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Monday, March 14, 2005

GDC 2005 – Microsoft Keynote

Posted on March 14, 2005 at 12:00am AST (GMT-04:00)

GDC 2005 opened with a keynote by Microsoft Vice President and Chief XNA Architect, J Allard. The highly choreographed presentation started with Allard’s reminiscing about playing pong and sharing the respect and admiration he had for Atari’s Nolan Bushnell, and ended with Samsung and Microsoft giving away 1,000 23” HDTV LCD televisions to lucky audience members. Audience members were noticeably excited when they left the keynote, especially those wearing the HDTV-winning yellow badges, myself included.

The real meat of Allard’s keynote however, was the theme of the “HD Era”, which is Microsoft’s vision for the future of entertainment. In case you wanted to know, Microsoft has dubbed our current era as the 3D Era.

Allard identified three trends that are with us now (at least among early adopters), namely high definition (HD), being connected, and self expression. These trends are the ones leading us into the HD Era.

HD refers to the big picture – 16:9 display ratios, wide screen, more detail, more visual content, while being connected ties into the growing adoption of cell phones, Internet connections, broadband, WiFi, ubiquitous e-mail access, and more. As examples of self expression Allard pointed out that current technology users strive for things to help them express themselves, with things as simple as ring tones, as personal as tattoos and body piercings, or as involved as tricking out a car with custom rims, paint jobs, and engine tweaks. Kitting out of cars is a very popular feature in racing video games as well, according to Allard.

Allard contrasted the 3D Era to the forthcoming HD Era as follows:







3D EraHD Era
Online as noveltyOnline as necessity
Mass entertainmentPersonal entertainment
WiredWireless
MultiplayerMultiplatform
On the discOn the disc and on demand
Communities consumeCommunities create

Although Allard said he could not discuss Xenon (the next version of Xbox) at the keynote, he said all would be revealed at E3 in May. However, he intimated that the next Xbox would truly usher in the HD Era and offered a lot of buzz words about what Xenon would offer to users, such as “designed with software in mind”, “balance”, “power”, “headroom”, and “familiarity”. Hopefully the description offered at E3 will have less fluff and more substance.

To eliminate many of the hurdles that exist in having the average consumer adopt technology such as the Xbox (and more importantly, Xenon), Microsoft is working on standardizing interfaces to provide consistency in operation of devices and games – and more specifically, consistent across all HD games running on Microsoft products. Allard proceeded to provide some examples of the new user interface he referred to as “Xbox Guide” [insert graphics here – 4 images to choose from, or use all four]. He showed how the Guide could be used to communicate with other players on-line, how it stored biographical information about the user (including gaming achievements and statistics), and how it allowed for customization with features such as custom music for games – another feature Allard said that research showed as being a key selling point for a number of major games.

To enable more personalization, Xbox Guide will also allow developers to sell features and add-ons, such as car mods, via microtransaction payment, thus extending Xbox into an eCommerce platform. Music can be purchased on-line via the same mechanism.

Allard’s goal is to have the next generation platform be so popular that it would be possible to sell 20 million units of a given game title instead of the 2004 record of 2 million.

However, in order to make that happen, developers need to develop ever more complex and challenging titles and content for such new platforms, and with development staffs and budget already blooming beyond control, that is a potential pitfall.

Tying into this, earlier in the week Microsoft announced the XNA Studio development system - a tool which Allard said will help developers develop games for the next Xbox and for Windows systems by allowing teams to better collaborate and significantly streamline their development efforts. He added that a beta of XNA Studio would be available at Microsoft’s web site in April, and that at next year’s GDC keynote he would ensure that every attendee received a copy of the latest beta release in their bags.

Every developer we spoke to at GDC complained about the incredible complexity of managing the sort of project necessary to produce next generation games, If XNA Studio delivers all that Allard promises, it will be a real boon to developers.

In terms of the Xbox Guide, one certainly can’t argue with the fact that there is too much user interface disparity across games today, but having Microsoft impose interface “standards” doesn’t seem like an ideal solution either. But Microsoft usually sees things rather differently when it comes to “standards”. For example, during his presentation, Allard referred to Windows as an “Innovation Engine”, something a lot of developers in surrounding seats chuckled at – but he has a point of sorts. Microsoft’s brute force approach to creating de facto standards has forced developers to focus on Windows as a key development platform – kicking and screaming all the way, mind you, and with XNA, it ties in efforts to develop games for Xbox too.

But, the fact that you still cannot reliably get a popular game to run across plethora of PC configurations is a testament to the inherent instability of large, complex systems with variable components, no matter how many de facto standards are part of the equation.

Whether Allard’s and Microsoft’s vision of the HD Era comes to fruition will be determined by the market, but it’s rarely safe to bet against Microsoft when they set themselves to achieve large change. People discounted the Xbox when Microsoft first announced that effort – those people are not laughing at Microsoft now.

Posted by Jake Richter in • Hardware and SoftwareVideo GamingColumnsTechWatch
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Monday, February 14, 2005

New Technology’s Dirty Secret?

Posted on February 14, 2005 at 12:00am AST (GMT-04:00)

There is much debate in the editorial offices of TechWatch about a rather hot topic – namely, does the adult entertainment industry have any influence on technology trends?

A number of past observations, some of which may or may not be urban legend, would seem to indicate that adult entertainment is indeed influential. For example, the outcome of the VHS vs. Betamax battle – in which Betamax was ultimately banished to obscurity, and VHS came to dominate the consumer video tape market – is one commonly attributed to adult videos (a.k.a. porn flicks). The reasoning behind this widely held belief is fuzzy at best, however. Some say that it was due to Sony wanting to maintain some control over content for their technologically superior video technology, while others point to perceived higher cost of Betamax equipment and tapes, as well as VHS tapes being able to hold hours more video than Betamax tapes (sacrificing quality, of course). Either way, only a few blue movies made it onto Betamax, and thousands made it into VHS as the adult industry put its full support behind VHS as the alternative to 8mm film.

The next credit given to the porn industry is the proliferation of chat rooms. Brendan I. Koerner of Slate wrote last year that the Internet grew quickly thanks to erotic chat rooms and bulletin boards. And certainly while discussion fora of all sorts were available via dial-up BBSes, proprietary on-line services, and USENET, adult-oriented chats and discussions were pervasive and numerous.

And one should not forget the swapping of scanned images on CompuServe and a huge variety of BBSes, in poor-quality or overly large GIF, BMP, or PCX files in the later 1980s. In the early 1990s, the JPEG standard completely revolutionized the distribution of adult still images, and the availability a few years later of digital cameras allowed anyone – amateur and professional alike to quickly and discreetly shoot and distribute all sorts of images to their heart’s content.

Of course, that’s all anecdotal.

However, I remember visiting AdultDex, the protest spin-off resulting from when COMDEX management kicked out a bunch of exhibitors from the COMDEX/Fall show in the early ‘90s, and seeing a number of new uses of technology that mainstream vendors were only starting to try and find a use for.

For example, the first published and widely available MPEG-1 video CDs I saw were adult titles. These were designed to be played back on PCs with speakers and hardware MPEG-1 decoders (which a couple of vendors at AdultDex were selling from the floor at the same time as companies at the Las Vegas Convention Center were announcing next year delivery of such products). At the time that such content was being promoted and sold, discussions were still on-going in the PC industry as to how to design and define an “MPC” – multimedia PC. But here were entrepreneurs, many with gold chains and slicked back hair, pushing new technology as a way to promote their wares, and apparently finding enough buyers will to pay bleeding edge prices for such new prurient uses of technology,

The first shipping use of QuickTime VR I saw in a product was in an adult CD-ROM title, and the developer of the product raved about the new found interactivity this offered (even joking that the software was designed so that you only needed to use one hand to control the software).

And, the first use I saw of real-time video codecs was also at an AdultDex, featuring live video chat (tiny little image, jerky and highly artifacted) using Intel’s Indeo codec, with a live adult actress on the remote end of an ISDN connection, and conversation being digitally transmitted along the same channel so that a person at the paying end of the conversation could interact with said actress, and give her direction. And this type of use of the technology ultimately appears to have given rise to the widespread use of web cams.

Moving on to the present, I spent my last half day in Las Vegas after CES a few weeks ago visiting the Adult Entertainment Expo at the Sands Expo Center, purely for research of course. For years, the CES show featured an entire adult entertainment exhibit area at the Riviera hotel in Las Vegas, but a few years ago that went away, and the Adult Entertainment Exposition was born. It floundered at first, but this year Adult Video News (AVN) put its not insignificant support behind the show, and it appears to have helped significantly.

In any event, while Microsoft was touting a deal with SBC Global for their radically new IPTV IP-only set-top box back at the Las Vegas Convention Center as the new and upcoming thing, back at the Sands XTV was selling (and had been shipping for a couple of months) their own adult-themed IPTV solution. The XTV box sells for $179 plus a $29.95 monthly subscription, and features a real-time program guide for dozens of adult video channels (sorted by content type instead of a channel number), pay per view, live chat, and a few other rather innovative interfaces. Unlike the Microsoft IPTV solution, the XTV box requires no specific ISP, working off most any moderately decent high bandwidth Internet connection (http://www.xtv.com)

Similarly, while the latest hot PC games like Doom 3 and Half-Life 2 are generating millions of polygons a second, adult software developers aren’t being left behind. XStream3D, a Canadian company, was demonstrating its rather versatile 3D sex simulation software on the latest PCI Express enabled graphics hardware, and still bringing it to its knees at times (http://www.xstream3d.com).

And finally, no discussion about the impact of adult entertainment on technology would be complete without mentioned the raging battle between the Blu-Ray and HD DVD camps. Adult video companies are in the middle of this battle – a handful of porn studios are publicly leaning towards Blu-Ray, but if sales flyers and banners at the Adult Entertainment Expo are any indication, HD-DVD is the wave of the future for the majority. I saw close to a dozen adult video companies touting HD-DVD product lines, with a number of titles already shipping. Again, that was in contrast to technology demonstrations on the main floor of CES, but no mainstream titles yet widely available. Of course, whether anyone needs to see that much detail in an adult video is a question one must ponder.

It is interesting to note that in none of the examples I gave above was the adult entertainment industry the actual developer of the technology. Instead, that industry was and still is an early user and promoter of the newest technologies. And with the adult entertainment industry estimated to have revenues in the $5 to $10 billion dollar range in the U.S. alone, it’s not an industry that technology companies should ignore lightly.

Posted by Jake Richter in • Hardware and SoftwareColumnsTechWatch
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Monday, January 31, 2005

Open Source Community Gains Patents, Support

Posted on January 31, 2005 at 12:00am AST (GMT-04:00)

Earlier this month, IBM pledged 500 patents to the open source community to support development efforts in a wide range of fields, ranging from databases and networking to e-commerce and compression. IBM’s pledge of non-assertion will cover any open source project being developing under a license approved by the Open Source Initiative (OSI) (http://www.opensource.org).

During the analyst briefing, Jim Stallings, IBM’s Vice President of Intellectual Property and Standards in the IBM Technology and Intellectual Property Group, explained that IBM had taken the initiative to create a so-called patent commons to help reduce the fear and concern developers had about patents being asserted against technology and products they were developing, and hoped that other companies would follow suit.

The 500 U.S. patents represent just a mere fraction of IBM’s portfolio of over 41,000 U.S. and nearly 30,000 European patents – a portfolio which is growing at over 3,000 patents a year in the U.S. alone.

Stallings indicated that IBM wishes to foster collaborative innovation and enable open standards and that the initial pledge of 500 patents was only the start, and that more patents would be added to the pledge over time.

In a blatant and self-admitted attempt to grandstand and eclipse IBM’s pledge, Sun Microsystems last week upped the ante by granting a license to 1,672 patents, but only under the OSI-approved Common Development and Distribution License (CDDL) – a license that Sun derived from the Mozilla Public License. Sun’s announcement went hand-in-hand with the release of its Solaris operating system as an open source project, under the name OpenSolaris. Sun indicated that the patents it is granting a royalty-free license to under the CDDL are all directly related to Solaris.

The volume of patents IBM and Sun have basically donated for at least parts of the Open Source community to us is impressive, but what does it all really mean for developers?

In general terms, a patent grants the patent owner the exclusive right, for a period of time, to restrict others from making or using the invention covered by the patent. It is often overlooked, or at least misunderstood, that merely owning a patent to a particular invention does not grant the patent owner the right to make the invention. That’s because the invention could also be covered by other patents not owned by the patent owner.

Thus, the effect for developers of these two sets of patent licenses or pledges is that as long as they adhere to the terms of these licenses, they are assured that only IBM and Sun will not go after them for patent infringement. That is not to say some other company might not take it upon themselves to assert patents they own against certain Open Source developers or distributors of Open Source software.

IBM’s pledge, which more broadly covers all open source software developed under OSI-approved licenses, including the popular GNU Public License and the Mozilla Public License, also includes one exception. Namely, the pledge to non-assert is withdrawn from any entity “who files a lawsuit asserting patents or other intellectual property rights against Open Source Software”. This exception may well prevent one Open Source developer from suing another one, but would have no impact on closed source proponents, of which Microsoft is perhaps the largest and most vocal (ignoring for the moment the inevitable cross license agreements in place between Microsoft and IBM in particular).

Sun’s license, which addresses only the CDDL, and thus apparently only the further open source development of OpenSolaris, is thus much narrower in scope and cover. Further limiting its utility are numerous exceptions to the patent license as documented in the CDDL.

The value of IBM’s and Sun’s patent license offer to the Open Source community should not be totally discounted, as both firms have extensive R&D and patenting efforts and do produce meaningful technology. But on the whole, without a host of other significant companies bellying up to the bar to offer their patents on royalty free terms to the Open Source community, IBM and Sun’s offers are but mere tokens – good for public relations, and possibly good for inciting other companies to follow their lead with patents of questionable utility and coverage, but not much else.

All it takes is one small patent holding company with a good patent or two to cause major upset in the Open Source community, and then all the patents IBM and Sun own would not make one bit of difference.

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Charts/Tables

U.S. patents granted to Sun Microsystems by year – total granted since Sun’s founding = 4,288
Year U.S. Patents Granted
2004 651
2003 589
2002 511
2001 374
2000 483
1999 582
1998 453
1997 163
1996 117
1995 77

U.S. patents granted to IBM by year since 1981 – total granted since IBM’s founding = 41,372

Year U.S. Patents Granted
2004 3048
2003 3458
2002 3343
2001 3006
2000 2951
1999 2834
1998 2727
1997 1809
1996 1938
1995 1476
1994 1365
1993 1142
1992 875
1991 709
1990 638
1989 655
1988 575
1987 636
1986 632
1985 588
1984 618
1983 488
1982 453
1981 522

(Note – above information courtesy of Delphion. Includes patents of all subsidiaries and controlled entities)

Posted by Jake Richter in • Intellectual PropertyColumnsTechWatch
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