May 17

Congratulations on purchasing your new ShinyShine Superduperphone, and confirming your place in modern society. You are Sexy. We’re sure it will give you great pleasure for the first two weeks of your extended two-year contract, then forever languish in the shadow of whatever we release in six months’ time. Your friends will shun you, girls in pubs will refuse to look in your direction and then you’ll leave it on the bus or something anyway.

Still, for now: kudos!

Along with the many great new features in the Superduperphone, you’ll love how we’ve shaved a whole millimetre off the depth, letting you wear your tightest jeans without that unsightly phone bulge being quite so objectionable. We’ve also increased the LCD screen size by 0.1 per cent and added an oleophobic coating so strong, your fingers can’t even touch the new on-screen keyboard. Finally, for a splash of futuristic charm, we’ve also remodelled the entire surface in our shiniest metals, and shrunk the antenna down to microscopic size, giving us more space for what really matters – our logo, cast in finest simulated silver.

(Don’t worry if this just sounds like a stylish Faraday cage. Our team of crack Superduperphonologists have decided that one bar of signal strength is enough for anyone. If you miss a call, don’t worry! If it was of interest, they’d have sent it as a text or something. Who wants actual human contact when you’re trying to beat your high-score in Buggered Penguins?)

Once you’ve realised that the Superduperphone doesn’t actually do anything your old, inferior phone didn’t, it’s time to visit the Superduperphone Superdupermarket, where you can fill her up with all the gimmicky crap that stops being funny almost immediately. Want to see your calendar converted into stardates? How about giving yourself RSI by playing text adventures with the on-screen keyboard? You can even get instant access to a database of what meats assorted exotic animals would most taste like, from T-Rex to human, and get instant recommendations of wines to go with them. And much, much more – at least if people finally start developing for our pet platform instead of obsessing over the bloody iPhone.

Safety Warning: For best results, do not expose your Superduperphone to water, air or keys in your pocket. Your Superduperphone is designed for the life you wish you led, not the one where you just sit around staring at an overpriced piece of techno-crap and wondering why no one ever comes over to admire it like they do in the ads. Do not open your Superduperphone in an attempt to siphon out the magic into another, cheaper phone. Do not feed your Superduperphone after midnight. Or indeed, at all. Why would you even do that, anyway?

Any violation of these or any other rule that may or may not exist can and will invalidate your warranty. Do not try and jailbreak the Superduperphone to explore additional options. It already does everything we think you deserve and more. Anything else is just greed. Stop being greedy and trust us. We got you to sign a two-year contract for a device with a yearly product cycle, which proves we’re smarter than you are. Just send back the little piece of paper and get back to consuming your little heart out on our accessories, including a battery that lasts longer than an hour and a special cloth for wiping away your finger-smears.

For your protection, every Superduperphone now comes with our new Planned Obsolescence Technology, guaranteeing a slow collapse over the course of its life span that makes you almost, but not quite, just splash out another £500 for the sake of a broken headphone jack or scratched screen. This makes it all the more satisfying when you finally upgrade to a model that actually works properly again, helping you to ignore how little work we’ve actually done in the meantime on meaningless trifles like making calls, sending texts or getting the Superduperphone to survive falls onto concrete. Or carpet.

Remember, with a Superduperphone, you haven’t simply bought an electronic toy with an ego problem –
you’re telling the world who you really are. Specifically, you’re telling everyone that you’re a person with a Superduperphone, spending a fortune on texts and minutes you never even use, already mentally preparing to go through exactly the same soul-
crushing product cycle in another 24 months’ time. And thinking how awesome it’s going to be, of course.

PS. Thanks for that.

Mar 16

New 3D films such as Avatar show more restraint than earlier offerings, which overwhelmed viewers.

The future is here – and it’s looking pretty. I’m sitting in a darkened room at Sky’s HQ in West London, peering through a pair of polarised glasses at television’s next evolutionary step. In front of me is a 46in JVC TV displaying a show reel of Sky’s best efforts in the brave new world of 3D entertainment.

It’s impressive. The action appears to be happening an inch or so behind the razor-thin bezel of the TV, then telescoping off into the distance. There’s a real sensation of depth. With Sky’s Senior Product Development Manager John Dollin, I watch clips of a Champions’ League game, a boxing match featuring Ricky Hatton and a spot of rugby. The ball zooms into the screen from the corners and the players run convincingly in front of the distant stands.

“All the investment we did in 2005 and 2006, when we did HD, is what enables us to do 3D. We’re just piggybacking off that,” Dollin says. The changes Sky needed to make to its broadcast technology to offer 3D channels were “small and incremental”, and it plans to launch its first 3D offering in 2010.

The three dimensional clouds are gathering into the perfect storm. In December 2009, it was announced that 3D Blu-ray discs will be available from this summer. Graphics card manufacturer Nvidia already markets a 3D solution for PC gamers, complete with a high-spec monitor and 3D glasses. Even better, the tech works, and big-name manufacturers and content producers are getting in on the act. “Every single [television] manufacturer you can think of has a 3D TV coming out,” says Dollin.

But promises of a 3D future are all too familiar. Since the advent of 3D cinema in the early ’50s, entertainment companies have sporadically announced that the future is 3D – and it’s arriving soon. Whether it was House of Wax in the ’50s or the 1983 box office smash Jaws 3D, the future has worn silly glasses for as long as most of us can remember. What makes this time any different, and how is the entertainment industry going to make 3D stick?

The third dimension

Happily, 3D technology has progressed beyond recognition since the days of glasses made of cardboard and red and blue cellophane. The only constant is how we detect depth – each eye sees a slightly different image and the brain merges them together. Flatscreens use a little trickery to display a 3D image: each eye is fed a different picture by filtering out light, and the brain is fooled into providing information about an image’s depth.

One of the oldest – and least commercially successful – tricks in the book is adding red and blue tints to a pair of images and displaying them simultaneously. Known as anaglyph 3D, a pair of coloured glasses filter out either the blue or red channel, tricking the brain into thinking that it’s seeing different perspectives. However, the technology isn’t that impressive visually, and anaglyph has failed to find favour with the new wave of 3D technology.

Now there are two frontrunners. The first is known as passive polarisation, and it’s what Sky is demonstrating. Footage is shot using two cameras that are placed in slightly different positions but converge on a single focal point – like your eyes. It then broadcasts two images, each 960 x 960 in size. These are stretched across a special HDTV with what Dollin calls a “pixel perfect” polarising filter across it. Finally, a pair of polarised glasses filter out light line by line, providing your eyes with slightly different images and your brain with enough information to build a 3D image. The advantage is that the glasses are cheap, making them perfect for Sky’s initial intended audience of pub-goers. Dollin also says that the 3D image can be received by all of Sky’s 1.6 million Sky HD subscribers without the need for a new decoder box.

The second approach is more accessible for PC users. It doesn’t require a polarised screen – just a monitor or a TV capable of running at 120Hz or faster. Instead of showing two perspectives at once, the display flickers between them. Light is filtered out by a pair of active shutter glasses that have LCD crystals for lenses. When a charge is applied to each lens, it blacks out for a fraction of a second, perfectly in sync with the image that the screen is showing thanks to a transmitter connected to the display. This means the screen is a little cheaper – ViewSonic’s 22in 120Hz VX2268wm display costs just over £200. However, the glasses are far more complex than Sky’s passive solution. Nvidia’s 3D Vision set – which comprises just one pair of glasses and a wireless transmitter – costs just over £100.

Kitting up for 3D

The introduction of 3D into your home means one thing to hardware manufacturers: the opportunity to sell more kit. The first thing you’ll need is a new screen, and if 120Hz or faster displays seem costly, you should hold your breath when looking at the price of a passive 3D display. The 46in JVC TV that Sky used to demonstrate its 3D content might be capable of 1080p and come with a pair of 3D glasses, but the £8,000 price tag is positively mouth-drying. Not only are you likely to need a new screen, but you might also need a new graphics card if your PC is looking a little long in the tooth. All 3D games are rendered twice, thanks to the need for distinct left and right images. “It’s quite handy for us that people want to play in this 3D environment,” says Richard Huddy, ATI’s Senior Developer Relations Manager. “The gaming situation clearly requires a great deal more horsepower, because essentially [the video card] is doing twice as much work.”

There’s even worse news if you’re a console owner. Huddy says that while Sony and Microsoft are in the process of giving their PlayStation 3 and Xbox 360 consoles longevity by releasing new motion-sensitive controllers, neither has a future in 3D. “The truth is, doubling the memory demand and the fill rate [would] overwhelm both an Xbox 360 and the PlayStation 3 at any respectable resolution,” he says. If Microsoft or Sony released 3D games for either console, Huddy says that it would be a “token effort”. “You couldn’t take any of the high-end games of the moment – Killzone, Halo 3 or anything like that – and run them in full 3D on those consoles. They don’t have the horsepower,” he warns. However, a Sony spokesperson revealed to PC Plus that “technological investigation” into 3D on the PlayStation 3 is underway, with a view to allowing gamers to play 3D games on the existing hardware.

For the time being, the best way to play 3D games is on a PC. Doug McConkey, a product manager at EA, claims that the PC is the best medium for dragging 3D into the consumer’s consciousness. “The more platforms [3D] is on the better, but the PC has the potential to make it mainstream,” he told us.

Leading the pack

For now, PC users are at the forefront of the 3D revolution. Upgrading a monitor is cheaper than upgrading a TV set and, similarly, a graphics card can be replaced without the need for an entirely new system.

3D is even available on laptops. The Acer Aspire 5738G, for instance, looks like any other mid-range laptop, but its bright 15.6in screen has a polarised filter that’s similar to Sky’s 3D system. Pop on a pair of polarised 3D specs and the ATI Radeon HD 4750 can render videos or games in 3D.

If anything, however, the Aspire underlines how new 3D really is, as well as how far it has to go before it becomes, in the words of an Nvidia spokesperson, “just there” – included by default in all consumer screens. The demo material included with the laptop has an undeniable sense of depth, but vertical lines appear jagged and the laptop screen’s viewing angles are so restricted that tilting the screen just slightly too far towards or away from you ruins the image.

Fujifilm’s FinePix W1 3D camera captures a scene from two viewpoints simultaneously.

3D isn’t restricted to computers. Fujifilm raised eyebrows in July last year when it announced its twin lens, dual-CCD camera, the FinePix W1 3D. Like Sky’s 3D cameras, the set-apart lenses capture the same picture from slightly different angles. Unlike the polarised 3D effects of Nvidia or Acer’s solutions, however, the W1 relies on lenticular technology to trick you into seeing a 3D image. Lenticular technology places a ridged coating on top of an image to feed you different pictures, much like the apparently moving images occasionally found on the back of cereal packets. The W1’s 2.8in screen displays two images at once, so depending on where you stand you’ll either see a 3D image or a mishmash of two separate ones. The upside is that you don’t need a pair of glasses to see a 3D image, but, as with Acer’s 3D laptop, the technology currently feels a little rough and ready. Lenticular technology’s major downfall is that it’s heavily dependent on your viewing angle, so you need to be almost exactly the right distance away from the screen, and viewing it at almost exactly the right angle, which can be difficult with a handheld device. The W1’s price also smacks of early-adopter pocket-squeezing: at £400 it’s more expensive than the far more luxurious – but 2D – Canon G11.

The content question

For 3D to succeed, it will take much more than a token effort. According to Sky’s Dollin, part of the reason previous generations of 3D have failed to capture the imagination of the gaming and film-going public is that 3D was treated as a “fairground ride” – a gimmick. Unsuccessful efforts at 3D tried too hard, he says, exhausting audiences by providing a constant stream of 3D trickery designed to make as much of the technology as possible. Modern producers “are trying to be a lot more sympathetic to the medium, and trying to make it more real,” he says.

Andrew Pulver, Film Editor at The Guardian, agrees. Past attempts to bring 3D into the mainstream resulted in “low-rent, exploitative [films],” he says. New films such as Avatar – which is reported to have cost as much as £300million – could prompt an explosion of 3D films. Pulver says the 3D “works really well” in Avatar and that, for the first time, a studio has financed a “serious, major [3D] blockbuster by the biggest director in town”. There’s little arguing with the list of upcoming 3D releases, either: director Tim Burton features heavily, with releases such as Alice in Wonderland and The Nightmare Before Christmas due in the next 12 months.

Games are easier to convert. Depth information is already programmed in, so the only major added cost is the hardware needed to play the result. “In development time, the costs are minimal,” says EA’s Doug McConkey. Hopefully this should mean a proliferation of 3D games – and soon.

Controlling 3D

Even if the future of entertainment isn’t 3D screens, the world of the controller is expanding in every direction. Nintendo’s Wii Remote is the most famous example – a controller that knows where it is in relation to the screen. Richard Huddy describes the Wii Remote as “immensely attractive” to gamers. And the figures seem to prove him right: the Wii is by far the best-selling console, leaving Microsoft and Sony playing catch-up.

Sony’s forthcoming motion controller works in a similar way to the Wii Remote. Currently known as the Gem, it features a coloured orb on the top. This is tracked by a webcam on top of the display, while the controller itself also feeds back motion information. A spectacular demo at E3 last summer hinted at an incredibly powerful system.

There’s little extra work involved in developing games in 3D compared to 2D.

Microsoft’s Project Natal for the Xbox 360 is even more advanced, removing the controller altogether and tracking a user’s movements in real-time via a display-mounted camera. To hit an opponent, simply throw a punch in mid-air. Speaking at the technology’s launch at CES in Las Vegas back in January 2009, Steven Spielberg described Project Natal’s announcement as “a pivotal moment” that would “reach far beyond video games”.

With Sky’s 3D service set to launch later this year, 3D gaming beginning to emerge and popular blockbusters such as Avatar making great use of 3D technology, you might think that the battle is won. But the experts PC Plus spoke to were cautious. “The truth is, it’s stumbled many times before,” says ATI’s Richard Huddy, describing the longevity of the latest 3D tech as “the toughest question”.

Will 3D stick this time?

Back in September 2009, The Guardian ran a story saying that the BBC might show Olympic events in 3D in 2012. This raised the prospect of a BBC 3D channel arriving in less than two years. However, Roger Mosey, the Director of the BBC’s 2012 Olympics operation, has been quick to talk the BBC’s plans back to reality. “There won’t be a BBC 3D channel in 2012,” he told PC Plus. But that’s not to say that the BBC is shunning 3D altogether. Instead, the corporation plans to capture certain Olympic events in 3D regardless of the public’s ability to receive them at home. “It would be a shame for some of the big moments not to be captured in 3D,” he says – but for now, the BBC’s priorities lie with broadcasting the Olympics in HD rather than 3D. The BBC aren’t alone in holding off from investing in 3D technology, and The Guardian’s Pulver seemed to share the corporation’s misgivings. “I wouldn’t be surprised if [3D] did peter out,” he says, noting that Avatar is largely responsible for the medium’s future. The film’s results need to be “pretty spectacular” for studios to finance more 3D films.

Sky’s John Dollin is optimistic, though. He says that Sky isn’t releasing a 3D service “just for the sake of 3D”. ATI’s Richard Huddy sees hope for the future, too: “If the BBC, Sky, Virgin and so on roll [3D] out over the next couple of years, then it will work.”

Sky’s service is to launch this year, although the company refuses to be drawn on precisely when. “This is going to be bigger than I think people believe,” says Dollin. We just hope he’s right.

Sep 21

Writen by Rick Stevenson

This year, over one-third of all material processing lasers will be installed for product or package marking applications. Since their introduction in the early-1970′s, laser markers have evolved as an effective tool for manufacturers who require a combination of speed, permanence, and image flexibility not available from more traditional marking technologies.

Two marking system designs have emerged with notably different strengths and weaknesses. Careful consideration of these laser and imaging optics combinations can provide the optimum tool for a wide range of marking requirements. Process Fundamentals

Laser marking is a thermal process that employs a high-intensity beam of focused laser light to create a contrasting mark. The laser beam increases the surface temperature to induce either a color change in the material and/or displace material by vaporization to engrave the surface. Both marking system configurations utilize this principle of surface modification but differ in the method used to project the laser beam and create the marking image.

The beam-steered laser marker provides the greatest degree of image manipulation. To create the marking image, two beam-steering mirrors mounted on high-speed, computer-controlled galvanometers direct the laser beam across the target surface. Each galvanometer provides one axis of beam motion in the marking field. The beam projects through a multi-element, flat-field lens assembly after reflecting off the final steering mirror. The lens assembly focuses the laser light to achieve the highest power density possible on the work surface while maintaining the focused spot travel on a flat plane. The laser output is gated between marking strokes. This design offers the user the advantages of a computer generated marking image and utilization of the entire laser output for the highest marking power possible.

The mask or “stencil” marking system sacrifices image quality and versatility for significantly increased marking speed. The marking image is created by enlarging the laser beam, projecting it through a copper stencil of the desired image, and refocusing the beam on the target surface to “burn” the image into the material. A single pulse of the laser creates the entire image. If the alphanumeric characters must be altered part-to-part, (i.e., serialization, etc.), computer-controlled rotary stencil wheels index the characters. This technique is aesthetically limiting in that images exhibit a “stencil” appearance with breaks in the marking lines. Since the mask blocks a high percentage of the laser beam, marking power and resultant surface penetration is limited. Laser and Imaging Combinations

Beam-steered Nd:YAG

The combination of the Nd:YAG (Neodymium:Yttrium Aluminum Garnet) laser and the beam-steered delivery optics marks the widest range of materials and provides the versatility of computer controlled image generation.

Nd:YAG lasers amplify light in the near-infrared at 1.06 mm. Metallic materials absorb a comparatively high percentage of the light in this region of the spectrum. In the pulsed mode, the Nd:YAG laser produces peak powers considerably higher than the normal continuous-wave output. A 90 watt CW Nd:YAG laser, pulsed at 1 kHz, will emit a train of pulses with peak powers of 110,000 watts. The Nd:YAG lasers ability to emulate an “optical capacitor” provides the power necessary to vaporize metallics and other materials. The high peak power will vaporize material up to 0.005 inches deep in a single pass or greater with multiple passes. The non-metallic materials normally associated with the far-infrared wavelength of the CO2 laser are usually highly reflective to the Nd:YAG. However, the high peak power of the Nd:YAG can often overcome the higher reflectivity. Some overlap does occur among many plastics that absorb both wavelengths equally well.

The beam-steered marker can duplicate virtually any vector graphic image including variable line widths and images as small as 0.010 inch or less. In addition, the computer can instantly change any graphic element or the entire marking program before a new part is positioned for marking. The Nd:YAG laser offers a greater range of adjustable process variables to achieve a specific material modification but at a correspondingly higher purchase price than the CO2 laser.

Beam-steered CO2

The continuous-wave CO2 laser can also be combined with the beam-steered delivery system. CO2 lasers emit a narrow bandwidth of light in the far infrared at 10.6 mm. This wavelength is most suitable for organic materials such as paper and other wood products, many plastics, removing thin layers of ink or paint from a substrate, and for marking ceramics. It does not produce high peak powers when pulsed.

Typically utilizing laser powers up to 50 watts, these systems combine the far infrared wavelength with the image control and flexibility of beam-steered image generation. Typical uses include serialization of ceramic and plastic products that require high-quality graphics such as company logos and/or significant amounts of additional alphanumeric text. The lower power CO2 marker does not provide the power to “engrave” substrates but, due to the comparative simplicity of design, can be purchased at a lower cost than the beam-steered Nd:YAG marker.

Mask CO2

Applications that require high speed but not high power and do not vary the marking image except for alphanumeric text (i.e., serialization, date code, etc.) utilize the mask CO2 marker. The CO2 laser is pulsed at rates of up to 1,200 pulses per minute. The high repetition rate provides marking of parts “on-the-fly” at high part-transfer speeds. Computer controlled masks can alter up to three lines of text at speeds of up to 720 parts per minute if the alphanumeric code must be changed.

Advantages and Disadvantages

Beam-steered Nd:YAG

The beam-steered Nd:YAG provides more marking power and far superior imaging than any other laser marker configuration. The available high peak power can mark or engrave a wide variety of materials including hardened metallics. Present computer technology produces highly intricate graphics with linewidths and accuracy’s of less than 0.001 inch. Because “drawing” with the laser beam creates the image, the marking time is dependent on the amount of text and the complexity of any graphics. The Nd:YAG laser marker is the most costly of the three system configurations. The beam-steered Nd:YAG marker frequently replaces acid and electro-etch systems, stamping and punching systems, and those other marking systems which permanently mark products by imprinting or engraving. It also replaces ink jet and other color printing systems. Typical applications include marking pistons, bearings, valves, gears, and a multitude of other components in the automotive industry; heart pacemakers, replacement hip joints, and surgical tools in the medical industry; computer chassis, disk drives, and integrated circuits in the electronics industry; tool holders, drill bits, and cutting tools in the tool industry; and writing pens, nameplates, and golf club grips.

Beam-steered CO2

The acquisition and operating costs of the beam-steered CO2 marker are lower than the Nd:YAG marker due to the relative simplicity of the laser. Image generation is equal to that of the other beam-steered system while speed and depth of penetration are considerable lower due to the lower power of the CO2 laser. Although not as popular as the beam-steered Nd:YAG and mask CO2 markers, the beam-steered CO2 system is frequently used for marking general plastics and plastic and ceramic connectors and packages within the electronics industry.

Mask CO2

Although the mask CO2 does not offer the imaging capabilities of the beam-steered design, it is far superior in speed. Because a single pulse of the laser creates the entire image, throughput is typically limited only by the pulse rate of the laser and the transfer speed of the parts handling system. While the part must be stationary while marking with the beam-steered design, parts are marked in motion with mask systems. Depth of penetration is less than the beam-steered CO2 marker since the laser output is spread over a large area with correspondingly low power density.

Masked CO2 markers most frequently compete with ink-jet marking. The mask CO2 laser is often the marker of choice for sequenced coding, batch coding, open or closed date coding, and real-time coding of paper or cardboard, ink or paint coatings, glass, plastics, coated metals, and ceramics.

While the beam-steered design provides superior imaging and material penetration and the mask design provides superior speed, either system provides a better combination of speed, permanence, and imaging flexibility than other marking techniques. Many users also benefit from the non-contact nature of laser marking and the elimination of additive materials such as inks or paints.

The development of a successful marking application requires careful consideration of the laser output characteristics, the design of the optical beam delivery and image generation system, the properties of the target material, and the aesthetic and physical properties of the desired mark. Industrial laser marking systems provide prospective users with several system designs from which to choose to match the optimum marking performance with the users unique requirements.

Richard Stevenson is the Sales Director for Control Micro Systems, Inc. a manufacturer of beam-steered laser marking systems. He has published and presented numerous technical papers and articles on laser marking in trade publications. For information on Laser Etching, Welding, Engraving, Cutting, Etching or Marking call 407-679-9716 or email sales@cmslaser.com

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