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7 Jul 2011

What is Thunderbolt?




Powerful technology from a powerful collaboration.

Thunderbolt began at Intel Labs with a simple concept: create an incredibly fast input/output technology that just about anything can plug into. After close technical collaboration between Intel and Apple, Thunderbolt emerged from the lab to make its appearance in the new MacBook Pro and the new iMac.
Intel co-invented USB and PCI Express, which have become widely adopted technologies for data transfer. Apple invented FireWire and was instrumental in popularizing USB. Their collective 
experience has made Thunderbolt the most powerful, most flexible I/O technology ever in a personal computer. 

One small port. One giant leap in possibilities.

Both MacBook Pro and iMac now give you access to a world of high-speed peripherals and high-resolution displays with one compact port. That’s because Thunderbolt is based on two fundamental technologies: PCI Express and DisplayPort.
PCI Express is the technology that links all the high-performance components in a Mac. And it’s built into Thunderbolt. Which means you can connect external devices like RAID arrays and video capture solutions directly to MacBook Pro or iMac — and get PCI Express performance. That’s a first for any computer. Thunderbolt also provides 10 watts of power to peripherals, so you can tackle workstation-class projects on the go with MacBook Pro or from your home office with iMac. With PCI Express technology, you can use existing USB and FireWire peripherals — even connect to Gigabit Ethernet and Fibre Channel networks — using simple adapters.
And because Thunderbolt is based on DisplayPort technology, the video standard for high-resolution displays, any Mini DisplayPort display plugs right into the Thunderbolt port. To connect a DisplayPort, DVI, HDMI, or VGA                   display, just use an existing adapter.

Performance and expansion made ultrafast and ultrasmart.

Thunderbolt I/O technology gives you two channels on the same connector with 10 Gbps of throughput in both directions. That makes Thunderbolt ultrafast and ultraflexible. You can move data to and from peripherals up to 20 times faster than with USB 2.0 and up to 12 times faster than with FireWire 800. You also have more than enough bandwidth to daisy-chain multiple high-speed devices without using a hub or switch. For example, you can connect several high-performance external disks, a video capture device, and even a Mini DisplayPort display to a single Thunderbolt chain while maintaining maximum throughput.

High-Speed I/O Performance

US
480 Mbps
FireWire
800
800 Mbps
Express
Card
2.5 Gbps
USB 3.0
5 Gbps
Thunderbolt
Ch. 110 Gbps
Ch. 210 Gbps 


No project is too massive.

Now you can create a professional video setup for your 
MacBook Pro or iMac, just as you would for your Mac Pro.
 If you’re a video editor, imagine connecting high-performance storage, 
a high-resolution display, and high-bit-rate video capture
 devices to handle all the post-production for a feature film — right
 on your MacBook Pro or iMac. Thunderbolt I/O technology allows you 
to daisy-chain up to six new peripherals — such as the Promise Pegasus RAID 
or LaCie Little Big Disk1 — plus anApple LED Cinema Display.
And that’s just the beginning. With Thunderbolt technology, 
peripheral manufacturers finally have what they need to take
 high-performance devices from workstations and top-of-the-line
 desktops to just about any computer.

6 Jul 2011

Device control through Bluetooth from Symbian OS Mobile Phones

Use your Symbian OS mobiles to control devices through Bluetooth.
The serial to Bluetooth converter is used in this project. The Microcontroller At89C2051 is used to receive the data from the mobile through bluetooth.
Before using the bluesmirf, change the baud rate to 19200, because the default baud rate is 115200.
Most of the Nokia Smart phones can be used in this project

                                 



For Symbian II edition phones Software Download

Attachment: Symbian_II_Edition.zip ( 513Kbytes )

Symbian OS II Edition Nokia Phone models:
Nokia 6600, 3230, 6260, 6620, 6670, 7610

For Symbian II FP2 edition phones Software Download

Attachment: Symbian_IIFP2_Edition.zip ( 553Kbytes )

Symbian OS II FP2 Edition Nokia Phone models:
Nokia 6630, 6680/6681

For Symbian II FP3edition phones Software Download

Attachment: Symbian_IIFP3_Edition.zip ( 554Kbytes )

Symbian OS II FP3 Edition Nokia Phone models:
Nokia N70, N72, N90

For Symbian III edition phones Software Download

Attachment: Symbian_III_Edition.zip

Symbian OS III Edition Nokia Phone models:
Nokia 3250, Nokia 5500 Sport, Nokia E50, Nokia E60, Nokia E61, Nokia E61i, Nokia E62, Nokia E65, Nokia E70, Nokia N71, Nokia N73, Nokia N75, Nokia N77, Nokia N80, Nokia N91/N91 8GB, Nokia N92, Nokia N93, Nokia N93i, Nokia 5700, Nokia 6110 Navigator, Nokia 6120, Nokia 6121, Nokia 6290, Nokia E51, Nokia E66, Nokia E71, Nokia E90, Nokia N76, Nokia N81, Nokia N81 8GB, Nokia N82, Nokia N95, Nokia N95 8GB, Nokia N82, Nokia N95, Nokia N95 8GB, Nokia N78, Nokia N96

CIRCUIT IMAGES



Download the Source code from here:
Download the PCB from here:

If you need to control devices from your PC through Bluetooth then install the attached application on your PC, and control through your USB Bluetooth dongle.






5 Jul 2011

How computers can cure cultural diabetes



The networked computer offers an antidote to the junk culture of broadcasting. Why not choose the healthy option?
Using computers to create will benefit human culture (Image: Jasper James/Getty)
THINK of those fleeting moments when you look out of an aeroplane window and realise that, regardless of the indignities of commercial air travel, you are flying, higher than a bird, an Icarus safe from the sun. Now think of your laptop, thinner than a manila envelope, or your cellphone nestled in the palm of your hand. Take a moment or two to wonder at those marvels. You are the lucky inheritor of a dream come true.
The second half of the 20th century saw a collection of geniuses, warriors, pacifists, cranks, entrepreneurs and visionaries labour to create a fabulous machine that could function as a typewriter and printing press, studio and theatre, paintbrush and gallery, piano and radio, the mail as well as the mail carrier. Not only did they develop such a device but by the turn of the millennium they had also managed to embed it in a worldwide system accessed by billions of people every day.
The networked computer is an amazing device, the first media machine that serves as the mode of production (you can make stuff), means of distribution (you can upload stuff to the network), site of reception (you can download stuff and interact with it), and locus of praise and critique (you can talk about the stuff you have downloaded or uploaded). The computer is the 21st century's culture machine.
But for all the reasons there are to celebrate the computer, we must also tread with caution. This is because the networked computer has sparked a secret war between downloading and uploading - between passive consumption and active creation - whose outcome will shape our collective future in ways we can only begin to imagine. I call it a secret war for two reasons. First, most people do not realise that there are strong commercial agendas at work to keep them in passive consumption mode. Second, the majority of people who use networked computers to upload are not even aware of the significance of what they are doing.
All animals download, but only a few upload anything besides faeces and their own bodies. Beavers build dams, birds make nests and termites create mounds, yet for the most part, the animal kingdom moves through the world downloading. Humans are unique in their capacity to not only make tools but then turn around and use them to create superfluous material goods - paintings, sculpture and architecture - and superfluous experiences - music, literature, religion and philosophy. Of course, it is precisely these superfluous things that define human culture and ultimately what it is to be human. Downloading and consuming culture requires great skills, but failing to move beyond downloading is to strip oneself of a defining constituent of humanity.
For all the possibilities of our new culture machines, most people are still stuck in download mode. Even after the advent of widespread social media, a pyramid of production remains, with a small number of people uploading material, a slightly larger group commenting on or modifying that content, and a huge percentage remaining content to just consume. One reason for the persistence of this pyramid of production is that for the past half-century, much of the world's media culture has been defined by a single medium - television - and television is defined by downloading.
Television is a one-way spigot gushing into our homes. The hardest task that television asks of anyone is to turn the power off after they have turned it on. The networked computer offers the first chance in 50 years to reverse the flow, to encourage thoughtful downloading and, even more importantly, meaningful uploading.
What counts as meaningful uploading? My definition revolves around the concept of "stickiness" - creations and experiences to which others adhere. Tweets about celebrity gaffes are not sticky but rather little Teflon balls of meaninglessness. In contrast, applications like tumblr.com, which allow users to combine pictures, words and other media in creative ways and then share them, have the potential to add stickiness by amusing, entertaining and enlightening others - and engendering more of the same. The explosion of apps for mobile phones and tablets means that even people with limited programming skills can now create sticky things.
The challenge the computer mounts to television thus bears little similarity to one format being replaced by another in the manner of record players being replaced by CD players. It is far more profound than that, because it can bring about a radical break from the culture of television and a shift from a consumption model to a production model.
This is a historic opportunity. Fifty years of television dominance has given birth to an unhealthy culture. Created like fizzy drinks and burgers by multinational conglomerates, the junk culture of broadcasting has turned us into intellectual diabetics. The cure is now in our collective grasp. It involves controlling and rationing our intake, or downloading, and increasing our levels of activity - uploading. Not to break it down too much, watching is ingesting is downloading and making is exercising is uploading.
Of course people will still download. Nobody uploads more than a tiny percentage of the culture they consume. But the goal must be to establish a balance between consumption and production. Using the networked computer as a download-only device, or even a download-mainly device, is a wasted opportunity of historic proportions.

Emerging technology to design compact computers: Nano











The latest trend in electronic device industry points towards the compact and fast devices and to attain the same requirement, scientist from US are working on a novel technology-Nano technology.

The future processors are suppose to be more powerful and use less energy and a team at California University is working on a silicon wafers between five and 20 nanometres thick, which may be used in the designing of IC(Integrated Circuit) chips. The novel technology is based upon BCP(block co-polymer lithography).

According to the reports, microprocessor companies like Intel and IBM have invested billions of dollars in developing the new technology.

Control your home with thought alone


Wired for action (Image: Adrianna Williams/Corbis)
The latest brain-computer interfaces meet smart home technology and virtual gaming
TWO friends meet in a bar in the online environment Second Life to chat about their latest tweets and favourite TV shows. Nothing unusual in that - except that both of them have Lou Gehrig's disease, otherwise known as amyotrophic lateral sclerosis (ALS), and it has left them so severely paralysed that they can only move their eyes.
These Second Lifers are just two of more than 50 severely disabled people who have been trying out a sophisticated new brain-computer interface (BCI). Second Life has been controlled using BCIs before, but only to a very rudimentary level. The new interface, developed by medical engineering company G.Tec of Schiedlberg, Austria, lets users freely explore Second Life's virtual world and control their avatar within it.
It can be used to give people control over their real-world environment too: opening and closing doors, controlling the TV, lights, thermostat and intercom, answering the phone, or even publishing Twitter posts.
The system was developed as part of a pan-European project called Smart Homes for All, and is the first time the latest BCI technology has been combined with smart-home technology and online gaming. It uses electroencephalograph (EEG) caps to pick up brain signals, which it translates into commands that are relayed to controllers in the building, or to navigate and communicate within Second Life and Twitter.
In the past, one of the problems with BCIs has been their reliability, and they have tended to be limited in the number of functions that can be controlled at once, says John Gan of the BCI group at the University of Essex, UK. Like most BCI systems, G.Tec's interface exploits an involuntary increase in a brain signal called P300 that occurs in response to an unexpected event.
To activate a command, the user focuses their attention on the corresponding icon on a screen, such as "Lights On", while the EEG cap records their P300. The icons are flashed randomly, one at a time, and it is possible to tell which icon they are looking at by correlating a spike in the P300 with the timing of when that icon flashes, says Guenter Edlinger, G.Tec's CEO. He will be presenting the system at the Human and Computer Interaction Internationalconference in Orlando, Florida, this month.
G.Tec's system works better, the more functions are added. That is because when there are more icons on the screen, it comes as a bigger surprise when the target icon flashes, creating a stronger P300 response. More than 40 icons can be displayed at once and submenus make it possible to add even more options.
G.Tec's system has been tested at the Santa Lucia Foundation Hospital in Rome, Italy. "BCIs are definitely beginning to make the transition out of the lab," says Ricardo Chavarriaga, a BCI researcher at the Swiss Federal Institute of Technology in Lausanne.
G.Tec says it is working on adding wheelchair control as a function, to help give users more mobility. "The point is that they can start making their own decisions," says Edlinger.

Scientists Developing Robotic Hand of the Future




Researchers at Carlos III University of Madrid's (UC3M) Robotics lab are participating in the international research project known as HANDLE. The objective of the project is to create a robotic hand that can reproduce the abilities and movements of a human hand in order to achieve the optimal manipulation of objects
HANDLE is a large scale "Integrated Project" that is part of the Seventh European Framework Programme FP7; Spain is a participant in the project, whose goal is to reach an understanding of how humans manipulate objects in order to replicate its grasping and movement abilities in an artificial, anthropomorphic articulated hand, thus endowing it with greater autonomy and producing natural and effective movements. "In addition to the desired technological advances, we are working with basic aspects of multidisciplinary research in order to give the robotic hand system advanced perception capabilities, high level information control and elements of intelligence that would allow it to recognize objects and the context of actions," explains the head researcher on the UC3M team working on this project, Mohamed Abderrahim, of the Madrid university's Department of Systems Engineering and Automation.
His team has already gotten very good results, in his opinion, in the areas of visual perception, and cinematic and dynamic systems, which allow the system to recognize an object in its surroundings and pass the information on to the robotic hand's planning and movement system.
The robotic hand that these researchers are working with is mostly made up of numerous high precision pieces of mechanized aluminum and plastic, as well as sensor and movement systems. In all, it has 20 actuators and can make 24 movements, the same as a human hand. Its size is also the same as that of an average adult male's hand and it weighs approximately 4 kilograms. According to the partner in the project who manufactures the hand, the approximate cost of the version that is currently in development at UC3M comes to about 115,000 euros.
The problems involved in imitating a hand
When trying to recreate the movements of a human hand with a robotic system, there are several complex problems that must be resolved. In the first place, there is a lack of space. This is because "a human hand is incredibly complete, which makes it a challenge to try to put all of the necessary pieces into the robotic hand and to integrate all of the actuators that allow for mobility similar to that of a human hand," comments Professor Mohamed Abderrahim. Second, another problem is that there are currently no sensors on the market that are small enough to be integrated into the device so that it can have sensitivity similar to that of a human hand and, thus, be able to make precise movements. Finally, although the researchers may manage to make a perfect robot from the mechanical and sensorial point of view, without intelligence elements the device will not be able to function autonomously nor adapt its movements and control to the characteristics of the objects, such as their geometry, texture, weight or use.
"It is not the same to take hold of a screwdriver to pass it to someone, or to put it away, as it is to use it, because in the last situation, it has to be reoriented in the hand until it is in the right position to be used. This position has to be decided by the intelligence part of the robotic hand," the researchers say. "A robotic hand that is able to perform this seemingly simple task autonomously," they say "only exists in science fiction movies." "My personal estimation is that it will take around 15 years of research into these areas to build a robotic hand that is able to perform certain complex tasks with a level of precision, autonomy and dexterity that is similar to that of a human hand," predicts Professor Abderrahim.
The research carried out by the HANDLE project's partners has brought about results that are very interesting in the area of visual perception, motion planning, new sensors, acquisition of motor skills using artificial intelligence techniques, etc. Nevertheless, important challenges still remain when it comes to integrating the results obtained by all of the partners into a single system, which will be the result of the next two years of work.
HANDLE (Developmental pathway towards autonomy and dexterity in robot in-hand manipulation) is a Large Scale "Integrated Project" funded by the European Union within The Seventh Framework Programme FP7, in which nine European institutions, coordinated by the Pierre and Marie Curie University of Paris (France), participate

Pop a banner each time Windows Boots


To pop a banner which can contain any message you want to display just before a user is going to log on.

Go to the key :- HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\WinLogon
Now create a new string Value in the right pane named 'LegalNoticeCaption' and enter the value that you want to see in the MenuBar.

Now create yet another new string value and name it:
'LegalNoticeText'.
Modify it and insert the message you want to display each time Windows boots.

This can be effectively used to display the company's private policy each time the user logs on to his NT box.

It's '.reg' file would be:
REGEDIT4 [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Winlogon] "LegalNoticeCaption"="Caption here."

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