Wednesday, July 2, 2008

APPLE IPHONE




The best phone for business. Ever.
What makes iPhone a great business phone? Simple. The same features that make it a revolutionary mobile device. With iPhone 2.0 software, iPhone does even more for your enterprise. It supports Microsoft Exchange ActiveSync, delivering push email, calendar, and contacts. And it gives mobile users secure access to corporate resources with Cisco IPSec VPN and wireless network services with WPA2 Enterprise and 802.1X authentication.

CANON EOS 450D


CANON EOS 450D In the swiftly turning world of DSLRs, a year and a half can only mean one thing – turnover. When those 18 months are up, Canon engineers throw up their arms and hand in whatever monster they’ve egged into evolving. In most cases, we get the same old devil in a flashy new suit, but other times, such as in the case of the 450D, we get a beast of an improvement. On the surface, the 450D – or Rebel XSi, or Kiss X2 as it’s known in other parts of the world – doesn’t look much different from its predecessor, the 400D. A larger, 3-inch LCD screen (still at 230k pixels) gives you the feeling that the model got smaller, and makes you wish for the time when the entire back of a DSLR will be one big touch screen. Otherwise, it’s hard to spot the differences. It’s in the details that the 450D announces its newness. Live View? Spot metering? 12.2 megapixels? Yes, yes, and oh baby, yes. In answer to image stabilization (IS) being built into competing entry-level DSLRs, the 450D now has an 18-55mm kit lens with IS – a sweet compromise. Canon has already invested a lot by putting IS into its best lenses, and for good reason, too. Many photographers believe that putting IS in the lens is more effective than stuffing it in a camera body. Upgraders, or those looking for a second body to their 400Ds, might scratch their heads when they find out about the 450D’s different-shaped, but higher-capacity Li-Ion battery, and its exclusive acceptance of SD cards. These changes however, are understandably done in the name of progress, hence easy to forgive - especially when you notice that you’ve already shot 500 photos and you’re only halfway through your battery meter or when you go out to buy a 4GB SD card for a mere 1,500 bucks. Canon has simply made the best out of its best, and the 450D is another graceful step in Canon’s winning stride. Vincent Coscolluela
CANON EOS 450D P42,950 (KIT)http://www.canon.com.ph/ LOVE Image Stabilization in kit lens. Live View (improved from the 40D).HATE LCD screen looks pushed too far to the corner.WE SAY Has everything a newbie to DSLRs would ever hope for or need.

SENSOR 12.2 megapixels CMOSFORMATS SUPPORTED SD/SDHC cardsSCREEN 3-inch LCD with Live View modeAUTOFOCUS 9-point with f/2.8 cross-type center pointSIZE/WEIGHT 129x98x62mm/475g

Tuesday, July 1, 2008

The Pangasinan Badminton Club...


In the early days…

BADMINTON was invented long ago; a form of sport played in ancient Greece and Egypt. Badminton came from a child's game called battledore and shuttlecock, in which two players hit a feathered shuttlecock back and forth with tiny rackets. The game was called "POONA" in India during the 18th Century, and British Army Officers stationed there took the Indian version back to England in the 1860's. The army men introduced the game to friends, but the new sport was definitely launched there at a party given in 1873 by the Duke of Beaufort at his country place, "Badminton" in Gloucestershire. During that time, the game had no name, but it was referred to as "The Game of Badminton," and, thereupon, Badminton became its official name.
Until 1887 the sport was played in England under the rules that prevailed in India. They were, from the English viewpoint, somewhat contradictory and confusing. Since a small army of badminton players had been recruited, a group formed itself into the Bath Badminton Club, standardized the rules, made the game applicable to English ideas and the basic regulations, drawn up in 1887, still guide the sport. In 1895, the Badminton Association (of England) was formed to take over the authority of the Bath Badminton Club, and the new group made rules, which govern the game throughout the world.


Badminton in the world...


Badminton quickly spread from England to the United States, Canada, Australia and New Zealand, and made big strides in Europe. Although men first played it, women became enthusiastic about it, and interest now is about equally divided.
The first All-England championship for men was held in 1899 and in 1900 the pioneer tournament for women was arranged. These, however, were regarded as "unofficial" and 1904 marked the beginning of the official All-England matches. The growth of badminton's popularity in the British Isles is evidenced by the fact that in 1920 there were 300 badminton clubs in England, about 500 in 1930, and over 9,000 in the British Isles soon after the World War II.

Badminton organization...

In 1934, the International Badminton Federation (IBF) was organized with nine members - Canada, Denmark, England, France, Ireland, Netherlands, New Zealand, Scotland and Wales. Membership grew steadily year after year. It became the sport's sole international governing body in 1981. The International Badminton Federation (IBF) decided in March 1939, that the time had arrived for the inauguration of international competition. Its president, Sir George A. Thomas, Baronet, offered a trophy for the winning team. The war and post-war shortages of shuttlecocks delayed the first Thomas Cup matches until the 1948-49 season. The idea of a women's international team badminton championship along the lines of the Thomas Cup was broached in 1950. It was turned down then because of financial problems. The topic continued to be brought up and eventually it was decided to establish the tournament on a triennial basis. Mrs. H. S. Uber of England donated the trophy, which is called the Uber Cup. The first tournament was held during the 1956-57 season. Since then, the number of world events has increased to seven, with the addition of the Uber Cup (ladies' team), World Championships, Sudirman Cup (mixed team), World Juniors, World Grand Prix Finals and the World Cup. Badminton was first contested as an official Olympic sport at the 1992 Olympic games in Barcelona, Spain.

Badminton today...

Badminton is a game that somewhat resembles tennis and volleyball and involves the use of a net, lightweight rackets, and a shuttlecock, a cork ball fitted with stabilizing feathers. It is played by two or four players, either indoors or outdoors, on a marked-out area 44 ft (13.41 m) long by 17 ft (5.18 m) wide for the two-player game and 20 ft (6.10 m) wide for the four-player game. A net is fixed across the middle of the court, with the top edge of the net set to a height of 5 ft (1.52 m) from the ground at the center and 5 ft 1 in (1.55 m) at the posts. The players hit the shuttlecock back and forth over the net with the rackets. Only the serving side can win a point. If the serving side fails to return the shuttlecock, it losses the serve; if the receiving side fails to return the shuttlecock, it losses the point and must receive again.
A game is played to 15 points, except in women's singles, in which a game is played to 11 points. If the score is tied near the end of a game, the game may be decided through a tie breaking procedure called setting, which involves different rules for men's and women's competition and depending on the point at which the score is tied.

The future of badminton...
New competitions are planned including one-off spectaculars and the development of a SuperSeries. It is anticipated that these will attract greater sponsorship, prize money and television. In these days of mass communications, the importance of television to a world sport is self-evident. Television brings the action, the excitement, and the explosive power of badminton into homes around the world. It pulls in the crowd to see the action live; it pulls in major sponsors.
Badminton has a rich history and its future looks even brighter

Digital Design by Ric Vargas...







Digital art most commonly refers to art created on a computer in digital form. Digital art can be purely computer-generated, such as fractals,and algorithmic art or taken from another source, such as a scanned photograph, or an image drawn using vector graphics software using a mouse or graphics tablet. Though technically the term may be applied to art done using other media or processes and merely scanned in, it is usually reserved for art that has been non-trivially modified by a computing process (such as a computer program, microcontroller or any electronic system capable of interpreting an input to create an output); digitized text data and raw audio and video recordings are not usually considered digital art in themselves, but can be part of a larger project. In an expanded sense, "digital art" is a term applied to contemporary art that uses the methods of mass production or media.The availability and popularity of photograph manipulation software has spawned a vast and creative library of highly modified images, many bearing little or no hint of the original image. Using electronic versions of brushes, filters and enlargers, these "Neographers" produce images unattainable through conventional photographic tools. In addition, digital artists may manipulate scanned drawings, paintings, collages or lithographs, as well as using any of the above-mentioned techniques in combination. Artists also use many other sources of information and programs to create their work.
3D graphics are created via the process of designing complex imagery from geometric shapes, polygons or NURBS curves to create realistic 3 dimensional shapes, objects and scenes for use in various media such as film, television, print, rapid prototyping and the special visual effects. There are many software programs for doing this.The technology can enable collaboration, lending itself to sharing and augumenting by a creative effort similar to the open source movement, and the creative commons in which users can collaborate in a project to create unique pieces of art.
The mainstream media uses a lot of digital art in advertisements, and computers are used extensively in film to produce special effects. Desktop publishing has had a huge impact on the publishing world, although that is more related to graphic design.
Nonetheless, digital art is yet to gain the acceptance and regard reserved for "serious" artforms such as sculpture, painting and drawing, perhaps due to the erroneous impression of many that "the computer does it for you" and the suggestion that the image created could be infinitely repeatable.[citation needed]
Computers are also commonly used to make music, especially electronic music, since they present a powerful way to arrange and create sound samples. It is possible that general acceptance of the value of digital art will progress in much the same way as the increased acceptance of electronically produced music over the last three decades.
Some say we are now in a postdigital era, where digital technologies are no longer a novelty in the art world, and "the medium is the message"(Marshall McLuhan). Digital tools have now become an integral part of the process of making art. As silicon-dry digital media converges with wet biological systems, Roy Ascott has pointed to the emergence of a "moistmedia" substrate for 21st century artDigital Photography and digital printing is now an acceptable medium of creation and presentation by major museums and galleries, and the work of digital artists is gaining ground, through robotic installation, net art and software art. But the work of digital painters and printmakers is beginning to find acceptance as the output capabilities advance and quality increases. Internationally many museums are now beginning to collect digital art such as the San Jose Museum of Art and the Victoria and Albert Museum print department also has a reasonable but small collection of digital art.
One reason why the established art community finds it difficult to accept digital art is the erroneous perception of digital prints being endlessly reproducible. Many artists though are erasing the relevant image file after the first print, thus making it a unique artwork. Another reason is longevity; with today's digital printing technology though, fading of colours will not occur for 60 to 100 years(www.wilhelm-research.com).