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Cadence Design Systems, Inc. (NASDAQ: CDNS), the leader in global electronic design innovation, today announced that AMD (NYSE: AMD) successfully used the Cadence® Incisive® Palladium® II Accelerator/Emulator to deliver the first working silicon for its complex ATI Radeon(TM) HD 4800 series graphics design produced in 2008. The ATI Radeon HD 4800 series includes over 800 million transistors and is the most complex AMD graphics design shipped to date.

The Palladium system was thoroughly evaluated by AMD and found to be the most appropriate solution versus alternatives on the market. The system was critical for the overall success of the project and played a key roll in verifying overall system operation, including both hardware and software. The ease of bring-up and integrated software debugging capabilities helped the team at AMD to quickly ramp up its system-level verification environment and to begin system validation much earlier in the ASIC design cycle, saving significant time in the overall schedule and ensuring better product quality.

“Cadence’s Palladium II system and its integrated verification solution provide the most efficient way to test complex interactive ASIC designs,” said Jean Boufarhat, vice president of Design Engineering at AMD. “System-level testing had become a critical aspect of our overall design methodology and the Palladium emulation system offers first-rate value for our development teams.”

The Palladium series provides the highest throughput for validation of complex hardware, software and full systems in the wireless, graphics, networking and consumer markets. The series delivers superior debug, system-wide management, and advanced verification automation features such as assertion- and transaction-based acceleration, and can bring-up a new design in emulation in less than a week.

“We are delighted to be working closely with AMD as they continue to push the envelope delivering complex graphic designs for this fast moving market,” said Tom Cooley, senior vice president of Worldwide Field Operations. “The Palladium series continues to lead the market in the area of verification of full SoC designs with embedded processors, saving months in the overall schedule and reducing the risk of finding costly post-silicon bugs.”

About Cadence

Cadence enables global electronic design innovation and plays an essential role in the creation of today’s integrated circuits and electronics. Customers use Cadence software and hardware, methodologies, and services to design and verify advanced semiconductors, consumer electronics, networking and telecommunications equipment, and computer systems. The company is headquartered in San Jose, Calif., with sales offices, design centers, and research facilities around the world to serve the global electronics industry. More information about the company, its products, and services is available at www.cadence.com.

Cadence, Palladium, Incisive and the Cadence logo are registered trademarks of Cadence Design Systems, Inc. in the U.S. and other countries. All other marks are properties of their respective holders.

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By Deanna Isaacs

Dinner Presentation: Crowdspring
Thu 2/26, 6:30 PM, the Parthenon, 314 S. Halsted, register at sta-chicago.org, $35, $25 STA members, $10 students.

Last May, cousins-in-law Mike Samson and Ross Kimbarovsky used $3 million raised from investors to launch a little Internet business called Crowdspring from a basement office in the West Loop. Inspired by the frustration Samson, a TV producer, and Kimbarovsky, an intellectual property lawyer, felt trying to buy creative services like video postproduction and Web site design, Crowdspring uses the same crowd-sourcing strategy that drives Threadless or iStockphoto, connecting small-business people like themselves with a global pool of hungry talent. And it’s got the graphic design world in an uproar. Widely perceived as the wave of the future, Crowdspring has also been characterized as the design Antichrist, a force that will destroy the profession.

The incendiary issue is that familiar old evil, spec work—work done on the speculative chance that it’ll bring in pay. Every project listed on Crowdspring is structured as a competition. Buyers post specifications for a job—a new logo or Web site, say—and designers submit work in response. One winner is selected, and only that winner gets paid. Everyone else—on average so far, 68 other people—has worked for nothing on a project too specific to be sold somewhere else. Who in their right mind would do that? So far, Crowdspring says, more than 14,000 “creatives,” from self-taught hobbyists to pros, in 140 countries.

Samson and Kimbarovsky call their brainchild a “marketplace for creative services,” and it looks like a buyer’s dream. Besides describing what you’re looking for, you get to decide how long you want to accept entries and how much you’ll pay (so long as you meet Crowdspring’s bargain-basement minimums). Then you sit back and watch the submissions roll in, providing feedback at will and making your selection. The average project price, the founders say, is about $400—$200 for logos, $600 for Web design, for example. And the whole process is transparent: anyone can check on a project at Crowdspring.com, where all requests and submissions are posted.

What separates Crowdspring from other online marketplaces, like Guru or Elance, Samson says, is that the others work on the traditional request-for-proposals model, where a potential buyer posts a project and designers respond with proposals—usually including a price bid and a link to their portfolios—but no design. “In our model, we cut out the entire proposal process and go right to the chase,” Kimbarovsky says. No long waits for concepts, hoping the designer got your drift, no dickering over adjustments, no coddling the artistic ego. It’s “pick from what you like,” and what you see is what you get. To make it even easier, Crowdspring provides a work-for-hire contract, handles payment (the buyer puts the money up in advance), and guarantees at least 25 entries. Fewer than that and the buyer can walk with a full refund.

Crowdspring makes its money by charging the buyer a 15 percent fee, so high volume is critical. Samson and Kimbarovsky’s own numbers suggest that their total fee revenue is about $130,000 so far. They say they expect to turn a profit by 2010.

Samson says they’ve noticed that while there’s a constant downward pressure on price at sites like Elance and Guru, “on ours there’s an upward pressure, because buyers understand that the more they offer the more response they’ll get.” He agrees that Crowdspring’s minimum prices are “very reasonable” for U.S. buyers. (It’s worth noting that in India, where he’s looked to outsource postproduction work, the average annual per capita income is less than $500—which doesn’t leave much question about the general direction of American pay in a globalized labor environment.)

Jamie Vijayaraghavan—an Indiana University design grad with a corporate day job—moon­lights on Crowdspring, where she’s won four assignments. She says she’s had follow-up business not only from winning designs but from losses that got her noticed.

Crowdspring says its target buyer is an entrepreneur or small business that previously would have fallen through the cracks, unaware of how to get custom design or unable to afford it. “We truly believe we’re expanding the market,” Kimbarovsky says, noting that half a million new businesses are started every month in the U.S. alone, all of them potentially needing design services. But Crowdspring also offers a “professional” option, with a $1,000 minimum price, in which the nature of the project can remain private and contestants can be screened. Kimbarovsky and Samson say Fortune 500 companies and “big agencies”—the traditional clients of established design firms—are using it.

Design is only the tip of the iceberg. The Crowdspring platform will work for any creative service, Samson and Kimbarovsky claim, as long as it meets two criteria. “It needs a final product that can be compared side by side with another,” Samson says, and “it needs to be deliverable on the Internet.”

Next month they’ll be test-driving a copywriting channel, for everything from blog content and marketing blurbs to books and resumés; they plan to roll it out in April. Kimbarovsky says buyers here will see a slice of copy, not the complete project. “It might be the first paragraph of an article, or the first chapter of a book—not unlike what you might [submit] if you were proposing a project to a publisher.” After that: an audio and music channel and a video and motion-graphics channel.

Crowdspring has attracted favorable attention, including a story in the February 16 issue of Forbes, but also plenty of hostility at sites like No!Spec.com (“just another design contest site”) and thelogofactory.com (“yet another bottom-feeder in the design industry”). “We get pushback,” Samson says, “because this is a radical rethinking of how creative industries work. In the music, publishing, photography, and software industries, talented people around the world are no longer constrained by access to technology and software.” They don’t necessarily need training or experience, either. “It ultimately comes down to talent,” says Kimbarovsky. Crowdspring’s own sprightly logo is the result of a contest posted on Australia-based sitepoint.com (which last year spun off its own competition site, 99designs). It was created by a night-shift janitor in Canada.

The American Institute of Graphic Arts, the national professional association, is on high alert on the heels of the Forbes article, which labeled the profession “snooty.” A task force is reexamining the AIGA’s long-stand­ing taboo against spec work. CEO Richard Grefé says design differs from architecture and advertising, where an initial design or concept can be a “loss leader” because there’s substantial subsequent billing. AIGA board president Sean Adams, who says he thinks “there’s enough work to go around,” wants to “find where the line is between open-source and spec work.” What he doesn’t want is “to be an organization hiding behind the castle walls while the world changes outside.”

Cheri Gearhart, president of the local Society of Typographic Arts, says opening up opportunities is “wonderful,” but effective design—which “has always emerged from the close relationship between a client and a designer”—can’t be bought off the shelf.

Samson and Kimbarovsky will speak at an STA dinner on February 26; it’s open to the public by reservation. Kimbarovsky says they’ll discuss whether “established designers and these underdogs who come from all over the world can coexist in the marketplace, whether the concept of spec work is evil, and whether any of that even matters now that the genie is out of the bottle.” Businesses, he adds, “aren’t particularly interested in this debate. They’re embracing change.”

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Xbox: a new arena for your Flash design skills

Posted by vanlalthlana | 16/02/09 | Tagged Design & Graphics

TechRadar UK

In its infancy Flash was all about primary coloured vector animations and a little shape tweening on the side.

As a toddler it embraced video and greater levels of interactivity.

Now approaching its teens, Flash’s advanced tools and constantly updated functions are being used to create mobile phone applications, graphical user interfaces and its next conquest – console games.

Flash’s flexibility as an animation and coding tool has led to its use in the creation of interactive and animated textures for in-game UI assets. It can be used to create virtually anything a player physically interacts with.

Microsoft uses Scaleform and Flash for mini and micro games such as Fable II Pub Games on Xbox Live Arcade. Flash is mostly used for menus, mini games, in-game interactive objects with animated Flash controls and video, and in-game Heads Up Displays (HUDs).

Flash skills have never been so marketable. Console games user interface design is a huge growth area crying out for Flash designers and developers. With advances in middleware technology, control of console interfaces has been placed well and truly in creative hands.

Before Flash’s rise, hardcore C++ developers had been tasked with a lot of the creative execution of the user interface. For the developer or designer who chooses to broaden their skill set and look beyond the pure digital/web arena, the shift could reap rewards in a business where diversification is key to staying employed.

New horizons for Flash developers

These new horizons in Flash have opened up courtesy of middleware developed by Scaleform Corporation as Matthew Doyle, its gaming products specialist, explains: “Scaleform GFx is a fast, robust user interface engine that brings the power of Flash vector graphics and ActionScripting to games,” he says. “It provides a cross-platform, hardware-accelerated Flash player that enables users to deploy their UI across all major consoles, as well as on PC-based applications.”

Scaleform GFx has been used to great effect in Mass Effect, Civilization Revolution, Crysis and many other AAA games across all gaming platforms. Doyle, meanwhile, has worked in the games industry as a 3D artist, game designer and producer for companies such as EA Mythic and Midway Games. He was also lead world designer for Warhammer Online.

With such impressive gaming credentials he’s seen, first hand, the enormous leap Flash has made since it was first released. “Flash is being taken more seriously by triple-A game developers as the UI solution standard through the use of Scaleform’s GFx middleware product,” he notes. “With the boom in casual gaming, social games on Facebook, MySpace and other sites, and mobile gaming, it’s become a critical path tool.”

It seems that Flash, and the designers and developers who use it, are playing an increasingly significant role in games’ UI development. Shane Mielke, who’s currently creative director at 2Advanced Studios, worked with EA on the James Bond: From Russia with Love game, using Flash to design main menu items as well as internal game menus. All the animation prototyping for these elements was completed in Flash too.

“I took all the UI work I’d created in Photoshop and then animated it in Flash,” explains Mielke. “I created transitions, button rollover states, animations, explosions and so on. EA’s development team then integrated the text fields, multi-language capabilities and tied everything in to the actual statistical side of the game.”

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Nvidia Wants to Get Your Graphics on the Go

Posted by vanlalthlana | 04/02/09 | Tagged Design & Graphics

The desktop computer is in decline, hurt by netbooks and a grim economy. But as demand for desktops and even notebooks falls, so do Nvidia’s revenues. To keep growing sales, Nvidia is counting on scientific computing, mobility, and visual computing. It’s proven it can grow sales on the scientific side (revenue for that division grew by 31% from the third quarter of fiscal 2009 to third-quarter fiscal 2008—even as sales for desktops and notebooks fell by 33%), and it won some big deals based on the increasingly visual nature of computing. But now it needs to get mobile.

With two new computing platforms launched last year, 2009 will be the year Nvidia has to prove it can be the graphics go-to company for mobile devices. This summer, Nvidia expects to start announcing design wins for its two mobile computing platforms.

Nvidia is offering two products for mobile devices. Its ION platform combines a basic GeForce 9400 GPU, which can be found in the latest MacBooks, with Intel’s Atom chip, designed for netbooks. The resulting device could be a cheap netbook or a low-end PC or notebook that packs a lot of visual punch into a smaller form factor. The other platform, Tegra, is designed for high-end smartphones and mobile Internet devices. It uses an ARM-based processor core to deliver a system on a chip that will run graphics at 1080p, while using less than a watt of power.

The offerings make for compelling demonstrations, and they could help Nvidia boost sales in ultramobile computing, regardless of whether Intel or ARM dominates the market. Before it can count sales, though, Nvidia has to encourage demand from device makers, fighting off competition from other graphics-friendly mobile options.

On the notebook and netbook side, Nvidia’s ION platform will go up against Intel’s own integrated graphics and AMD’s low-power Yukon platform. The unified graphics and computing platform offered by those two vendors will be hard for a mixed Nvidia/Intel platform to beat. Jon Peddie, a GPU analyst with Jon Peddie Research, says some OEMs may mix and match but it would likely be third- and second-tier vendors seeking to differentiate themselves.

On the mobile side, I’ve been blown away by Tegra’s visuals and low power consumption in demos, but I’ve also been waiting a long time for devices built on it to hit the market. Originally, I was told those devices would be out at the end of 2008. Now I’m told it will be summer before a Tegra-based device hits the market. The delay could be the result of Nvidia slowly coming to the realization that it takes longer to get a gadget out the door in the handset market than in the PC market—but device makers could also be happy with the application processors they already have, such as Texas Instruments’ OMAP processor, which has been recognized as the leading media processor by most OEMs and industry analysts. I hope it’s not the latter, because Tegra is truly innovative, and it could result in a smartphone or mobile Internet device that rivals the visual experience currently offered on the iPhone.

No matter what happens this year, Nvidia has to take a chance with mobile product offerings to offset its core business declines. Now we’ll see if device makers think consumers want their graphics on the go—and if Nvidia is the right company to provide that.

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