Showing posts with label Game Technology. Show all posts
Showing posts with label Game Technology. Show all posts

Thursday, April 3, 2008

NVISION 08, World Of Visual Computing!

SANTA CLARA, CA—MARCH 31, 2008—NVIDIA today announced NVISION 08, a three-day mega-event created specifically for the millions of professionals and enthusiasts who are passionate about visual computing. NVISION 08 will bring together engineers, designers, developers, researchers, artists, enthusiasts, gamers, film makers, business professionals, and consumers from every field of the visual computing universe. The event will be held August 25-27, 2008 in San Jose, California, in the heart of Silicon Valley, and will serve as a gathering point to share, learn, and create for this important industry which is redefining all aspects of computing.

“Visual computing is an amazing field that brings together the leading edge of technology, science, and art. Its power has simultaneously made it a tool for creation, a medium for artistic expression, and a platform for entertainment, exploration, and communications,” said Jen-Hsun Huang, president and CEO, NVIDIA. “Visual computing is transforming industries all over the world - from games, movies, and automobiles, to advertising and medicine. Yet this is just the beginning of the visual computing era. We are excited to launch this one-of-a-kind event to celebrate the achievements of our industry and to create an environment where we can collaborate to create the future of visual computing.”

NVISION 08 events will include:

  • Presentations by industry leaders and visionaries
  • Conferences, breakout sessions, workshops, and expert panels
  • Multiple technical tracks for industry professionals
  • iGames Expo
  • Digital art gallery and HD theater
  • Live musical and visual entertainment
  • Guinness World Record-breaking-attempt LAN party
  • Electronic Sports World Cup (ESWC) Grand Final
  • NVIDIA PartnerForce conference

Conference registration and sponsorship information is available at http://www.nvision2008.com/.

For further information, contact:

Hector Marinez Suraya Akbarzad
NVIDIA Corporation OutCast Communications
(408) 486-3443 (415) 392-8282
hmarinez@nvidia.com suraya@outcastpr.com

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Wednesday, March 26, 2008

Yedang Online Protects Hundreds of Thousands of Concurrent Users with High-Performance Security Solutions

SUNNYVALE, Calif., March 26, 2008 -- Juniper Networks, Inc. (NASDAQ: JNPR), the leader in high-performance networking, today announced that Korea's Yedang Online, one of the world's top Massively Multiplayer Online Roleplaying Gaming (MMORG) service providers, has secured its high-performance real-time infrastructure with Juniper Networks Integrated Security Gateway (ISG) Series and Secure Access (SA) SSL VPN appliances. The Juniper Networks security solution protects sensitive customer and operations information, including banking details, hosted on Yedang Online's servers.

The ISG Series appliances protect Yedang Online's servers against network-based attacks, including distributed denial-of-service (DDoS), while the Juniper Networks SA 4000 SSL VPN provisions secure remote access connecting Yedang staff and users to sensitive back-end systems from any location using a standard Web browser.

"Our servers host hundreds of thousands of concurrent user sessions - carrying real-time, latency-sensitive network traffic - and are repositories of highly sensitive customer banking details and other proprietary information," said Park Phil-Hwan, manager of Yedang Online's technical support. "We chose Juniper's ISG and SA appliances because they were the only solutions that could handle the heavy demand without compromising network performance and management, which is critical to our business."

The Juniper Networks ISG appliances are purpose-built, high-performance integrated security gateways that provide unmatched firewall and IPSec VPN performance for the latest Internet applications and multimedia content. Ideal for networks such as Yedang Online that requires highly scalable security solution, ISG appliances also support full IPS capability via optional Intrusion Detection and Prevention (IDP) security modules. The security modules ensure the network is protected from the latest network attacks and threats.

The SA 4000 appliance provides cost-effective remote access from any standard Web browser. Based on the award-winning IVE platform, the SA 4000 features rich access-privilege management functionality that can be used to create secure extranets with no infrastructure changes, no DMZ deployments, and no software agents. Built-in traffic compression speeds performance, and SSL acceleration is available via a software license for more demanding environments.

"Real-time online gaming is one of the top growth areas in the Korean market," said Tim Kang, Juniper's vice president of Korea. "It is also one of the most testing environments for networking and security solutions, which need to be fast, reliable and secure. We are extremely pleased that a high-performance business like Yedang Online has invested in an open network infrastructure that provides greater choice and control in protecting the applications and services running on it."

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Monday, March 24, 2008

The Video Gamers Are Artists.

I feel as if I am in the middle of an artist group. Some are developers and others are players. Most are in the latter group.
PITTSBURGH—Can video games be art? That will be the topic of exploration when the School of Art at Carnegie Mellon University and its Entertainment Technology Center (ETC) host "The Art of Play" Symposium and Arcade, a two-day event, March 31 to April 1, that will explore games as an expressive medium. All events will be held on campus in the College of Fine Arts and Margaret Morrison Carnegie Hall.

The symposium, organized by Heather Kelley, the Kraus Visiting Assistant Professor in the School of Art, brings together a diverse group of researchers, artists and game developers to survey the games that can inspire us with their creative vision, and to frame the medium moving forward.

Events include the Art of Play Arcade, a two-day exhibit in which attendees can check out — and play — groundbreaking art, and independent and commercial games. Kokoromi, a Montreal-based group that creates and promotes experimental game play, will curate the arcade. On March 31, guests can also see presentations by Randy Smith of Electronic Arts LA, Jason Rohrer of Arthouse Games, and Jesse Schell, a professor in the ETC.

On April 1, during the Poetics of Gameplay Master Class 12, Carnegie Mellon students will present games and receive feedback from symposium guests. The symposium finishes with a panel discussion and party. There will also be tours of the ETC. Transportation will be provided.

A complete schedule of events along with speaker biographies can be found at http://www.theartofplay.com/. For more information, call 412-268-2409 or email artscool@andrew.cmu.edu.

For a primer on the size of the video game industry, the process of producing games and the "Are video games art?" question, listen to a podcast with Kelley, Rod Humble of Electronic Arts and computer science student Gregory Peng at www.cmu.edu/cfa/labA6.html.

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Saturday, March 22, 2008

Amino unveils world’s first integration of the G-cluster streaming games service in HD

Cambridge, UK, 20 March, 2008 - Amino, the world leading IPTV platform supplier, launched an integration of the AmiNET130 Set-Top Box (STB) with the first G-cluster HD games on demand application at this year’s IPTV World Forum. Allowing users to play streaming HD games via a wireless USB gamepad, the offering will enable telco providers to offer interactive gaming with popular titles from the traditional games console market.

Visitors to the Amino stand used the device to play on HD interactive games such as Resident Evil 4® and Sensible Soccer™. The product will allow telco providers to drive revenue by building on the STB as the technology point of convergence in the home.

Amino had a strong presence at the IPTV World Forum, participating in panel discussions on strategies for growth in the IPTV market, Internet TV, and delivering the digital lifestyle through the connected home. Roy Kirsopp, VP and General Manager at Amino, kicked off the event with a debate on how IPTV providers can attract subscribers from cable and satellite solutions, and the impact that the digital switchover will have on the market:

“The whole idea of IPTV is that the several broadcast STBs we currently have in our homes are replaced by intelligent IP-centric devices,” said Kirsopp. “The IPTV market is starting to live up to the potential it holds. With constant development of the technology, IPTV is able to offer far more than cable and satellite and allow the consumer an innovative but easy-to-use service.”

Meanwhile, Mike Greenall, senior representative at Amino, was involved in a future-gazing panel about Internet TV:

“Amino has been a champion for Internet TV concepts for the last 2 years. What will accelerate its growth is the successful formation of partnerships between technology, content and service providers. The expectation of consumer demand will be truly met once the right content is delivered at the right price.” Finally, Huw Price-Stephens, Director of Marketing and Strategic Business Development at Amino, took part in as session on delivering the digital lifestyle, examining the synergy between consumers and providers: “The concept of ‘Digital Lifestyle’ puts IPTV in its proper perspective, as just one aspect of the digital revolution. There’s an explosion of IP functionality and connectivity going on in our homes and everyday lives, but the TV, arguably the most valuable piece of real estate in the home, is not in itself equipped to participate. Amino’s IP-centric STB technology allows the TV screen to fully join the IP party.”

Amino

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