Card-Style Interface for Google Mobile Search

Posted by muamar Jumat, 27 September 2013 0 komentar
As previously anticipated, Google's mobile site has a new layout that uses cards, just like Google Now, Google Maps, Google+ and an increasingly long list of Google services and apps.

"A new look and feel for Google Search and ads on your phones and tablets. It's cleaner and simpler, optimized for touch, with results clustered on cards so you can focus on the answers you're looking for," informs Google's search blog.


Ads stand out a lot more and, depending on your phone's resolution and screen size, you might not even see a regular search result without scrolling down. Google shows up to 2 ads at the top of the page and no longer uses a different background color. There's just a small "Ad" label next to the URL.


Sections are clearly separated and there's more white space, so the information density is lower.


Pagination has been simplified and you can only go to the previous or the next page of results and to the first results page.


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Google's 15th Birthday Doodle

Posted by muamar Kamis, 26 September 2013 0 komentar
This year, Google's birthday doodle is interactive: it's a game that asks you to get as many candies as you can from a piñata. "A piñata is a container often made of papier-mâché, pottery, or cloth; it is decorated, and filled with small toys or candy, or both, and then broken as part of a ceremony or celebration."

The game uses HTML5 and you can also try it on your smartphone or tablet. You can share your score on Google+ and generate URLs that remember your high score.



Here's a video that shows the game, just in case you don't see the doodle yet (you can also visit Google Australia):


The Google Doodles site has a list of all the other birthday doodles: the first one is from 2002. The doodle from 2007 has a lot in common with this year's doodle.

Happy Birthday, Google!

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Filter and Compare Knowledge Graph Results

Posted by muamar 0 komentar
Google's Knowledge Graph feature gets smarter every day. You've probably noticed the carousel that's displayed when you search for things like [dog breeds], [asian rivers], [swedish bands], [science fiction books], [surrealist painters]. For some queries, you'll now see a drop-down that lets you select other similar categories. If you search for [surrealist painters], you'll see a long list of genres: abstract, cubist, impressionist, rococo, romantic.


Until now, Knowledge Graph displayed information about a single entity. Now you can compare 2 things. For example, you can search for [orange vs tangerine] and find out that oranges contain two times more vitamin C than tangerines.




"You can try this for some other things you might be curious about, such as dog breeds (compare pekingese vs. chihuahua) or celestial objects (compare earth vs. neptune) — and we'll keep adding more," informs Google.

It looks like Google brings back some features from an old Labs project called Google Squared and makes them more usable.

{ via Inside Search }

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Using the Hardware Scaler for Performance and Efficiency

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Posted by Hak Matsuda and Dirk Dougherty, Android Developer Relations team



If you develop a performance-intensive 3D game, you’re always looking for ways to give users richer graphics, higher frame rates, and better responsiveness. You also want to conserve the user’s battery and keep the device from getting too warm during play. To help you optimize in all of these areas, consider taking advantage of the hardware scaler that’s available on almost all Android devices in the market today.



How it works and why you should use it



Virtually all modern Android devices use a CPU/GPU chipset that includes a hardware video scaler. Android provides the higher-level integration and makes the scaler available to apps through standard Android APIs, from Java or native (C++) code. To take advantage of the hardware scaler, all you have to do is render to a fixed-size graphics buffer, rather than using the system-provided default buffers, which are sized to the device's full screen resolution.



When you render to a fixed-size buffer, the device hardware does the work of scaling your scene up (or down) to match the device's screen resolution, including making any adjustments to aspect ratio. Typically, you would create a fixed-size buffer that's smaller than the device's full screen resolution, which lets you render more efficiently — especially on today's high-resolution screens.



Using the hardware scaler is more efficient for several reasons. First, hardware scalers are extremely fast and can produce great visual results through multi-tap and other algorithms that reduce artifacts. Second, because your app is rendering to a smaller buffer, the computation load on the GPU is reduced and performance improves. Third, with less computation work to do, the GPU runs cooler and uses less battery. And finally, you can choose what size rendering buffer you want to use, and that buffer can be the same on all devices, regardless of the actual screen resolution.



Optimizing the fill rate



In a mobile GPU, the pixel fill rate is one of the major sources of performance bottlenecks for performance game applications. With newer phones and tablets offering higher and higher screen resolutions, rendering your 2D or 3D graphics on those those devices can significantly reduce your frame rate. The GPU hits its maximum fill rate, and with so many pixels to fill, your frame rate drops.





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Power consumed in the GPU at different rendering resolutions, across several popular chipsets in use on Android devices. (Data provided by Qualcomm).



To avoid these bottlenecks, you need to reduce the number of pixels that your game is drawing in each frame. There are several techniques for achieving that, such as using depth-prepass optimizations and others, but a really simple and effective way is making use of the hardware scaler.



Instead of rendering to a full-size buffer that could be as large as 2560x1600, your game can instead render to a smaller buffer — for example 1280x720 or 1920x1080 — and let the hardware scaler expand your scene without any additional cost and minimal loss in visual quality.



Reducing power consumption and thermal effects



A performance-intensive game can tend to consume too much battery and generate too much heat. The game’s power consumption and thermal conditions are important to users, and they are important considerations to developers as well.



As shown in the diagram, the power consumed in the device GPU increases significantly as rendering resolution rises. In most cases, any heavy use of power in GPU will end up reducing battery life in the device.



In addition, as CPU/GPU rendering load increases, heat is generated that can make the device uncomfortable to hold. The heat can even trigger CPU/GPU speed adjustments designed to cool the CPU/GPU, and these in turn can throttle the processing power that’s available to your game.



For both minimizing power consumption and thermal effects, using the hardware scaler can be very useful. Because you are rendering to a smaller buffer, the GPU spends less energy rendering and generates less heat.



Accessing the hardware scaler from Android APIs



Android gives you easy access to the hardware scaler through standard APIs, available from your Java code or from your native (C++) code through the Android NDK.



All you need to do is use the APIs to create a fixed-size buffer and render into it. You don’t need to consider the actual size of the device screen, however in cases where you want to preserve the original aspect ratio, you can either match the aspect ratio of the buffer to that of the screen, or you can adjust your rendering into the buffer.



From your Java code, you access the scaler through SurfaceView, introduced in API level 1. Here’s how you would create a fixed-size buffer at 1280x720 resolution:




surfaceView = new GLSurfaceView(this);
surfaceView.getHolder().setFixedSize(1280, 720);


If you want to use the scaler from native code, you can do so through the NativeActivity class, introduced in Android 2.3 (API level 9). Here’s how you would create a fixed-size buffer at 1280x720 resolution using NativeActivity:




int32_t ret = ANativeWindow_setBuffersGeometry(window, 1280, 720, 0);


By specifying a size for the buffer, the hardware scaler is enabled and you benefit in your rendering to the specified window.



Choosing a size for your graphics buffer



If you will use a fixed-size graphics buffer, it's important to choose a size that balances visual quality across targeted devices with performance and efficiency gains.



For most performance 3D games that use the hardware scaler, the recommended size for rendering is 1080p. As illustrated in the diagram, 1080p is a sweet spot that balances a visual quality, frame rate, and power consumption. If you are satisfied with 720p, of course you can use that size for even more efficient operations.



More information



If you’d like to take advantage of the hardware scaler in your app, take a look at the class documentation for SurfaceView or NativeActivity, depending on whether you are rendering through the Android framework or native APIs.

Watch for sample code on using the hardware scaler coming soon!




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NICK APPEARANCES.....Style Week OC 2013: Join Me! Saturday Sept. 28th 7PM

Posted by muamar 0 komentar



Coral Host with the Most: Nick Verreos Greets Style Week OC 2012 Audience



I am so excited to announce that I will, once again, be hosting one of Style Week OC’s most
anticipated events at Irvine
Spectrum Center,
Cadillac Couture: Design Competition. Students from FIDM/Fashion Institute of Design & Merchandising will be
challenged by Cadillac to create elaborate cocktail dresses inspired by Cadillac
car designs and with actual Cadillac car parts incorporated into their designs. “Beautiful
Clothes Inspired by a Beautiful Car”
is the theme of this year’s competition
with the Cadillac ATS at the heart of it all.









 Welcome to Style Week OC!!



Following the Cadillac competition at Irvine Spectrum
Center, there will be a runway presentation
to feature fall’s hottest looks from retailers such as Macy’s, MaxStudio, and
Nordstrom. 








 Congratulations! You are the Winner!: 2012 Winner Eduardo Reategui and his winning Design



Visit the Fashion
Island Facebook page
to “Like” your favorite Cadillac-inspired design
brought to you by talented Advanced FIDM students and join me when I announce the Facebook Fan Favorite winner at the show on Saturday, September 28.







For more information on Style Week Orange County
and a complete list of events, please visit StyleWeekOC.com, or follow on twitter @FashionIsland and @IrvineSpectrum.





WHERE: 


Irvine Spectrum Center


71 Fortune Drive,
Irvine, CA 92618





WHEN:


Saturday Sept. 28th


7pm 




Admission is FREE and Open to the Public 

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Google+ Celebrates 15 Years of Google

Posted by muamar 0 komentar
Mr. Jingles, the Google+ notification mascot, celebrates Google's 15th birthday with a pixelated animation. Just click the bell icon, read all your notifications or click "mark all as read" to see it.



"Friends of mine here at work found this old photo of me from back in 1998, the same year Google started up. Yes, I know I was a bit awkward back then – but so was Google (check out this link for proof). Anyways, enjoy this retro version of me in your Notifications tray for the next day or so. Oh, and Happy Birthday, Google!"

Mr. Jingles also changed its profile photo: "A little change of pace in my profile photo for #throwbackthursday.". The file name is self-explanatory: "1998-jangles-avatar.png".


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Google's 15th Birthday Easter Egg

Posted by muamar 0 komentar
Search Google for [Google in 1998] and you'll see a search results page from 1998, the year when Google was incorporated as a privately held company. It's an Easter Egg that reminds you how much Google has evolved, while preserving a simple user interface.

The old search results includes the original Google logo that had an exclamation mark just like Yahoo!, GoogleScout - another name for the feature that returns similar pages, a drop-down that lets you pick the number of results per page, search within results, the size of the cached pages and a list of links to other search engines. All the search results link to the Wayback Machine, since most of them no longer exist.




Google's birthday is in September, but the date has changed over the years. "Google opened its doors in September 1998. The exact date when we celebrate our birthday has moved around over the years, depending on when people feel like having cake," mentioned a Google page. Google has usually celebrated its birthday on September 27 and this year is special: Google is 15 years old. Happy birthday, Google!


{ via Search Engine Land }

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