quinta-feira, 27 de agosto de 2009

Abas no Office

Fonte: http://www.kerodicas.com/downloads/artigo=25398

Nem sempre é fácil trabalhar com vários documentos do Word (por exemplo) abertos, principalmente devido a estes ocuparem muito espaço na barra de ferramentas.

Sem título

OfficeTab é um complemento para o Microsoft Office 2003, 2007 e 2010 no Windows XP, Vista e 7, que permite abrir múltiplos documentos em abas, tal como um browser.

Durante a instalação, pode inclusive escolher quais as aplicações que terão este complemento, pode por exemplo escolher o Word e o Excel mas excluir o PowerPoint.

Este complemento também lhe permite visualizar documentos lado a lado na mesma janela.

Compatibilidade: Microsoft Office 2003(++) no Windows XP(++) Licença: Freeware Homepage: hi.baidu Download: OfficeTab

terça-feira, 25 de agosto de 2009

Forget Teens: Gamers Are 35, Overweight — And Sad, CDC says

Fonte:http://www.wired.com/epicenter/2009/08/gamers-are-sad/

  • 10:53 am |
  • Categories: Social Media

When you think of a hard-core gamer, do you picture a teenage boy battling his friends in World of Warcraft?

Think again.

The average gamer, far from being a teen, is actually a 35-year-old man who is overweight, aggressive, introverted and … often depressed, according to a report (.pdf) out this week from the Centers for Disease Control and Prevention (CDC).

The study also showed when children and teenagers become game players, a trend toward physical inactivity and corresponding health problems extends and exacerbates into adulthood.

“Among researchers, there is growing concern and uncertainty about the health consequences of videogame playing,” the CDC reported. “Given the ubiquity of video games — industry estimates suggest that they are played in 65 percent of American households — these concerns may be justified.”

The study notes that half of gamers are between 18 and 49 years old, while 25 percent are 50 and older. The CDC also pointed out that of online gamers aged 8 to 34, nearly 12 percent showed multiple signs of addiction.

The study, based on a 2006 online survey of 552 people between the ages of 19 and 90 who were living in the Seattle/Tacoma area of Washington state, also shows differences between male and female gamers.

Men reported that gaming gives them a “reason to get together,” while women are looking more for a diversion than social interaction. Despite their differing reasons for playing, many of the health effects remained the same.

Jim McGregor, an analyst at In-Stat, noted that his concern isn’t just with gaming but with social networks, as well.

“My issue is that it’s not just gaming. It’s social networking. It’s the web in general,” said McGregor. “We’ve gained so much, but still it puts people in front of a computer screen for hours on end. It gives Americans just another reason to be fat, dumb and lazy.”

According to the CDC, both male and female gamers were more likely to report being overweight, having more poor-mental-health days and being less socially outgoing. Women, however, were more apt to deal with depression and report more health issues than women who aren’t gamers. For men, they reported more obesity.

“One interpretation of these findings is that, among women, videogame playing may be a form of digital self-medication…. In short, they can literally take their minds off their worries while playing a videogame.” noted the CDC. “Among men, the association among sedentary behaviors, physical inactivity and overweight status observed in children and young adults may extend into adulthood.”

Nova tecnologia permite criar ecrãs flexíveis

Fonte: http://www.cienciahoje.pt/index.php?oid=34325&op=all

Díodos luminescentes ultrafinos
Díodos luminescentes ultrafinos
Uma nova tecnologia permite produzir díodos luminescentes ultrafinos para criar novas perspectivas e grandes ecrãs planos flexíveis, impossíveis de produzir com as tecnologias existentes. A descoberta é de um grupo de cientistas norte-americanos da Universidade do Illinois (Estados Unidos da América), chineses da Universidade Tsinghua de Pequim e singapurenses do Instituto de Alto Desempenho. O estudo foi publicado sexta-feira na revista «Science».
Estes micro-díodos inorgânicos (à base mineral) são cem vezes mais pequenos do que os utilizados actualmente e podem ser impressos em suporte de vidro, plástico ou borracha, explicam os autores da descoberta. Esta tecnologia tem como possíveis aplicações a iluminação de grandes painéis em torno do objecto que se pretende iluminar, ecrãs televisivos de alta definição ou ainda consolas de jogos, bem como a monitorização dos sinais vitais de doentes. Os díodos inorgânicos são mais luminosos e resistentes e têm mais longevidade do que os díodos luminescentes orgânicos (à base de carbono ou plástico). Os cientistas dizem ser capazes de combinar as qualidades dos dois tipos de díodos graças a esta nova tecnologia. Artigo: Printed Assemblies of Inorganic Light-Emitting Diodes for Deformable and Semitransparent Displays, Sang-Il Park, Yujie Xiong, Rak-Hwan Kim, Paulius Elvikis, Matthew Meitl, Dae-Hyeong Kim, Jian Wu, Jongseung Yoon, Chang-Jae Yu, Zhuangjian Liu, Yonggang Huang, Keh-chih Hwang, Placid Ferreira, Xiuling Li, Kent Choquette, e John A. Rogers (21 Agosto 2009) «Science» 325 (5943), 977. [DOI: 10.1126/science.1175690

segunda-feira, 24 de agosto de 2009

The shrinking game console: A history

Sony's announcement of the PlayStation 3 Slim on Tuesday was no surprise for most gamers and industry experts. Parts that once cost a small fortune, such as hard drives, processors, and special disc-reading lenses, continue to fall in price and take up less space. It's only natural the machines that use them would shrink as well.

The PlayStation 3 was physically the largest of the three current-generation home consoles, followed by Microsoft's Xbox 360 and Nintendo's Wii. With never-ending lust by consumers for smaller gadgets, the current configuration was just not cutting it.

What's surprising about the Slim, though, is that Sony was the second-most recent of the three companies to have released its console, yet it's the first to offer a completely new form factor. Microsoft was the first out of the gate with a North America release of the Xbox 360 in late November 2005. Sony and Nintendo followed suit with the PlayStation 3 and Wii, respectively, which were released a week apart from each other in mid-November 2006.

The closest either Nintendo or Microsoft has come to a redesign since is Microsoft, which began including an HDMI port and increasing the included storage, alongside a major revision to the system software which allowed games to be played off the hard drive.

In the case of the PS3 Slim, it's actually the fourth generation of the device. During that three-year period, things like the included storage space jumped from 20GB to 120GB. And a recently unearthed patent at the FCC filingshows that a 250GB model is just around the corner.

So is it normal to release a heavily revised version of a gaming system within three years of the initial release? It depends on who you are. Let's take a look at some notable shrinkage from the last three generations of consoles. I think that you'll notice a trend.

Note: We're not including handheld consoles in this story, but parallels can be made between revisions to Nintendo's Game Boy and DS products, as well as Sony's PSP.

Previous generations

Last generation:

Sony PlayStation 2 (PS2) Released: October 26, 2000 (North America)

(Left) The original PlayStation 2 design next to (Right) the Slimline model.

(Credit: Sony / CNET)

The PS2 was the only console from the last generation to undergo a major facelift. Neither Microsoft's original Xbox nor Nintendo's GameCube underwent any physical changes.

Sony's first major revision was actually its ninth. Sony frequently changed internal components as circuit boards were streamlined, and parts were moved around to deter people from modifying the hardware. The revision, which came less than three years after the launch, added an infrared port to the front of the device, which would allow users to control the built-in DVD player without an IR dongle. It also ran quieter than older versions, which was Sony's nod to the fact that many were using the system primarily as a DVD player.

In 2004, Sony released the Slimline version of the PS2, which moved the power supply outside of the machine, which shrank the size of the device down considerably. It also did away with the tray-loading disc mechanism, and had users place discs inside the device using a flip-up panel. Other changes included the addition of the once-optional (and not free) network adapter inside of the machine so that users could connect their machine to play online matches.

Three years after that, Sony began shipping a version of the Slimline that was a third lighter, followed closely by a version that brought the power supply back into the unit, and did away with the external power brick entirely.

Two generations ago:

PlayStation 1 Released: September 9, 1995 (North America)

(Left) The original PlayStation next to (Right) the PSOne.

(Credit: Sony / CNET)

The original PlayStation had the most hardware revisions of any home gaming console due mostly to the fact that it was produced for 11 years and sold more than 100 million units.

While most of the changes were internal parts, its biggest external change was the release of the PSOne in July 2000. This was a much smaller iteration of the hardware and had all new system software and a circuit board that featured smaller chips.

Three generations ago:

Super Nintendo Released: August 1991 (North America)

(Credit: Super Nintendo 1-Wikipedia, Super Nintendo Jr-Wikipedia)

To fight some of the attention that had been taken away by Sony's PlayStation, in late 1997 Nintendo released a smaller, simpler, and less-expensive version of the Super Nintendo. It did away with the ejector button for cartridges, and simply let gamers pull them out with their hands. It also featured a slightly different version of the A/V port in the back that was unable to run S-Video or RGB signals. At $100 it also cost close to what a single game did at the height of the system's popularity.

Sega Genesis/Sega CD Released: Genesis-August 14, 1989; Sega CD-October 15, 1992 (North America)

(Credit: Sega Genesis 1 w/Sega CD 1-Wikipedia, Sega Genesis 2 w/Sega CD 2-Wikipedia, Sega CDX-Wikipedia, Sega Nomad-Wikipedia)

Sega's console combination underwent several distinct revisions over the course of its existence, all of which brought smaller sizes. It's also worth nothing that Sega was not the sole creator of some of its systems, since it allowed licensing to third parties that could build its technology into other pieces of hardware. (For the sake of simplicity we're not including those.)

As for Sega's own hardware, the first and only major change for the 16-bit Genesis was to shrink in size. In 1994, roughly five years after its launch, Sega released a square version of the console which did away with the headphone jack and volume control slider on the front of the unit.

With a smaller version of the Genesis out, Sega had to create a smaller version of its CD-ROM peripheral, the Sega CD to match it. Thus, the Sega CD-2 was born. Instead of sitting underneath the Genesis, it plugged in to the right of it. It was also able to work with the first generation of Genesis hardware via an extender plate.

In 1994 Sega released the CDX, which was a combination of the Genesis and the Sega CD in one piece of hardware. It fizzled with a high price tag ($400) and the impending release of Sony's PlayStation, along with the imminent release of Sega's 32-bit console--the Saturn--and incompatibilities with Sega's third system add-on, the 32X.

Interestingly enough, the CDX was not the end of the line for the miniaturization of the Genesis. In late 1995 Sega released the Nomad, which was a handheld version of the Genesis. It played regular-sized Genesis cartridges and had a 3.25-inch color LCD and button controls that mimicked the Genesis controller. It could also be connected to a TV, so that players could play their games on a normal-sized screen.

Lessons learned

Out of all the console makers, Sony is the only one to completely revise its hardware every few years. What's interesting is that those revisions are coming closer together. In the case of the PlayStation (versions one through three), the time between initial launch and major revision has gone from five years down to just three:

Does that mean it'll creep even lower, into two-year or even yearly cycles between major revisions? Quite possibly, yes. It's worked very well with handheld gaming devices, and even some consumer electronics devices like iPods. Apple has turned out slimmer, more powerful versions of the iPod every year since 2001, and yearly events like E3 put continued pressure on console makers to show off something big.

In the case of the PS3 Slim though, it could just be that the PS3 had to be pushed out to meet its launch window, and that the Slim is what Sony was going for in the first place. Advances in the PlayStation 3's core technology, like the cell processor, also underwent changes since the console launched, including changes to fabrication that have taken the chip down from 90 nanometers to 65, then 45--the size that can be found inside the Slim. These changes meant less power consumption, smaller components, and easier cooling.

The same goes for the blue-violet laser that reads game and Blu-ray movie discs. When the PS3 was first released, it was one of the few players to feature the technology. It was also the cheapest. Blu-ray players have since dropped in price dramatically, and can now be had for under $100.

This generation of game console warfare is also much fiercer for Sony. It has had to defend its once-dominant spot against Microsoft's Xbox 360, which had a one-year lead to market, and Nintendo's family-friendly (and once $250 cheaper) Wii. The new $299 price tag for the PS3 Slim is proof enough of that.

So will Nintendo and Microsoft follow suit with new hardware this year? Not likely.

Just last week Microsoft released a new version of its Xbox 360 system software that added even more features. And at E3 the company announced and demonstrated Natal, a motion-capturing camera that tracks player movement and tacks it onto games. Shortly after that, Microsoft CEO Steve Ballmer supposedly told an audience that the camera would be built into a new version of the hardware shipping in 2010; a rumor which was squashed by Microsoft days later.

As for Nintendo, new hardware is less of a reality than a good old-fashioned price cut. For $50 more, Sony is now offering a game system that out-matches it on graphical prowess, and doubles as a spiffy Blu-ray player. For new gamers that's a hard sell--especially when new games that are coming out require extra hardware. Nintendo's sales are also slumping. Recent numbers from the NPD Group show that in July the console sold less than half the units that it did the year before, and with the holiday sales season right around the corner, a price cut is very possible.

Just don't expect it to get any smaller...at least until next year.

sexta-feira, 21 de agosto de 2009

As teclas participam em conferência mundial no Brasil

Sobre a minha participação na conferência mundial sobre computadores e educação, o 9th WCCE, realizado em Julho em Bento Gonçalves - Brasil: Fonte: http://webradioabed.blogspot.com/2009/07/msn-em-portugal-e-lideranca-em.html

Segunda-feira, 27 de Julho de 2009

MSN em Portugal e Liderança em tecnologia na Malásia

Uma das sessões do WCCE esta manhã discutiu o tema inovação e criatividade nas escolas. Dennis Harper, pesquisador americano na Malásia, apresentou o trabalho "Malaysian Student Technology Leaders - A nationwide effort to prepare students to support technology". A Malásia criou um programa com certificação do ministério da educação do país para que os alunos virassem "líderes em tecnologia", responsáveis pela introdução da tecnologia em suas escolas e até mesmo pela consultoria tecnológica de professores. Dennis trouxe uma foto da cerimônia de formação destes educadores. Como a Malásia é um país muçulmano, a platéia era dividida em homens de um lado e mulheres do outro. Um mar de véus azuis de alunas da Malásia receberam seus diplomas nesta cerimônia. Teresa Castro, da Universidade do Minho, trouxe uma pesquisa sobre o uso do MSN entre crianças nas escolas de Portugal. "When the keys speak, the words stay silent - the use of mobile phones and messenger service by children of the 5th and 6th grade in the district of Braga (Portugal)" foi o trabalho apresentado. A pesquisadora mostrou que as crianças preferem utilizar MSN e integram com seus celulares. Também há um desprezo ao email, considerado muito complexo e formal. Veja a apresentação de Teresa aqui no blog. Foram apresentados também dois trabalhos brasileiros com números sobre inovação nas escolas. Deller Ferreira, Gilberto Lacerda - Online discourse analysis in collaborative ill-structured problem-solving for innovation Vinícius Kern, Luciana Saraiva, Eugênio Braz - Emergo: academic performance assessment and planning with a Data Mart

quarta-feira, 19 de agosto de 2009

Mobile data show friend networks

Fonte: http://news.bbc.co.uk/2/hi/technology/8205940.stm

Representation of mobile data survey (Stephen Guerin, Redfish Group)
Movement and call data showed a different picture of connectivity than surveys

Friendships can be inferred with 95% accuracy from call records and the proximity of users, says a new report.

Researchers fitted 94 mobiles in the US with logging software to gather data.

The results also showed that those with friends near work were happier, while those who called friends while at work were less satisfied.

The data, published in Proceedings of the National Academy of Sciences, showed a marked contrast with answers reported by the users themselves.

"We gave out a set of phones that were installed with a piece of 'uber-spyware'," said the study's lead author Nathan Eagle, now at the Santa Fe Institute.

"It's invisible to the user but logs everything: communication, users' locations, people's proximity by doing continuous Bluetooth scans."

The researchers then compared the data with results from standard surveys given to the mobile users - and found, as the social sciences have found time and again, that people reported different behaviour than the mobile data revealed.

"What we found was that people's responses were wildly inaccurate," Dr Eagle told BBC News.

Mobile phone data are fantastic complements to the existing, very deep survey literature that the social sciences already have
Nathan Eagle Santa Fe Institute

"For people who said that a given individual was a friend, they dramatically overestimated the amount of time they spent. But for people who were not friends, they dramatically underestimated that amount of time."

The researchers were able to guess from the mobile data alone, with 95% accuracy, if any given pair of users were friends.

An analysis of the overall proximity of a given user to his or her friends - maximised if they worked together - was correlated to people who reported a high level of satisfaction at work.

Conversely, those who made calls to their friends while working were found to report lower levels of satisfaction at work.

Wide application

One principal question of such a small sample size, made up exclusively of students from the Massachusetts Institute of Technology, is how much the results really mean in a sociology context.

However, the group has gone on to carry out a larger study that just finished, comprising 1,000 people in Helsinki, Finland.

There is also an ongoing trial of the approach in Kenya, which Dr Eagle said includes participants ranging from computer science students to people who had never used a phone before.

Nokia 6600 (Nokia)
Standard Nokia 6600 handsets were fitted with "uber-spyware"

Dr Eagle sees the approach not as a means to supplant but rather to supplement traditional measures.

"Mobile phone data are fantastic complements to the existing, very deep survey literature that the social sciences already have," he said.

Moreover, he sees it not just as a means to map out the networks of friends that mobile users might have, but to carry on this "reality mining" in contexts ranging from the modelling of the spread of disease to the design of urban spaces.

"We were capturing data when the Red Sox won the [baseball championship] World Series for the first time," Dr Eagle recounted.

"Suddenly all our subjects became unpredictable; they all flooded into downtown Boston to a rally in the centre of the city.

"City planners approached us because they wanted to know how people were using urban infrastructure, to know when the people left the rally, how many walked across the bridge and how many took the subway, how many biked or took the bus.

"We can give them some real insight with the idea of helping them build a better city that reflects people's actual behaviour."

terça-feira, 18 de agosto de 2009

Checking e-mail before your morning coffee? You're not alone

Checking e-mail before your morning coffee? You're not alone
F0nte:http://arstechnica.com/web/news/2009/08/checking-e-mail-before-your-morning-coffee-youre-not-alone.ars

Before I worked for Ars, I had a pretty traditional office job. As part of my daily routine, I got up at 6:30 am, took a shower, made breakfast, and sat down in front of the computer to eat and respond to e-mail before hopping in the car to sit in traffic. It's the "sat down in front of the computer" part that used to take some of my friends by surprise (who responded to personal e-mail before 7 am five years ago?), but that behavior seems to be increasing, with more and more people checking e-mails, text messages, and news online before their first cup of coffee.

The New York Times recently highlighted the dramatic change in many families' mornings, noting that kids are hopping on Facebook while Mom and Dad are checking up on e-mail and Twitter the minute they wake up.

"Things that I thought were unacceptable a few years ago are now commonplace in my house,” one mother, Dorsey Gude, told the Times, "like all four of us starting the day on four computers in four separate rooms." One father said that he sends his son text messages to wake him up in the morning.

These days, being hyperconnected means that everyone in the family is checking their own gadgets for updates the moment they wake up, and they even use those devices to communicate with one another before seeing each other in person. Most firms that analyze Web traffic note that things slow down overnight but spike pretty high first thing in the morning—especially for websites that are consumer or socially oriented. Text messages in the morning are even up—according to Verizon, texts sent between 7 am and 10 am rose 50 percent year-over-year.

For those of us at Ars, things are even worse now than they were in our pre-Ars lives. If we're not already up at 3:00am checking our work e-mail, it's the first thing most of us do the minute we roll out of bed. The days of attempting to shower before getting online are almost long gone—after work is now the preferred shower time—and it's a pretty common occurrence for most of the staff to be online and working for some time before remembering to wander over to the kitchen to grab breakfast.

When I asked Ars creative guru Aurich Lawson whether he usually checked in online before breakfast, he said, "Haven't eaten yet. Just a glass of water." Senior editor Nate Anderson wouldn't even acknowledge that what he ate on a daily basis could be called "breakfast" at all. "As I'm working, I eat... things," he said.

Ars contributor Chris Foresman tried to pass off his morning habits as not-insane by noting that he doesn't get online before his morning run. When pressed, however, he acknowledged that he occasionally glances through e-mail "while stretching" before a run. "But I try to avoid that since I tend to get sucked in," he said.

Not everyone likes the pace and connectedness of this sort of life, including some of those who practice it. Novelist Mark Helprin did a wonderful job summing up the feel of modern life in his otherwise execrable new tome on copyright, writing:

"The world flows at increasingly faster and faster speeds. You must match them. When you were a child, it was not quite that way... You love the pace, the giddy, continual acceleration. Though what is new may not be beautiful, it is marvelously compelling. Your life is lived with the kind of excitement that your forebears knew only in battle, and with an ease of which they could only dream...

"But you can't go back, you can't fall behind, you can't pass up an opportunity, and if you don't respond quickly at all times, someone else will beat you to it, even if you have no idea what it is."