Sunday, July 3, 2022

16th CUBIES ANNIVERSARY (July 4, 2022)

 

Theme: “Evolution of Internet Connection in the CUBIES Ecosystem”

 

This day commemorates the 16th anniversary since the CUBIES Game was approved as a Thesis Proposal during CBG 2006 or officially known as Games of the VIIth Colympiad. This year’s theme focuses on the evolution of internet connection in the CUBIES Ecosystem.

CUBIES: A 2D Mobile Game was officially born on July 4, 2006. But the Very First Desktop PC witness not only the birth but also the development of this great mobile game from conceptualization of the game itself to the finalized .jad and .jar files of this great mobile game, so it was rightful to retroactively designate the First Desktop PC as The Original CUBIES PC as it was the living proof that our Group are capable to create a J2ME Game though it was not really taught at our Alma Mater, University of the East Manila.

The story of internet connectivity in the Philippines is a compelling journey of transformation, marked by significant leaps in technology intertwined with ongoing challenges. It’s a tale of how the nation has evolved from the rudimentary days of dial-up to the advanced fiber optic systems defining modern connectivity. Each stage of this evolution highlights the socio-economic factors that have shaped digital accessibility and usage across the archipelago.

Back in the early 1990s, the Philippines experienced its first taste of internet connectivity with the introduction of dial-up. This technology quickly became the primary method for Filipinos to connect to the World Wide Web. To get online, users needed to rely on their telephone lines, which, when combined with modem technology, resulted in agonizingly slow and often unreliable speeds. The average dial-up connection crawled along at around 56 kilobits per second (kbps), making even the simplest tasks like browsing a basic website a test of patience.

Despite its limitations, dial-up internet served as a crucial gateway for many Filipinos to explore the burgeoning digital realm. This era, however, was characterized by significant challenges, especially the high cost of access. Users were charged by the minute or hour they spent online, making it prohibitively expensive for many households. This created a stark digital divide, where only those with disposable income could afford regular internet access, limiting opportunities for information gathering, education, and economic advancement. A study published by the Philippine Institute for Development Studies (PIDS) highlighted that the high cost of dial-up significantly hampered its adoption among lower-income families.

The infrastructure required to support widespread internet connectivity was also severely underdeveloped. The limited number of available telephone lines, coupled with a lack of competition among internet service providers (ISPs), resulted in a frustrating experience for consumers. Common complaints included slow speeds, frequent dropped connections, and overall unreliability. Imagine waiting several minutes for a single image to load, or having your connection cut off in the middle of downloading a file! Despite these hurdles, this initial exposure to the internet laid the vital foundation for subsequent technological advancements and the gradual expansion of digital access.

The late 1990s and early 2000s marked a pivotal turning point in the Philippines’ internet history, as broadband technology began to make its way into the market. With the introduction of Digital Subscriber Line (DSL) technology, Filipinos could finally access significantly faster internet speeds – typically ranging from 256 kbps up to several megabits per second (Mbps). This represented a game-changing leap in performance, opening up a whole new world of possibilities for internet usage. Activities like streaming videos, online gaming, and downloading larger files became much more feasible and enjoyable.

Broadband internet fundamentally reshaped the landscape of digital connectivity and usage in the Philippines. As more service providers emerged, offering competitive pricing and promotional deals, more households began to embrace the internet. This shift led to a significant transformation in business practices, with many companies transitioning from traditional storefronts to e-commerce platforms. Businesses started harnessing the power of the internet for advertising, customer communication, and service delivery, giving rise to a wave of digital startups. The rise of online marketplaces like Lazada and Shopee during this period demonstrated the growing importance of broadband connectivity for economic growth. A report by the Department of Trade and Industry (DTI) showed a significant increase in online business registrations following the wider availability of broadband.

However, challenges persisted. Access to broadband remained limited in many rural areas due to underdeveloped telecommunications infrastructure. This urban-rural divide continued to highlight disparities in internet access, with communities outside major cities often left behind. Despite the significant advancements, there were ongoing calls for more expansive and inclusive connectivity options to ensure that every Filipino could experience the benefits of being online. Affordability continued to be a barrier for low-income families, even with the introduction of more affordable broadband plans.

The landscape of internet connectivity in the Philippines has now entered a new era with the widespread adoption of fiber optic technology. Unlike traditional copper cables, fiber optics uses thin strands of glass or plastic to transmit data as light signals, overcoming many of the limitations of its predecessors. Fiber optic internet offers unparalleled speeds, often exceeding 1 gigabit per second (Gbps), vastly enhancing the user experience and enabling bandwidth-intensive applications.

The impact of fiber optic internet on the Philippines cannot be overstated. As of 2023, many urban areas are experiencing a significant improvement in internet services, with fiber optics revolutionizing sectors such as entertainment, education, and commerce. Families can now simultaneously stream high-definition movies, engage in online gaming, and attend virtual classes without experiencing any lag or buffering. This seamless connectivity has transformed how people live, work, and learn. For example, students can access online educational resources and participate in interactive learning experiences, while professionals can collaborate with colleagues around the world through video conferencing and cloud-based platforms. According to a survey by the National Economic and Development Authority (NEDA), access to high-speed internet has a direct positive impact on educational outcomes and workforce productivity.

Furthermore, fiber optics has played a crucial role in the economic growth of the Philippines. The enhanced connectivity fosters digital innovation, positioning local companies to compete on a global scale. Businesses are now able to develop scalable solutions and capitalize on emerging technologies such as cloud computing, artificial intelligence (AI), and big data analytics. Cities and municipalities are also seeing an increase in tech startups, leveraging the efficient infrastructure to create jobs and stimulate economic growth in their local communities. The Board of Investments (BOI) has reported a surge in investments in data centers and IT-related businesses, driven by the expansion of fiber optic networks. However, challenges still remain.

As companies strive to expand fiber optic networks into underserved regions, regulatory hurdles, funding gaps, and logistical challenges remain obstacles to sustained progress. Securing permits for laying fiber optic cables can be a lengthy and complex process, delaying network expansion. The cost of deploying fiber optic infrastructure in remote areas can also be prohibitive, making it difficult to extend coverage to all parts of the country. Ensuring equitable internet access across the nation is crucial for maximizing the benefits of technology and bridging the digital divide. Collaborative efforts between the government, private sector, and local communities are essential to overcome these challenges and ensure that all Filipinos have access to affordable and reliable high-speed internet.

The evolution of internet connectivity in the Philippines reflects a remarkable journey of technological and socio-economic development. With each leap forward – from the slow, unreliable days of dial-up, through the relatively faster speeds of broadband, to the transformative capabilities of fiber optic communications – tremendous opportunities have emerged for Filipinos in business, education, and everyday life.

Looking to the future, the outlook appears promising, albeit complex. Emerging technologies such as 5G wireless networks and satellite internet offer the potential to further enhance connectivity, especially in remote and underserved areas. 5G promises significantly faster speeds and lower latency compared to 4G, enabling new applications such as augmented reality (AR), virtual reality (VR), and the Internet of Things (IoT). Satellite internet, using constellations of low-Earth orbit (LEO) satellites, can provide connectivity to even the most remote areas where traditional infrastructure is not feasible. However, the rollout of these technologies requires significant investment and careful planning.

To ensure that these advancements benefit everyone, collaboration between the government, private sector, and civil society is essential. The National Telecommunications Commission (NTC) plays a crucial role in setting regulations and policies that promote competition and investment in the telecommunications sector. Public-private partnerships can help to accelerate the deployment of new infrastructure and expand internet access to underserved communities. Community-based initiatives can also play a vital role in raising awareness about the benefits of internet connectivity and providing training to help people develop digital skills. Ensuring that the Philippines does not miss out on the global digital economy requires a concerted and coordinated effort from all stakeholders.

Moreover, investing in digital literacy is paramount. Equipping citizens with the skills to effectively and responsibly harness the internet is crucial for maximizing the opportunities it offers. This includes teaching people how to use online tools for education, communication, and commerce, as well as how to protect themselves from online threats such as cybercrime and misinformation. Young Filipinos equipped with the right skills will be able to contribute meaningfully to the digital landscape, driving innovation and entrepreneurship. The Department of Education (DepEd) and the Commission on Higher Education (CHED) have a key role to play in integrating digital literacy into the curriculum at all levels of education. Furthermore, providing access to affordable devices and internet connectivity for students and teachers is essential for ensuring that everyone has the opportunity to participate in the digital economy.

The progress of internet connectivity in the Philippines represents more than just an increase in digital access; it signifies the potential for national growth and development. From the early days of dial-up, characterized by high costs and slow speeds, to the exponential rise of fiber optics and the promise of future technologies, this evolution showcases the resilience and adaptability of the nation. As the Philippines continues to strive toward comprehensive digital transformation, the journey from connectivity to innovation stands at the forefront, paving the way for a more connected and inclusive future.

The time for action is now. Let’s work together to ensure that all Filipinos have access to affordable, reliable, and high-speed internet. Support initiatives that promote digital literacy and empower individuals to use technology to improve their lives and contribute to the economy. Encourage businesses to invest in digital infrastructure and create opportunities for innovation and entrepreneurship. Demand that our government prioritize digital inclusion and create policies that foster a thriving digital ecosystem. Together, we can build a future where everyone has the opportunity to participate in the digital age.

Once again, HAPPY CUBIES DAY!!!

Sunday, July 4, 2021

15th CUBIES ANNIVERSARY (July 4, 2021)

 Theme: Android Versions: A Living History 

This day commemorates the 15th anniversary since the CUBIES Game was approved as a Thesis Proposal during CBG 2006 or officially known as Games of the VIIth Colympiad. This year’s theme focuses the different versions of Android and the uniquely added features in each of these versions.

What a long, strange trip it's been.

From its inaugural release to today, Android has transformed visually, conceptually and functionally — time and time again. Google's mobile operating system may have started out scrappy, but holy moly, has it ever evolved.

Here's a fast-paced tour of Android version highlights from the platform's birth to present.

                      I.        Android versions 1.0 to 1.1: The early days

Android made its official public debut in 2008 with Android 1.0 — a release so ancient it didn't even have a cute codename.

Things were pretty basic back then, but the software did include a suite of early Google apps like Gmail, Maps, Calendar and YouTube, all of which were integrated into the operating system — a stark contrast to the more easily updatable standalone-app model employed today.

                    II.        Android version 1.5: Cupcake

With early 2009's Android 1.5 Cupcake release, the tradition of Android version names was born. Cupcake introduced numerous refinements to the Android interface, including the first on-screen keyboard — something that'd be necessary as phones moved away from the once-ubiquitous physical keyboard model.

Cupcake also brought about the framework for third-party app widgets, which would quickly turn into one of Android's most distinguishing elements, and it provided the platform's first-ever option for video recording.

                   III.        Android version 1.6: Donut

Android 1.6, Donut, rolled into the world in the fall of 2009. Donut filled in some important holes in Android's center, including the ability for the OS to operate on a variety of different screen sizes and resolutions — a factor that'd be critical in the years to come. It also added support for CDMA networks like Verizon, which would play a key role in Android's imminent explosion.

                  IV.        Android versions 2.0 to 2.1: Eclair

Keeping up the breakneck release pace of Android's early years, Android 2.0 Eclair, emerged just six weeks after Donut; its "point-one" update, also called Eclair, came out a couple months later. Eclair was the first Android release to enter mainstream consciousness thanks to the original Motorola Droid phone and the massive Verizon-led marketing campaign surrounding it.

The release's most transformative element was the addition of voice-guided turn-by-turn navigation and real-time traffic info — something previously unheard of (and still essentially unmatched) in the smartphone world. Navigation aside, Eclair brought live wallpapers to Android as well as the platform's first speech-to-text function. And it made waves for injecting the once-iOS-exclusive pinch-to-zoom capability into Android — a move often seen as the spark that ignited Apple's long-lasting "thermonuclear war" against Google.

                    V.        Android version 2.2: Froyo

Just four months after Android 2.1 arrived, Google served up Android 2.2, Froyo, which revolved largely around under-the-hood performance improvements.

Froyo did deliver some important front-facing features, though, including the addition of the now-standard dock at the bottom of the home screen as well as the first incarnation of Voice Actions, which allowed you to perform basic functions like getting directions and making notes by tapping an icon and then speaking a command.

Notably, Froyo also brought support for Flash to Android's web browser — an option that was significant both because of the widespread use of Flash at the time and because of Apple's adamant stance against supporting it on its own mobile devices. Apple would eventually win, of course, and Flash would become far less common. But back when it was still everywhere, being able to access the full web without any black holes was a genuine advantage only Android could offer.

                  VI.        Android version 2.3: Gingerbread

Android's first true visual identity started coming into focus with 2010's Gingerbread release. Bright green had long been the color of Android's robot mascot, and with Gingerbread, it became an integral part of the operating system's appearance. Black and green seeped all over the UI as Android started its slow march toward distinctive design.

                 VII.        Android 3.0 to 3.2: Honeycomb

2011's Honeycomb period was a weird time for Android. Android 3.0 came into the world as a tablet-only release to accompany the launch of the Motorola Xoom, and through the subsequent 3.1 and 3.2 updates, it remained a tablet-exclusive (and closed-source) entity.

Under the guidance of newly arrived design chief Matias Duarte, Honeycomb introduced a dramatically reimagined UI for Android. It had a space-like "holographic" design that traded the platform's trademark green for blue and placed an emphasis on making the most of a tablet's screen space.

While the concept of a tablet-specific interface didn't last long, many of Honeycomb's ideas laid the groundwork for the Android we know today. The software was the first to use on-screen buttons for Android's main navigational commands; it marked the beginning of the end for the permanent overflow-menu button; and it introduced the concept of a card-like UI with its take on the Recent Apps list.

                VIII.        Android version 4.0: Ice Cream Sandwich

With Honeycomb acting as the bridge from old to new, Ice Cream Sandwich— also released in 2011 — served as the platform's official entry into the era of modern design. The release refined the visual concepts introduced with Honeycomb and reunited tablets and phones with a single, unified UI vision.

ICS dropped much of Honeycomb's "holographic" appearance but kept its use of blue as a system-wide highlight. And it carried over core system elements like on-screen buttons and a card-like appearance for app-switching.

Android 4.0 also made swiping a more integral method of getting around the operating system, with the then-revolutionary-feeling ability to swipe away things like notifications and recent apps. And it started the slow process of bringing a standardized design framework — known as "Holo" — all throughout the OS and into Android's app ecosystem.

                  IX.        Android versions 4.1 to 4.3: Jelly Bean

Spread across three impactful Android versions, 2012 and 2013's Jelly Bean releases took ICS's fresh foundation and made meaningful strides in fine-tuning and building upon it. The releases added plenty of poise and polish into the operating system and went a long way in making Android more inviting for the average user.

Visuals aside, Jelly Bean brought about our first taste of Google Now — the spectacular predictive-intelligence utility that's sadly since devolved into a glorified news feed. It gave us expandable and interactive notifications, an expanded voice search system and a more advanced system for displaying search results in general, with a focus on card-based results that attempted to answer questions directly.

Multiuser support also came into play, albeit on tablets only at this point, and an early version of Android's Quick Settings panel made its first appearance. Jelly Bean ushered in a heavily hyped system for placing widgets on your lock screen, too — one that, like so many Android features over the years, quietly disappeared a couple years later.

                    X.        Android version 4.4: KitKat

Late-2013's KitKat release marked the end of Android's dark era, as the blacks of Gingerbread and the blues of Honeycomb finally made their way out of the operating system. Lighter backgrounds and more neutral highlights took their places, with a transparent status bar and white icons giving the OS a more contemporary appearance.

Android 4.4 also saw the first version of "OK, Google" support — but in KitKat, the hands-free activation prompt worked only when your screen was already on and you were either at your home screen or inside the Google app.

The release was Google's first foray into claiming a full panel of the home screen for its services, too — at least, for users of its own Nexus phones and those who chose to download its first-ever standalone launcher.

                  XI.        Android versions 5.0 and 5.1: Lollipop

Google essentially reinvented Android — again — with its Android 5.0 Lollipop release in the fall of 2014. Lollipop launched the still-present-today Material Design standard, which brought a whole new look that extended across all of Android, its apps and even other Google products.

The card-based concept that had been scattered throughout Android became a core UI pattern — one that would guide the appearance of everything from notifications, which now showed up on the lock screen for at-a-glance access, to the Recent Apps list, which took on an unabashedly card-based appearance.

Lollipop introduced a slew of new features into Android, including truly hands-free voice control via the "OK, Google" command, support for multiple users on phones and a priority mode for better notification management. It changed so much, unfortunately, that it also introduced a bunch of troubling bugs, many of which wouldn't be fully ironed out until the following year's 5.1 release.

                 XII.        Android version 6.0: Marshmallow

In the grand scheme of things, 2015's Marshmallow was a fairly minor Android release — one that seemed more like a 0.1-level update than anything deserving of a full number bump. But it started the trend of Google releasing one major Android version per year and that version always receiving its own whole number.

Marshmallow's most attention-grabbing element was a screen-search feature called Now On Tap — something that, as I said at the time, had tons of potential that wasn't fully tapped. Google never quite perfected the system and ended up quietly retiring its brand and moving it out of the forefront the following year.

Android 6.0 did introduce some stuff with lasting impact, though, including more granular app permissions, support for fingerprint readers and support for USB-C.

                XIII.        Android versions 7.0 and 7.1: Nougat

Google's 2016 Android Nougat releases provided Android with a native split-screen mode, a new bundled-by-app system for organizing notifications and a Data Saver feature. Nougat added some smaller but still significant features, too, like an Alt-Tab-like shortcut for snapping between apps.

Perhaps most pivotal among Nougat's enhancements, however, was the launch of the Google Assistant — which came alongside the announcement of Google's first fully self-made phone, the Pixel, about two months after Nougat's debut. The Assistant would go on to become a critical component of Android and most other Google products and is arguably the company's foremost effort today.

               XIV.        Android version 8.0 and 8.1: Oreo

Android Oreo added a variety of niceties to the platform, including a native picture-in-picture mode, a notification snoozing option, and notification channels that offer fine control over how apps can alert you.

The 2017 release also included some noteworthy elements that furthered Google's goal of aligning Android and Chrome OS and improving the experience of using Android apps on Chromebooks, and it was the first Android version to feature Project Treble — an ambitious effort to create a modular base for Android's code with the hope of making it easier for device-makers to provide timely software updates.

                XV.        Android version 9: Pie

The freshly baked scent of Android Pie, a.k.a. Android 9, wafted into the Android ecosystem in August of 2018. Pie's most transformative change was its hybrid gesture/button navigation system, which traded Android's traditional Back, Home, and Overview keys for a large, multifunctional Home button and a small Back button that appeared alongside it as needed.

Pie included some noteworthy productivity features, too, such as a universal suggested-reply system for messaging notifications, a new dashboard of Digital Wellbeing controls, and more intelligent systems for power and screen brightness management. And, of course, there was no shortage of smaller but still-significant advancements hidden throughout Pie's filling, including a smarter way to handle Wi-Fi hotspots, a welcome twist to Android's Battery Saver mode, and a variety of privacy and security enhancements.

               XVI.        Android version 10

Google released Android 10 — the first Android version to shed its letter and be known simply by a number, with no dessert-themed moniker attached — in September of 2019. Most noticeably, the software brings about a totally reimagined interface for Android gestures, this time doing away with the tappable Back button altogether and relying on a completely swipe-driven approach to system navigation. (If you so choose, that is; unlike Pie, Android 10 also includes the traditional Android three-button navigation system as an option on all phones.)

Under the hood, Android 10 introduces a new setup for hot-fix-style updates that'll eventually allow for faster and more consistent rollouts of small, narrowly focused patches. And the software has plenty of other quietly important improvements, including an updated permissions system that gives you more control over exactly how and when apps are able to access location data as well as an expanded system for protecting unique device identifiers (which can be used to track a device's activity over time).

Beyond that, Android 10 includes a system-wide dark theme, a new Focus Mode that lets you limit distractions from specific apps with the tap of an on-screen button, and a long-overdue overhaul of Android's sharing menu. It also introduces a new Live Caption feature that allows you to generate on-the-fly visual captions for any media playing on your phone — videos, podcasts, or even just regular ol' voice recordings. The feature debuted initially on Google's own Pixel phones and has slowly made its way to more devices from there.

              XVII.        Android version 11

Android 11, launched at the start of September 2020, is a pretty substantial Android update both under the hood and on the surface. The version's most significant changes revolve around privacy: The update builds upon the expanded permissions system introduced in Android 10 and adds in the ability for users to grant apps certain permissions — those related to location access, camera access, and microphone access — only on a limited, single-use basis.

Android 11 also pushes the background location permission even deeper into the system and makes it more difficult for apps to request (and thus less likely for users to activate inadvertently). And it introduces a new feature in which apps that have gone unopened for a matter of months will automatically have their permissions revoked unless you actively opt to reauthorize them.

Beyond that, Android 11 removes an app's ability to see what other apps are installed on your phone — something that was actually possible up until this release — and it limits the ways apps are able to interact with your local storage in order to better protect your information.

Importantly but invisibly, Android 11 more than doubles the number of once-OS-bundled elements that now exist as their own standalone modules — like apps in the Play Store, basically — and thus can be updated directly by Google, frequently and universally and without the need for any carrier or manufacturer involvement. And as for the more visible, user-facing features, Android 11 refines the system notification area to emphasize and simplify conversation-related alerts; it introduces a new streamlined media player that contains controls for all audio- and video-playing apps in a single space; and it adds in a new contextual menu of connected-device controls for any smart products associated with your account (though some of those features require a bit of manual adjustment in order to work optimally).

Last but not least, Android 11 marks the long-awaited debut of Bubbles — a new kind of multitasking system first discussed in 2019 but then put on the back burner until now. With apps that support the system, Bubbles allows you to pop conversations out into floating windows that appear on top of whatever else you're doing and can be condensed down into small, floating bubbles that remain easily accessible for expansion.

Android 11 has plenty of other small but significant improvements — including a new Notification History section, a native screen recording function, and an automated scheduling system for the system-wide Dark Theme.

            XVIII.        Android version 12 (Beta Version)

Google released the first public beta version of Android 12 at its I/O convention in May, and in a twist from the last several Android versions, the most significant progressions with the software are mostly on the surface.

Android 12 features the biggest reimagining of Android's interface since 2014's Android 5.0 (Lollipop) version. That version, as we discussed a moment ago, was the first to showcase Google's then-new Material Design standard. And this one is the first to integrate an updated and completely overhauled take on that standard — something known as Material You.

Material You brings a dramatically different look and feel to the entire Android experience, and it isn't limited only to system-level elements, either. Eventually, Android 12's design principles will stretch into both apps on your phone and Google services on the web. The same principles will show up on Chromebooks, Smart Displays, and Google-associated wearables as well. And since a huge part of the Material You concept is allowing you (get it?) to customize the palette and other specifics of the interface's appearance — even having your phone generate dynamic personalized themes for you on the fly, based on the colors of your phone's wallpaper at any given moment — the changes run deep and will absolutely be noticeable.

Notably, most of Material You's most meaningful design advancements will likely be available only on Google's own Pixel phones, at least to start. After years of having third-party device-makers muck around with the Android interface and introduce all sorts of arbitrary change for the sake of change, Google finally seems to be embracing the fact that its own Android design choices are not going to be universal — and in doing so, it's turning the limited availability of that interface and everything around it into a Pixel feature instead of a Google liability.

Surface-level elements aside, Android 12 brings a (long overdue) renewed focus to Android's widget system along with a host of important foundational enhancements in the areas of performance, security, and privacy. The update provides more powerful and accessible controls over how different apps are using your data and how much information you allow apps to access, for instance, and it includes a new isolated section of the operating system that allows A.I. features to operate entirely on a device, without any potential for network access or data exposure.

On the enterprise front, specifically, Android 12 has a number of business-aimed improvements related to password management, certificate management, and handling of employee-owned managed devices.

Google is expected to release a second Android 12 beta version in June, a third beta in July, a fourth beta in August, and then the final Android 12 software sometime in or after August. If the past couple years are any indication, sometime around early September is a likely window for that final launch.

Once again, HAPPY CUBIES DAY!!!


Friday, July 3, 2020

14th CUBIES ANNIVERSARY (July 4, 2020)


Theme: Android: The World's Leading Mobile Platform

This day commemorates the 14th anniversary since the CUBIES Game was approved as a Thesis Proposal during CBG 2006 or officially known as Games of the VIIth Colympiad. This year’s theme focuses all about android in its role as the world’s leading mobile platform.

Smartphones have become quite ubiquitous nowadays, with many people owning one or more? However, this was not the case several years ago; thus, the explosion of the smartphone market can be attributed to the release of Android operating system from Google. It is based on Linux, the open-source operating system responsible for powering many computers, especially servers and supercomputers.

A.    What is Android?

Google is known to be one of the most innovative technology companies in the world, and this fact has been exemplified by the wide array of its products. One of their flagship products that marked the company’s foray into the smartphone market is the Android operating system for mobile devices. Before Android hit the market, the only viable smartphone in the market was the iPhone, made by Google’s bitter rival, Apple Inc. However, there is a stark difference between Android and iOS, the operating system that runs on mobile devices: Android is free software while iOS is proprietary. This in essence means that Android can be used on any mobile device that supports it, and you can tinker around with the operating system so that it fits your needs. This is very important because there are many developers who would like to change certain aspects of the operating system. The aspect of Android being open-source enabled many mobile device manufacturers to actually manufacture low-end phones and run Android on them.

B.    Stormy Beginning and Transition

Actually, the launch of Android was quite turbulent, marked with a major acquisition by Google. However, few people are aware of the fact that Android started way back, in 2003, as a pet project of its creator, Andy Rubin. Back then, the main motivation for Mr. Rubin was to make mobile software that would power smarter phones that were able to have a sense of location as well as be aware of user preferences. Mr. Rubin, being an engineer renowned for tinkering with software code as well as hardware, partnered with Rich Miner, Nick Sears and Chris White to found Android Inc. in 2003, which then worked on the first prototype of Android mobile operating system. This version was based on the Linux kernel, which is an open-source software that is very powerful. However, the company kept this project under wraps, but it soon got into trouble. At one point, the company ran out of money and could not continue with the project; strange enough, a friend of Mr. Rubin, Steve Perlman, gave him US$10,000 in cash, but unexpectedly refused to take a share of the company in return. In 2005, there were loud rumors that Google was about to get into the mobile industry foray, and that it was interested in both the hardware and software. Since Mr. Rubin had met the founders of Google at a technology event before, they were aware of his ongoing project, and they finally brought Android Inc. and transformed it into a well-funded subsidiary at Google. This marked the turning point as Rubin, White and Miner came along, and a team of talented engineers joined them. This now meant that Mr. Rubin and his team would focus on making Android the top mobile operating system in the world.

But the road to becoming the dominant mobile phone operating system was not that smooth. But the point of maturation for Android must have been the formation of the Open Handset Alliance, a consortium of mobile phone companies and carriers that had the main objective of making open standards for mobile devices. This enabled Google to run Android on most successful commercial mobile devices, and the first version available to consumers was shipped in December 2008, running on HTC Dream phone. From this point on, Google focused on several iterations that were meant to make Android faster and less cluttered, as well as to make it run on as many devices as possible. When major handset manufacturers such as Samsung and LG started running Android on their mobile devices, there was no way of stopping its rise. Also, the rise in popularity of tablet computers marked a major milestone for Android, since most manufacturers of affordable tablet computers, such as HTC and Huawei, ran Android on them. Many more handset manufacturers trooped to Google’s offices with an aim of getting a customized version of Android running on the gadgets.

Steve Jobs, the then CEO of Apple, made a serious allegation that Android was actually cloned from iOS, and he was quite bitter about this. It is alleged that he was so infuriated that Google had poached some of the top developers who had worked on iOS and cloned it to come up with Android that he vowed to fight it for the rest of his life. This was mainly due to the fact that Android posed a great threat to the market share of iOS, and the mobile device market in general. However, this did not deter Google from going ahead and aggressively marketing Android. Also, getting Android to work on the wide array of devices it was installed in posed a big challenge in the beginning. This is because different manufacturers made tablets and smartphones with different specifications and configurations; however, the open-source nature of Android one again came to the rescue and allowed the device manufacturers to alter the nature of Android to fit their devices.

C.   The Rise of Android

Having withstood the turbulent beginnings, Android started to rise and eat up much of the mobile operating system market. Having been adopted by many device manufacturers, Android runs on hundreds of millions of mobile devices, from high-end smartphones to low-end tablets. Analysts have been remarking how this operating system has been rising over the years and eating up more market share. One such analyst, Strategy Analytics, stated that in 2012, 68.4% of smartphones globally ran on Android. This is a huge market share by any account, and it is a stark reminder of how Android is changing the smartphone and tablet market.

D.   What led to the rise of Android?

So, what really led to the rise of Android in the smartphone and tablet market? One of the main reasons is the open-source nature of Android. Just five years or so ago, iOS had the lion share of the market despite the fact that it could only run on the iPhone and the iPad. This was the case simply because people had no alternative other than to buy either of these mobile devices so as to use iOS. However, when Android launched as an open-source product, it allowed many more handset manufacturers to make smartphones of any price point and run Android on them. The rise of Android on the global scale has been fueled by cheap smartphones that are based on the operating system, mainly in the developing world. Since the iOS comes in the iPhone and iPad, which are quite costly for most people in the developing world, getting a cheaper smartphone running on Android has been more than welcome by this part of the world, and that is why Android has a huge market share on the global level as compared to the US. This trend is continuing, with more affordable tablet computers hitting the market in recent months.

E.    The Future of Android

Since it has risen so fast, analysts have been speculating on the future of Android. The fact that many more people are getting mobile devices such as smartphones and tablets is testament that the rise of Android will continue for some while. Major smartphone companies such as Nokia have been reported to be contemplating on using Android on their smartphones. If these rumors are true, then Android will continue gaining a bigger market share of the smartphone market. Also, the increasing number of Android app developers has proven to be a major driving force of the Android operating system. Actually, apps have been the heart of smartphones, since they enable people to use their smartphones for many purposes, most of which were limited to the personal computer. Getting varied computing capabilities and power on a smartphone or tablet has proven to be a big boost as more people are getting smartphones.

Once again, HAPPY CUBIES DAY!!!

Thursday, July 4, 2019

13th CUBIES ANNIVERSARY (July 4, 2019)


Theme: Video Game Consoles: Its History, Struggle, and Success

This day commemorates the 13th anniversary since the CUBIES Game was approved as a Thesis Proposal during CBG 2006 or officially known as Games of the VIIth Colympiad. This year’s theme focuses all about video game consoles up to this point where it highlights its history, its struggles, and its continuing triumph.

The history of video games goes as far back as the early 1950s, when academic computer scientists began designing simple games and simulations as part of their research. Video gaming did not reach mainstream popularity until the 1970s and 1980s, when video arcade games and gaming consoles using joysticks, buttons, and other controllers, along with graphics on computer screens and home computer games were introduced to the general public. Since the 1980s, video gaming has become a popular form of entertainment and a part of modern popular culture in most parts of the world.

The year 1967 saw the creation of the first video game console. The device, known as the Brown Box, was essentially a rectangular brown wooden box with two attached controllers. It was invented by Ralph H. Baer, “the Father of the Video Games”. The console was designed to connect to TV sets and players had a total of six games at their disposal – tennis, ping-pong, handball, volleyball, chase, and a light gun game. During the 1970s, the first generation of home consoles emerged, including the popular game Pong and various "clones". The 1970s was also the era of mainframe computer games. The golden age of arcade video games was from 1978 to 1982. Video arcades with large, graphics-decorated coin-operated machines were common at malls and popular, affordable home consoles such as the Atari 2600 and Intellivision enabled people to play games on their home TVs. During the 1980s, gaming computers, early online gaming and handheld LCD games emerged; this era was affected by the video game crash of 1983. Back in 1972, Magnavox released the first home video game console – the Magnavox Odyssey. Back then, it must have been the most sophisticated piece of gaming merchandise, although contemporary players will consider the lack of sound plain ridiculous. In 1974, Philips bought Magnavox and released Philips Odyssey 2, Philips Odyssey 2001, and Philips Odyssey 2100. In 1975, Magnavox decided to improve the Odyssey system and started rolling out new models on a regular basis. Although each released console outshined its predecessor in terms of graphics, controllers and performance, the number of compatible games remained largely the same. However, the Magnavox devices faced the competition of the highly acclaimed Atari 2600. Meanwhile, Fairchild, Coleco and Stunt Cycle also entered the video game console market. As a matter of fact, Fairchild failed to gain a considerable market share but Coleco Telstar was a different story. Its debut caused a lot of excitement as it enabled players to play games in color and complete different difficulty levels. Coleco unleashed Telstar Ranger, Alpha, Colormatic, and Combat consoles. By the end of the 70s, Nintendo became a major figure on the console gaming market. However, the Color TV Game Series was available only in Japan. On top of that, General Home Products brought the Wonder Wizard to players’attention. Magnavox also unleashed several upgraded consoles that play Pong-based games.

From 1976 to 1992, the second generation of video consoles emerged. In 1979, Mattel introduced the Intellivision console. Coleco continued paving its way to growth by releasing Telstar Sportsman, Colortron, Marksman, and Gemini consoles.

The third generation of consoles, which were 8-bit units, emerged from 1983 to 1995.  In the early 80s, the console gaming segment started to take the shape. This was a period of innovation. The industry made a deviation from the Pong games and took the first steps towards diversification and development of adventure, RPG, and fighting games. The early 80s is the era of Mario Bros, The Legend of Zelda, Final Fantasy, Golden Axe, and more. However, the most notable change was the shift from dedicated consoles with a handful of built-in games to cartridge-based video game systems. At that time, Sega and Nintendo dominated the market. In 1983, Sega released the SG-1000, but it achieved sporadic success due to the introduction of the NES console. Two years later, in 1985, Sega released the Sega Master System, which was well-accepted by players. The competition did not fall behind, though. Atari released the 5200 model. Intellivision II and ColecoVision were also launched. However, none of these models managed to dethrone Sega and Nintendo. As a matter of fact, the ColecoVision was the last console the company has released. The war between Sega and Nintendo reached its peak. Both companies struggled to outshine each other and released more and more sophisticated pieces of gaming gear. Sega came up with the Mega Drive and Master System III, while Nintendo rolled out the Super Nintendo Entertainment System (SNES). At that time, Atari released the 7800 model that offered backward compatibility with the legendary Atari 2600. In 1990, SNK Neo Geo shook up the market with the introduction of the Neo Geo AES. The latter featured stunning for its time graphics, but the hefty price tag (the console itself cost $800, and each game cost $200) played a trick on SNK and the console did not achieve the expected overwhelming success.

The fourth generation of consoles, which were 16-bit models, emerged from 1987 to 1999. The 1990s saw the resurgence and decline of arcades, the transition to 3D video games, improved handheld games, and PC gaming. In the beginning of the 90’s, there was a considerable change in the way video game consoles functioned. The year 1992 saw the launch of the first CD console – Philips CD-i. The next year, Sega CD was launched. In 1993, Atari introduced the Atari Jaguar, which was aimed to declare war to the 16-bit consoles available on the market. Sad as it may seem, the Jaguar was the last console Atari has released.

The fifth generation of consoles, which were 32 and 64-bit units, was from 1993 to 2006. During this era, mobile phone gaming emerged. At that time, the console manufacturing was advancing with a tremendous speed. The Sega Saturn and Sony Playstation have quickly captured gamers’ attention. Sega released the Genesis 2 console, followed by Genesis 3 (1997). It has also developed a new Saturn console to compete against the CD-based devices. Nintendo unleashed Nintendo 64 model. Nintendo’s Virtual Boy, released in 1995 had a head-mounted display to view 3D graphics. In 1998, Sega released the Dreamcast. The latter provided Internet support via a built-in modem for online playing, which gave it a serious advantage over the competition.

During the 2000s, the sixth generation of consoles emerged (1998–2013). During this period, online gaming and mobile games became major aspects of gaming culture. The beginning of the 2000s marked the arrival of Playstation 2. Nintendo has apparently realized that it was about time to unleash a device that can resist the tough competition.  As a result, the Nintendo GameCube hit the stores in 2001. In the same year, Microsoft unleashed the Xbox console. The Xbox arrived with a built-in hard drive enabling players to save games. The release of the Xbox Live allowed subscribers to team up and battle against others and download new content for their games. Essentially, after three decades of experiments, the beginning of the new century brought stability and outlined the brands that would dominate the market for the decades to come.

The seventh generation of consoles was from 2005 to 2012. This era was marked by huge development budgets for some games, with some having cinematic graphics; the launch of the top-selling Wii console, in which the user could control the game actions with real-life movement of the controller; the rise of casual PC games marketed to non-gamers and the emergence of cloud computing in video games. In 2005, Microsoft released the Xbox 360. The year after, Sony released the Playstation 3. Both devices feature full 1080p HD graphics. The innovative remote of Nintendo Wii came to confirm that the console manufacturing has come a long way to provide players with unparalleled gaming experience. In 2006, Nintendo released the DS Lite. In 2009, players put their hands on the MotionPlus for Wii. The next year saw the arrival of Kinect for Xbox 360 and Move for PS3. In 2012, Sony released PS Vita; Nintendo rolled out Wii U and Wii Mini, and Nintendo 2DS.

In 2013, the eighth generation of consoles emerged, including Nintendo's Wii U and Nintendo 3DS, Microsoft's Xbox One, and Sony's PlayStation 4 and PlayStation Vita. PC gaming has been holding a large market share in Asia and Europe for decades and continues to grow due to digital distribution. Since the development and widespread consumer use of smartphones, mobile gaming has been a driving factor for games, as they can reach people formerly uninterested in gaming, and those unable to afford or support dedicated hardware, such as video game consoles. Contemporary console players have a plethora of top tier devices to choose from. However, the arrival of PS4 in 2013 was a standout success. The device features a refined controller and faultless console design as well as a range of connected services for online gaming and media streaming. Shortly after, Microsoft released the Xbox One, which became the main PS4 competitor. In 2014, the New Nintendo 3DS XL had its debut followed by the introduction of the New Nintendo 3DS. On August 2nd 2016, Microsoft released the latest console in its line-up – Xbox One S. The latter is a powerful console that has 4K capabilities and beautiful minimalistic design. Sony also offered Playstation fans an upgrade and launched the PS4 Slim console. On January 31, 2017, Wii U was discontinued and was replaced by Nintendo Switch on March 3, 2017. It carries an innovative table-like form factor with detachable wireless controllers and can be placed in a docking station for television. It had completely outsold the Wii U by January 2018. Nintendo officially declared that Switch had outpaced the seventh-generation Wii as the fastest-selling home video console of all time in the United States.

Once again, HAPPY CUBIES DAY!!!

Wednesday, July 4, 2018

12th CUBIES ANNIVERSARY (July 4, 2018)


Theme: The Significance of CUBIES II PC

This day commemorates the 12th anniversary since the CUBIES Game was approved as a Thesis Proposal during CBG 2006 or officially known as Games of the VIIth Colympiad. This year’s theme focuses on the great significance of CUBIES II PC.

The CUBIES II PC is my second Desktop PC running on Windows 10 (64-Bit) at Home where it was designed for gaming, database, programming, and other software purposes and served as my Personal PC in its entire lifespan from February 13, 2017 to present succeeding the Original CUBIES PC running on Windows XP (32-Bit). Owning it for the past 1 year and 5 months had been an amazing experience.

This second Desktop PC will act as a Data Center for the development, testing, and deployment of all-new applications (Desktop, Web, or Mobile) to be made on this PC. I also got to use all the major software (Eclipse Java SE IDE, Eclipse Java EE IDE, Adobe Photoshop CC, Adobe Dreamweaver CC, Apache Httpd Server, & Apache Tomcat Server) that were seem impossible for the Original CUBIES PC to work and cause hang-ups. It was also on this CUBIES II PC that my programming skills were revived and expanded with knowledge in Java SE 8, Java EE 7, HTML5, CSS3, JavaScript, PHP7, and MySQL. This is my main passion and reason for using the CUBIES II PC.

This second Desktop PC has a Palit Video Card which will make a wonderful gaming experience with a fast, swift, & smooth graphics which were not achieved with the Original CUBIES PC. Thus, different emulators from different video game consoles (BSNes, Fusion, MAME, Project64, WinDS Pro, & PPSSPP) were played at its full glory. In line with this, the CUBIES M.G.I.S. (Multi-Gaming Interface System) was created on this very PC with the use of Eclipse Java SE IDE (for the coding, testing, and layout design) and Launch4J (for the deployment into .exe file). Its main purpose is to launch the 10 video game emulators used in CUBIES II PC without the need of the 10 shortcuts from the 10 video game emulators.

It was also in CUBIES II PC that the CUBIES Website (www.cubies.org) was born. It was created using Adobe Dreamweaver CC (with the page content in HTML5, design and styling from CSS3, server-side scripting from PHP7, and countdown from JavaScript) and was locally hosted on this PC thru Apache Httpd Server. It contains all the information pertaining to the CUBIES Game. Its home page shows the birthplace of the CUBIES Game at the University of the East Manila with a countdown below for the current and the next Cubisiad, the History page details the development of the CUBIES Project, the Symbols page is being observed at each Games of the Cubisiad celebrated annually in different CUBIES Host City, the Celebrations page which contains the wallpaper (enhanced and edited in Adobe Photoshop CC), the anniversary blog, and the theme song of that year’s Cubisiad, the Federations page contains all the 14 participating Video Game Emulators with the year they first participated at Games of the Cubisiad, and finally the Downloads page allows the user to download the two versions of the CUBIES Game (in .zip file format), the required Java software tools (Java Standard Edition Version 6 and Sun Java Wireless Toolkit Version 2.5.2_01), and the Official PDF Documentation of the CUBIES Game Software Project.

In the near future, the CUBIES II PC will be subjected to the exploration and use of many other software such as Adobe Creative Cloud, continuous learning of programming skills enhancement with Java EE 7 through the use of many Java web frameworks such as Spring 5 Framework, Hibernate, Primefaces, EclipseLink, Weld, and others, and to use virtualization through Oracle VM VirtualBox to run a virtual Ubuntu Linux v18.04 Desktop (64-Bit) within the native OS which is Windows 10.

Once again, HAPPY CUBIES DAY!!!

16th CUBIES ANNIVERSARY (July 4, 2022)

  Theme: “Evolution of Internet Connection in the CUBIES Ecosystem”   This day commemorates the 16th anniversary since the CUBIES Game w...