Το καλύτερο ρολόι στον κόσμο γι άνδρες και όχι μόνο
60 λεπτά η ώρα x 24 ώρες η ημέρα = 1440 λεπτά. Απολαύστε αυτό το ιντερνετικό, περίεργο, μοναδικό, πονηρό, ρολόι του μαυροπίνακα. Αφήστε το ανοιχτό σ' ένα browser (ή tab ενός browser κλπ.) μέρα και νύχτα. Βαρετό πάντως δεν το λες αυτό το ρολόι. Πολλά μπορείς να το πεις αλλά βαρετό δε νομίζω.
Since many people probably scoffed at the idea of the Mac as a 3D platform when they read it above, I thought I'd provide a macro-review of OS X as a 3D platform before starting on the workflow article. My Maya 3D skills were picked up on a Windows 2000 Athlon and, at the time, there was no other option. Until OS X came out, the Mac just wasn't a feasible platform for high-end 3D artists. Despite having a few competent programs, the stability problems of OS 9, combined with the terrible multitasking (who'd want their render to stop every time you clicked on a menu?) and the lack of a command line made the Mac more of a chuckle than a consideration for any high-end 3D animator. The video card choices were almost as bad as the 3D technology, and watching Apple fumble its way through Quickdraw 3D (roller-coasters and RAVE!) was awful. Then Steve came riding back in on his turtlenecked stallion and things started to change. OpenGL was officially adopted thanks to the gentle nudges of John Carmack; the popular API even made it into OS 9 but that still wouldn't have been enough to make the system palatable for 3D pros.
After OS X and the Intel transition, the situation greatly improved for 3D on the Mac. Today, the parts are finally all there for a mature 3D platform: the OS, the video hardware, and, most significantly, the software. In the course of doing research for this article, so many Windows 3D application ports were announced for OS X that it no longer surprises me when important niche products like Topogun, Headus UV Layout, or CrazyBump announce an OS X version.
Είμαστε σε καλό δρόμο δε λέω αλλά δυστυχώς για να μεγαλώσει κι άλλο αυτή η αγορά στο Mac θα πρέπει να κάνουν ότι και στα Windows. Να σπάνε ακόμη περισσότερα και ακόμη γρηγορότερα τις νέες εκδόσεις των νέων 3D εφαρμογών. Ή/και θα πρέπει οι εταιρίες που βγάζουν αυτά τα προγράμματα να έχουν και ειδικές τιμές για μαθητές, καθηγητές, κλπ.
Η διαφημιστική καμπάνια της δεκαετίας
Apple always diverged from the "speeds and feeds" ads associated with the computer category, but the brand really defined itself with the 2006 launch of TBWA\Media Arts Lab's "Get a Mac" campaign. That series of 60-plus ads brought some humanity into the equation by turning the machines into live-action cartoons. In so doing, the comic spots offer transparent understanding of the aspirations of its audience and how people identify—and connect emotionally—with technology. The genius is in the casting. The Mac guy, Justin Long, is a younger version of Steve Jobs who is casual and comfortable in his skin. PC, personified by John Hodgman, as a rounder, paler Bill Gates, is a well-meaning geek with all kinds of operating problems. For Apple, the campaign managed the neat trick of making the brand look laid back and cool while it mercilessly skewered its rival.
Εννοείτε. Αφού οι διαφημίσεις τα σπάνε. Εκατοντάδες αν όχι χιλιάδες μιμήσεις και αντιγραφές ανά τον κόσμο σε άσχετες αγορές με την πληροφορική, όπως επίσης και αμέτρητες παρωδίες.
Ποιο θα είναι το πρόσωπο της χρονιάς του 2009;
Named CEO of the Decade by Fortune in November, Jobs has continued to show the rest of the consumer technology world how it's done. His iPhone App Store surpassed 1 billion downloads, proving that people will still pay for certain kinds of content, and a new version of the iPhone and its software kept improving on the original.
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