Thursday, March 28, 2013

Computer Low Cost Computer:Samsung Chromebook (Wi-Fi, 11.6-Inch)

Computer See Samsung Chromebook (Wi-Fi, 11.6-Inch) Details

List Price : $249.00 Price : $215.95
as of 2013-03-28 05:21 AM

Samsung Chromebook (Wi-Fi, 11.6-Inch)

Product Description

The New Samsung Chromebook

For Everyone. The Samsung Chromebook is a new computer that helps you get everyday things done faster and easier. It starts in seconds, has virus protection built-in, and runs your favorite Google apps plus thousands more. The Chromebook comes with leading Google products, like Search, Gmail, YouTube and Hangouts, so you can work, play, and do whatever you want, right out of the box.

You can easily share it with multiple people- switching accounts takes seconds, and everyone gets their own files, apps and settings. And it's simple to use. There's no setup, and your files are automatically backed up in the cloud. At just 2.4 pounds, 0.7 inches thin, and with over 6.5 hours of battery life, the Samsung Chromebook can go anywhere you go. It's built to stay cool, so it doesn't need a fan and runs silently. It also includes 100GB of free Google Drive storage (for 2 years), a built-in webcam, and dual band Wi-Fi to make it easy to connect to wireless networks.

About Chromebooks

The new, faster computer that keeps getting better and better.

Boots in Seconds

Boots up in 10 seconds, resumes instantly and loads web pages blazingly fast.

Thousands of Apps

Built-in apps and thousands more from the Chrome Web Store.

No Hassles

Multiple layers of security
so you don’t need to install anti-virus software.

Cloud built-in

Save your stuff safely in the cloud and never lose another file or photo.

Introducing the new Chromebook
(see larger image).

Introducing the New Chromebook

Chromebooks are easy to use, and don’t slow down over time. They have built-in security, so you’re protected against viruses and malware. They come with apps for all your everyday needs, and keep your files safely backed up on the cloud. And with free, automatic updates, your Chromebook keeps getting better and better.

Automatic updates

Chromebooks automatically update themselves: all of your apps stay up-to-date, and you get the latest version of the operating system without having to think about it.

Get started without the setup

Chromebooks require almost no setup, so you can go from unboxing to doing in minutes. Unlike other computers, you don’t need to spend hours installing patches and software.

Portable, powerful, coolerpowerful and portable

The Samsung Chromebook's dual core processor delivers exceptional performance and battery life in an ultra-slim package. And unlike traditional computers, it has no fan or moving parts, which means it stays cooler on your lap and runs silent (no humming, unless you're listening to music).

Stay connected in-flight
With your Chromebook, you can get online at 10,000 feet with free Gogo in-air internet passes. Your Chromebook comes with 12 free passes (estimated $150 value) that you can use over 2 years on domestic US flights.

Collaborate on documents
(see larger image).
Collaborate on documents

Create documents, spreadsheets, presentations, and drawings with apps like Google Docs, Zoho and SlideRocket. With productivity apps, you can collaborate in real-time with others, access your documents from any computer, and have your files backed up automatically. Access other everyday files using the built-in PDF and document viewer.

More storage in the cloud

With 100GB of free Google Drive storage for two years, you can keep all of your apps, documents, favorites, and settings safe and securely accessible from anywhere. You don’t have to bother downloading and installing any applications onto your hard drive.

                                                                                                                                                                                                                              More storage in the cloud
                                                                                                                                                                                                                               (see larger image).


 Oversized, multi-touch touchpad

 You can enjoy better control using a large multi-touch touchpad With a glass coating and image sensor it provides a stylish and convenient way to use your Chromebook.

                  Oversized, multi-touch touchpad
                          (see larger image).

Full-sized keyboard designed for Chrome

The keyboard is optimized for Chrome with a dedicated search key, a row of web-enabled keys, and a comfortable, full-size layout that doesn’t cramp your fingers.

Simply more flexibility
Simply more flexibility

The Chromebook has a range of ports, including HDMI and USB 3.0/2.0 ports, to enable greater flexibility for sharing data and multimedia playback. Its unique hinge design makes it easier to connect all of your peripherals.

*Manufacturer Warranty Information: XE303C12-A01US - Parts: 12 months, Labor: 12 months

  • 11.6 inches Display
  • Samsung Exynos 5250 Dual Core Processor
  • 2 GB DDR3L RAM
  • 2 USB Ports: 1 USB 3.0 + 1 USB 2.0, HDMI Port
  • Built-in dual band Wi-Fi 802.11 a/b/g/n

More About Samsung Chromebook (Wi-Fi, 11.6-Inch)

An animation is defined as a visual change in a scene along with other respect to time. The visual change in the scene just isn't only associated With the change at the position of those object, but also along with other its shape, color, transparency, structure and texture. An crucial point about animation is that it often signifies the hand drawn or artificially drawn sequence of images, Which contrasts to the movies where actors' performances with real-world scenes seem to be recorded. In early times, animations were made by hand by drawing each and every scene one by one on paper after which painted.This process was needless to say really troublesome and time-consuming. Nowadays, the use of computer technology has made the animation procedure progressively less complicated and more powerful. The process of drawing images and playing them back at a high speed With the help of computer software if you wish develop an illusion of movement is referred to as computer animation. The illusion of movement is created by displaying a picture around the computer screen, then quickly replacing it by a new image, that is almost like the previous image, but shifted slightly.

The field of computer animation can be a subset of both computer graphics and animation technologies. Computer animation is generally accomplished via a series of geometric transformations-scaling, translation, rotation or any mathematical technique-to create a sequence of scenes. In addition, the animation can be produced by varying any of the following:

Camera parameters: It involves the camera position along with other respect in to the object, distance in one the object, orientation, and focus.

Lighting conditions: It involves direction and color of light, great deal of lights, and so on.

These days computer animation is widely used at the entertainment business for Creating motion pictures, cartoon movies, and video games. In addition, It is being utilized in education and training, industrial applications, virtual fact systems, advertising, scientific visualization and numerous engineering applications.

In the early days, an animation sequence was created by drawing distinct images in various frames and then showing them at a high speed. However, these days, animations are created Using the help to of computers. In computer animation, the frames required for animation are generated making use of computers, and are then displayed on an output device at a high speed. A basic method to design an animation sequence consists of those four stages, namely, storyboard layout, object definitions, main frame specifications, and generation of in-between frames.

i. Storyboard layout: The storyboard is an outline of these action. This stage basically defines the motion sequence of these object as a list of basic events that are to consider place. For example, even though Generating an animation sequence of cricket play, the storyboard layout would incorporate action and motion of batting, bowling, fielding, running, and so on. Depending on the type of animation to be created, the storyboard consists of a set of rough sketches, models, or even in some circumstances it could be verbal description or set of basic Ideas of these motion.

ii. Object definitions: At one time the storyboard layout has been prepared, the subsequent step is to define all of the objects or participants at the action. The objects are either described in terms of their dimensions, shapes (such as polygons or spline surfaces), colors, movements, or any other extra Info And this can help in defining the objects. For example, although Making animation for cricket play, the object definitions would be player's dimensions, colors of their uniform, dimensions of those ball, bat, stumps, etc.

iii. significant frame specifications: The subsequent step in the procedure of Making animation would be to specify major frame specification. A main frame is really a detailed drawing of these scene at a positive time in the animation sequence. In each major frame, the position, color, shapes, etc., of all of the objects is positioned according to a certain point of time for that frame. much more the wide range of frames, smoother will be the animation. For complex motions, one need to specify a lot more key frames as than the simple, slowly varying motions. Some main frames seem to be specified at extreme positions, where others seem to be spaced such that the time interval between them just isn't too large.

iv. Generation of in-between frames: There was a time the significant frames are specified, the next step is to generate intermediate frames. The total number of in-between frames required for an animation depends upon the display media which is to be used. For example, film requires 24 frames per second, and graphics terminals require far more than 60 frames per second. Typically, time intervals towards the motion seem to be set up such that there appear to be three to five intermediate frames between any two main frames. In addition, some key frames can as well be duplicated Based on the speed specified towards the motion. For example, for any one-minute film sequence with out duplication, 1440 frames would be required, and if we put five intermediate frames between any two key frames, then 288 main frames would only be required.

There seem to be twelve simple principles of animation And this were introduced by the Disney animators Ollie Johnston and Frank Thomas in 1981 in their book The Illusion of Life: Disney Animation. The main aim of those principles was to create an illusion of characters adhering to the standard laws of physics. However, these laws as well dealt with more abstract issues, which include emotional timing and character appeal. The twelve standard principles of animation seem to be described as follows:

Squash and stretch:It is the most vital principle of animation. Its main purpose would be to give a sense of weight and flexibility into the drawn objects. Stretch and squash system is basically used for simulating accelerating effects especially for non-rigid objects. This method can be applied to fundamental objects being a bouncing rubber ball, as well as to complex constructions like musculature of a human face. For example, when a rubber ball bounces and hits the ground, it tends to get flatten on hitting the ground. This very is squash principle. As soon as the ball starts bouncing up, it stretches at the direction of its movement. This is stretch principle. An additional example is the stretching and squashing of a human face. When the muscles of human face seem to be stretched or squashed to an exaggerated degree, it can give a comical effect. the most important aspect of this principle is the reality that the stretching and squashing of an object does not affect its volume. That is, no matter how an object is deformed, it ought to still appear to retain its volume.

Timing: Timing is essentially the most crucial element of an animation. It refers in to the spacing between motion frames.The a lot more is the spacing between the frames, the more quickly the object will appear to move. The speed at And this an object is moving provides a sense of what the object is, what may be the weight of an object and Why It's moving. Timing in an animation is severe for establishing the mood, emotion, and reaction of a character. For example, the blinking of an eye could be rapidly or slow. If It is slow, a character seems to be tired and lethargic. but if It's fast, a character seems to be alert and awake. Timing can also be used to communicate important aspects of these personality of a character.

Anticipation: It is utilized to prepare the audience for the upcoming motion or action and to create such action much more live and realistic. For example, a person throwing a ball has to initial swing his or her arm backwards, or a dancer jumping off the floor must bend his or knees first. These appear to be preliminary actions that are used to emphasize the object movements. Anticipation can as well be used for less physical actions, including a character looking off-screen to anticipate someone's arrival, or attention focusing on an object that a character is about to pick-up.

Follow by way of and overlapping actions: Follow by means of refers into the actions that are performed at the end of these genuine motion. Follow via actions emphasize the reality that characters follow the laws of physics, Which state that separate areas of a body will continue to move even after the character has performed the specified action. In other words, follow via captures how areas of an object continue to move even after other sections of that object have stopped moving. For example, the arm of a person continues to move even after throwing a ball. This is really a follow via action. Overlapping action is Yet another essential principle of animation. It's the tendency for sections of the body to move at distinct speeds and diverse times. For example, when a dog is running, all its body parts are moving at distinct rates. The timing of his legs is various in one the timing of these movement of his tail, or ears. By overlapping the actions of an object's body, hair, tail, clothing, etc., you can build your animation more fluid, natural and realistic. It is to be noted that although Creating an animation sequence, an action need to never be brought to a complete stop before starting An additional action. Overlapping maintains a continual flow between entire phrases of actions.

Staging: It refers into the presentation of an idea in such a way that It is fully and clearly understood. An idea could be an action, a personality, an expression or a mood. Its significant aim is always to draw the attention of the audience to the most relevant action, personality, expression or a mood in a scene so that It's easily recognizable. Staging helps in keeping focus on what is relevant, and avoiding unnecessary details. It might be performed in numerous ways which include placing a character in a frame, employing a light and shadow, and setting an appropriate angle and position of the camera.

Straight in the future action and pose-to-pose action: These two appear to be the simple techniques of Generating animation. In straight to come animation, the animator draws a scene frame by frame from one starting out to end. That is, he or she first draws the first frame of these animation, then the second, and so on until the sequence is complete. Pose-to-pose animation, about the other hand, is created by drawing several significant frames, and then Producing in-between images. The straight in the future action allows you to create a a lot more fluid, dynamic illusion of movement and it is better for Creating realistic action sequences. around the other hand, pose-to-pose allows you to create far better dramatic or emotional scenes, where composition and relation into the surrounding appear to be much more important. with computers, folks generally make usage of a combination of these two techniques. That is, they first strategy out the overall method using pose-to-pose approach, and then create the in-between images making use of the straight ahead approach.

Slow in and slow out (or ease in and ease out): The fundamental idea at the rear of this principle is that when the human body or other objects move, they need time to accelerate and slow down. For this reason, we add far more drawings near the starting out and end of our animation sequence to emphasize the extreme poses, and fewer drawings in the middle. This makes the animation looks a lot more natural and realistic. For example, a bouncing ball tends to have numerous ease in and out when in the top of its bounce. because it will go up, gravity affects it and slows down (ease in), then it moves in downward direction a lot more and more quickly (ease out), until it hits the ground.

Arcs: In genuine world, generally the actions tend to follow an arched trajectory. That is, all actions move in an arc. For example, when a ball is thrown or kicked, it moves along a parabolic trajectory. Thus, although Creating an animation sequence, the animator should make an effort to have motion following curved paths Rather than straight line paths. This may make the animation look a lot more natural and realistic.

Exaggeration: Generally, a ideal imitation of truth makes the cartoons or animation static and dull. to make the animation lively and entertaining, the exaggeration is used. This effect is used to emphasize an action. One can exaggerate motion, for example, moving an arm just a bit at the same time far briefly in an extreme swing. Exaggeration may well at the same time involve the supernatural alterations to the physical features of a character, or elements in the storyline itself. However, exaggeration should be utilised in a careful and balanced manner, not arbitrarily. The key idea is to create something much more extreme to be able to give it far more life, but not so significantly that it becomes unbelievable.

Secondary actions: they're generally utilised to make animation look much more interesting and realistic. Adding secondary actions to the major actions add far more life to the scene, and can help support the key action. For example, if a person is walking, he/she can simultaneously swing his or her arms, or keep them at the pocket, or express his/her feelings by means of facial expressions, and so on. The main idea behind secondary actions is to emphasize the key action, Instead of taking attention away from one the key action. Secondary actions can be included in the getting started and end of those movement, and not through the action.

Solid drawing: The key idea at the rear of solid drawings is to create three-dimensional drawings, and giving them weight and volume. It's quite important for an animator to realize the basics of 3D shapes, weight, balance, anatomy, light and shadow and other relevant characteristics. though these days, the computer animators have to draw less images because of these facilities offered by computers, nonetheless they need to have a standard Understanding of animation principles and artwork.

Appeal: while Generating an animation sequence, It is needed to include something that appeals the audience. Appeal in a cartoon character is similar to charisma in an actor. An appeal can be quality of charm, design, simplicity, communication or magnetism. It's important to note that an appealing character just isn't necessarily sympathetic or good-evils or monsters can too be appealing. It is basically the charm and charisma additional into the character to create it actual and interesting.

To cope with the design and control of animation sequences, many animation functions which include a graphics editor, a significant frame generator, an in-between generator, and simple graphics routines appear to be required. though these animation functions might be programmed making use of a general-purpose programming language, including C, Lisp, Pascal, or FORTRAN, nonetheless many specialized animation languages have as well been developed. These animation languages are categorized into three types, which are as follows:

main frame systems: These are specialized animation languages which are made to generate the intermediate frames in one the user-specified main frames. Originally, these systems were designed as a separate listing of animation routines, but now these routines are often form a component in a much more general animation package. at the simplest case, each and every object at the scene is defined as a set of rigid bodies connected in the joints and with a limited great deal of degrees of freedom. For example, to get a single-arm robot, one can specify six degrees of freedom which include arm sweep, shoulder spin, elbow lengthening, pitch, yaw, and roll. If we specify 3-D translational and rotational to the base, then we can extend the wide range of degrees of freedom for this robot arm to twelve. However, to get a human body, one can specify much more than it is 200 degrees of freedom.

Parameterized systems: These systems allow specifying the object motion characteristics as a part of these object definitions. The adjustable parameters control such object characteristics as degrees of freedom, motion limitations, and allowable shape changes.

Scripting systems: These systems allow the user to define object specifications and animation sequences Depending on the user-input script. With all the help of the script, a library of distinct objects and motions can be constructed.

Samsung Chromebook (Wi-Fi, 11.6-Inch) Reviews

Samsung Chromebook (Wi-Fi, 11.6-Inch):Computer

Samsung Chromebook (Wi-Fi, 11.6-Inch)