenda management challenges and unique architectural footprint that will require different strategies of using technology to support and improve agility. This may represent from a small correction to a strategic reorientation of the company.

In the context of information technology is of interest to measure the agility of a company making a benchmark to compare with similar companies. Eventually provide prescriptive measures to optimize investments in information technology from the objective of maximizing agility.
There are four key attributes that have to meet any investment in information technology to generaragilidad for business:

First, a solution of information technology has to ensure that business operations are reported. You must connect data devices and processes both internally and externally so that people can access information from anywhere and more usefulness;
second, the technology has to turn the company into a more productive by leveraging also systems to support processes and thereby enable the business to multiply the power and impact of its technology and its people.

 companiesThe technology must be reliable, always available, always working safely and always ready, but AT THE SAME TIME must be flexible to adapt according to changing business needs
finally, technology must provide all of this based on a clear concept and aimed at the best cost / benefit. The consistent application of cost-benefit measurements allows real information about the return on investment.

Any solution of information technology must comply with each of these points to maximize every dollar invested and ultimately generate business agility
Each of the criteria have equal weight and importance to an organization in pursuit of the goal of agility. Developing a framework, it is possible to measure the state of agility in an organization, identify weaknesses and suggest practical solutions so the organization can implement concrete actions to improve their agility and competitiveness portended.

Information Technology and Communication: Social and Educational Implications

Information Technology and Communication: Social and Educational ImplicationsThe information technology and communication are a part of the emerging technologies that usually tend to identify with the acronym ICT and refer to the use of computerized systems to store, process and disseminate any information or educational training process.
Over the years, ICTs have evolved to meet human needs and highlighting the television and radio.
Societies today are characterized by diverse and abundant flow of information and communication. In a century we have gone from radio equipment that allowed us to hear voices of remote environments, the black and white film, color, special effects and computer-created characters, of the nearly first TV images showed the landing a man on the immediacy of news and images of world events.
ICTs are mainly characterized by their intangibility (possibility of scanning), immediacy and multimedia applications. They have brought great benefits especially in education but in turn if not given proper use, will find disadvantages.

 Educational ImplicationsTherefore, currently the use of information technologies and communication in adolescents is a matter of concern, debate and reflection for many authors, both nationally and internationally. But this concern has not yet been translated into a systematic and organized effort to implement relevant activities for the appropriate use of technology by teens.
For example, one of the major concerns for both educators and the family, about the relationships of adolescents with ICT, is the possibility that appear addictive behaviors that can disrupt personal and social development in the adolescents. The media are the first to emphasize these cases, although there can not be generalized.
You could say that what defines the addictive behavior is the frequency with which this is done; it is the loss of control of the person, and the establishment of a relationship of dependency.
In this regard, seven have been proposed to detect signs of Internet addiction:

* Spending several hours’ online, neglecting important aspects of your life.
* Friends and relatives think you have problems with using the Internet.
* Being young (the younger, more risk must be dependent on the Internet.)
* The use of the Internet creates serious negative consequences.
* You see his reliance on the Internet as a shy, intense activity.
* Keep secret the time you spend online.
* You can not go a day without the computer without connecting to the Internet.

In turn, indicates that this addiction leads to truancy and certain behaviors such as not complying with the schedules chat at all hours and allow interacting with their peers. This addiction is defined as follows: “Cell phone use becomes an addiction when it becomes a repetitive behavior that is pleasurable and creates a loss of control in the subject”

 Educational ImplicationsA related aspect of addiction is isolation. Often, the media reported about this effect, produced the use of ICT, particularly in adolescents. We deliver the image of the young alone, locked in his room and escaping from any social commitment to sit for many hours and connect to your computer. Isolation is a risk that reflects the degree of dependence that has every teenager.

On the other hand, the adolescent population and its environment may be affected because of the potential offered by ICT to get lots of information about its users, without being aware of it. The strategies are many: an apparently inoffensive forms or promotions via SMS to mobile are among the most common. Companies are able to easily pass the barrier between public and private, using the ingenuity of users.
Regarding the second problem, the advertising is not specifically distinct from other information in the contents that we deliver ICT. In this respect it is logical that if we study the composition of such web sites of brands and favorite products of adolescents, and advertising that reaches them through mobile phone, it is difficult to clearly differentiate between information and persuasion.
In addition, through the use of ICTs expand the social relations, but also get new features, which do not exist in the real level of interpersonal communication (face to face). In this regard, the influence of anonymity between the participants has been one of the most studied in relation to the personal identity of adolescents constructed in virtual environments.

Finally, there is talk that the issue of violence has been continually involved in video games. The observed high rate of violence in games has been severely criticized. Much of the publicity of these games is based on the violent aspect, noting that social learning theory posits the hypothesis that aggressive play games encourage aggressive behavior. For example, the children imitate or otherwise learn what they see on the screen.

How is the development of information technology 100 years ago

How is the development of information technology 100 years agoTime passes quickly. The Information Technology 100 years old and it seems incredible that, before his foray into the lives of human beings could manage without them.

It is very interesting to discover how the top executives of companies such as IBM suggests that the challenges posed to humanity to address the impact of technology today, have nothing to do with microprocessors, or with services in the cloud or with mobile applications.

Are aimed, instead, to issues more related to people: to facilitate the connection of the subsystems that exist in the world and maintain social stability and economic development (starting with the business sector), ensure security and data privacy personal (and dignity of their owners) and transform the leadership to make it an exercise in creativity, listening, collaboration and influence Will technologists become more sensitive? Or maybe the machines increasingly resemble people? Read the last paragraph of the news and see