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Jumat, 25 Juli 2008

Ocean sunfish

Ocean sunfish often swim near the surface, and their protruding dorsal fins are sometimes mistaken for those of sharks. However, it is possible to distinguish a shark from a sunfish, by observing the trajectory made by the dorsal fin on the surface, while the fish itself moves underwater and remains unseen. Sharks, like most fish, swim by waving the tail sideways while keeping the dorsal fin moving in a straight line. The sunfish, on the other hand, swings its dorsal fin and anal fin in its characteristic sculling motion. Thus, the sideways movement of the dorsal fin on the surface can be used to identify the sunfish.

Skin

Adult sunfish range from brown to silvery-gray or white, with a variety of mottled skin patterns; some of these patterns may be region-specific. Colouration is often darker on the dorsal surface, fading to a lighter shade ventrally as a form of counter-shading camouflage. Mola mola also exhibits the ability to vary skin colouration from light to dark, especially when under attack. The skin, which contains large amounts of reticulated collagen, can be up to 3 inches (7.6 cm) thick on the ventral surface, and is covered by denticles and a layer of mucus instead of scales. The skin on the clavus is smoother than that on the body, where it can be as rough as sandpaper.

More than 40 species of parasites may reside on the skin and internally, motivating the fish to seek relief in a number of ways. In temperate regions, drifting kelp fields harbour cleaner wrasses and other fish which remove parasites from the skin of visiting sunfish. In the tropics, the mola will solicit cleaner help from reef fishes. By basking on its side at the surface, the sunfish also allows seabirds to feed on parasites from their skin. Sunfish have been reported to breach more than ten feet above the surface, possibly as another effort to dislodge parasites on the body.

Range and behaviour

Ocean sunfish are native to the temperate and tropical waters of every ocean in the world. Mola genotypes appear to vary widely between the Atlantic and Pacific, but genetic differences between individuals in the northern and southern hemispheres are minimal.

Sunfish are pelagic and swim at depths of up to 600 meters (2,000 ft). Contrary to the general perception that sunfish spend much of their time basking at the surface, research suggests that adult M. mola actually spend a large portion of their lives submerged at depths greater than 200 meters (700 ft), occupying both the epipelagic and mesopelagic zones.

They usually stay in water warmer than 10 °C (50 °F). In fact, prolonged periods spent in water at temperatures of 12 °C (53 °F) or lower can lead to disorientation and eventual death. Researchers theorize that the basking behaviour at the surface, in which the sunfish swims on its side presenting its largest profile to the sun, may be a method of "thermally recharging" following dives into deeper, colder water. Others point to sightings of the fish in colder waters such as those southwest of England outside of its usual habitat as evidence of increasing marine temperatures.

Sunfish are usually found alone, but occasionally in pairs or in large groups while being cleaned. They swim primarily in open waters, but are sometimes seen near kelp beds taking advantage of resident populations of smaller fish which remove ectoparasites from their skin. Because sunfish must consume a large volume of prey, their presence in a given area may be used as an indicator of nutrient-rich waters where endangered species may be found.

Feeding

The diet of the ocean sunfish consists primarily of various jellyfish (similar to the diet of a leatherback turtle). Additionally, it consumes salps, comb jellies, zooplankton, squid, crustaceans, small fishes, fish larvae, and eel grass. This diet is nutritionally poor, forcing the sunfish to consume large amount of food to maintain its size. The range of food items found inside sunfish indicates that the sunfish feeds at many levels, from the surface to deep water, and occasionally down to the seafloor in some areas.

The sunfish can spit out and pull in water through its small mouth to tear apart soft-bodied prey. Its teeth are fused into a beak-like structure, allowing it to break up harder organisms. In addition, pharyngeal teeth located in the throat grind food into smaller pieces before passing them to the stomach.

Life cycle

Ocean sunfish may live up to ten years in captivity, but their lifespan in a natural habitat has not yet been determined. Their growth rate is also indeterminate. However, it is known that a young specimen at the Monterey Bay Aquarium increased in weight from 26 kg (57 lb) to 399 kg (880 lb) and reached a height of nearly 1.8 m (6 ft) in fifteen months.

The sheer size and thick skin of an adult of the species deters many smaller predators, but younger individuals are vulnerable to predation by bluefin tuna and mahi mahi. Adults are consumed by sea lions, orcas and sharks. Sea lions appear to hunt sunfish for sport, tearing the fins off, tossing the body around, and then simply abandoning the still-living but helpless fish to die on the seafloor.

The mating practices of the ocean sunfish are poorly understood, but spawning areas have been suggested in the North Atlantic, South Atlantic, North Pacific, South Pacific, and Indian Oceans. Females can produce as many as 300 million eggs at a time, more than any other known vertebrate. Sunfish eggs are released into the water and externally fertilized by sperm.

Newly-hatched sunfish larvae are only 2.5 mm (one-tenth of an inch) long. They grow to become fry, and those which survive grow many millions of times their original size before reaching adult proportions. Sunfish fry, with large pectoral fins, a tail fin and body spines uncharacteristic of adult sunfish, resemble miniature pufferfish, their close relatives. Young sunfish school for protection, but this behaviour is abandoned as they grow.

Human interaction

Despite their size, ocean sunfish are docile, and pose no threat to human divers. Injuries from sunfish are rare, although there is a slight danger from large sunfish leaping out of the water onto boats. According to Cliff Benson of Sea Trust, the only known case of a sunfish killing a person was when it landed on someone and crushed him. Areas where they are commonly found are popular destinations for sport dives, and sunfish at some locations have reportedly become familiar with divers. In fact, the fish is more threatening to boaters than swimmers, as its immense size and weight can cause significant damage when struck by watercraft. Collisions with sunfish are very common in some parts of the world and may cause damage to the hull of a boat, and their bodies can become lodged in the propellers of larger ships..
A dish made with the meat of the ocean sunfish
A dish made with the meat of the ocean sunfish

The meat of the ocean sunfish is considered a delicacy in some regions, the largest markets being Taiwan and Japan. All parts of the sunfish are used in cuisine, from the fins to the internal organs. Some parts of the fish are used in some areas of traditional medicine.

Sunfish are accidentally but frequently caught in drift gillnet fisheries, making up nearly 30% of the total catch of the swordfish fishery employing drift gillnet in California. The by-catch rate is even higher for the Mediterranean swordfish industry, with 71% to 90% of the total catch being sunfish.

The fishery by-catch and destruction of ocean sunfish are unregulated worldwide. In some areas, the fish are "finned" by fishermen who regard them as worthless bait thieves. This process, in which the fins are cut off, results in the eventual death of the fish, because it can no longer propel itself without its dorsal and anal fins. The species is also threatened by floating litter such as plastic bags which resemble jellyfish, its main diet. Bags can choke and suffocate an individual or fill its stomach to the extent that it starves.

Many areas of sunfish biology remain poorly understood, and various research efforts are underway, including aerial surveys of mola populations, satellite surveillance using pop-off satellite tags, genetic analysis of tissue samples, and collection of amateur sighting data. Recent studies indicate a decrease in sunfish populations that may be caused by more frequent bycatch and the increasing popularity of sunfish in human diet.

Sunfish in captivity

Sunfish are not widely held in aquarium exhibits, due to the unique and demanding requirements of their care. Some Asian aquariums display them, particularly in Japan. The Kaiyukan Aquarium in Osaka, Japan, is one of few aquariums with mola on display, where it is reportedly as popular an attraction as the larger whale sharks. The Lisbon Oceanarium in Portugal is another aquarium where sunfish are showcased in the main tank.

The first ocean sunfish to be held in an aquarium in the United States arrived at the Monterey Bay Aquarium in August of 1986. Because sunfish had not been kept in captivity on a large scale before, the staff at Monterey Bay were forced to innovate and create their own methods for capture, feeding, and parasite control. By 1998, these issues were overcome, and the aquarium was able to hold a specimen for more than a year, later releasing it after its weight increased by more than fourteen times. Mola mola have since become a permanent feature of the Outer Bay exhibit. Monterey Bay Aquarium's largest sunfish specimen was euthanized on February 14, 2008 after an extended period of poor health.

As the ocean sunfish is not highly maneuverable, preventing specimens from injuring themselves by rubbing against the walls of a tank is of major concern to aquarists. In a smaller tank, hanging a vinyl curtain has been used as a stopgap measure to convert a cuboid tank to a rounded shape and prevent the fish from scraping against the sides. A more effective solution is simply to provide enough room for the sunfish to swim in wide circles. The tank must also be sufficiently deep to accommodate the vertical height of the sunfish, which can be nearly as tall as it is long, and may reach a height of 3.2 meters (10.5 ft).

Feeding captive sunfish in a tank with other faster-moving, more aggressive fish can also present a challenge. Eventually, the fish can be taught to feed from the end of a pole or from human hands.

artikel asli dapat dibaca penuh di http://en.wikipedia.org/wiki/Ocean_sunfish

Kamis, 24 Juli 2008

Teddy bear

The teddy bear is a stuffed toy bear. It is an enduring, traditional form of stuffed animal, often serving the purpose of comforting children. In recent times, some teddy bears have become expensive collector's items. Teddy bear collectors are known as arctophiles from the Greek words 'arcto' (bear) and 'philos' (lover).

History

The name Teddy Bear comes from one of American President Theodore Roosevelt's hunting trips to Mississippi. There were several other hunters competing, and most of them had already shot something. A suite of Roosevelt's attendants, led by Holt Collier, cornered, clubbed, and tied to a willow tree an American Black Bear after a long exhausting chase with hounds. They called Roosevelt to the site and suggested he shoot it. He refused to shoot the bear himself, deeming this unsportsmanlike, but instructed that the bear be killed to put it out of its misery, and it became the topic of a political cartoon by Clifford Berryman in The Washington Post on November 16, 1902. While the initial cartoon of an adult black bear lassoed by a white handler and a disgusted Roosevelt had symbolic overtones, later issues of that and other Berryman cartoons made the bear smaller and cuter.

A Brooklyn store owner, Morris Michtom, saw the drawing of Roosevelt and the bear cub and was inspired to create a new toy. He created a little stuffed bear cub and put it in his shop window with a sign that read "Teddy's bear." The toys were an immediate success and Michtom founded the Ideal Novelty and Toy Co., which still exists today.

At the same time, in Germany the Steiff firm, unaware of Michtom's bear, produced a stuffed bear from Richard Steiff's designs. They exhibited the toy at the Leipzig Toy Fair in March 1903 and exported 3000 to the United States.

By 1906 manufacturers other than Michtom and Steiff had joined in and the craze for Teddy Bears was such that ladies carried them everywhere, children were photographed with them, and Roosevelt used one as a mascot in his bid for re-election.

American educator Seymour Eaton wrote the children's book series The Roosevelt Bears, while composer John Bratton wrote "The Teddy Bear Two Step" music which with Jimmy Kennedy's lyrics became the song "The Teddy Bears' Picnic".

Legend

While the Mississippi history is fact, another legend of how the teddy bear got its name comes from the American state of Colorado.

In 1905, the Hotel Colorado in Glenwood Springs, Colorado, became the temporary home for the President of the United States and his assistants during a three-week bear hunting expedition. Roosevelt stayed at the Hotel Colorado on multiple occasions after this.

According to the hotel, maids gave a stuffed bear pieced together with scraps of material to Theodore Roosevelt after an unsuccessful day of hunting to cheer him up. Later, when he did kill a bear, his teenage daughter Alice admired it saying, "I will call it Teddy."

Types of teddy bears

Commercially made, mass-produced teddy bears are predominantly made as toys for children. These bears have safety joints for attaching arms legs and heads. They must have securely fastened eyes that do not pose a choking hazard for small children. These "plush" bears must meet a rigid standard of construction in order to be marketed to children in the United States and in the European Union.

There are also companies that sell handmade collectible bears that can be purchased in stores or over the Internet. Some examples of such companies are Steiff.

Mohair, the fur shorn or combed from a breed of long haired goats, is woven into cloth, dyed and trimmed to produce a fascinating choice for any artist's palette. Alpaca teddy bears are made from the pelt of an alpaca because the fiber is too soft to weave. In addition to mohair and alpaca, there is a huge selection of "plush" or synthetic fur made for the teddy bear market. Both these types of fur are commercially produced.


Some teddy bear artists specialize in the production of bears made from recycled materials. These artists hunt thrift stores, flea markets, garage sales and trash collection centers as well as their own and their families' basements and attics in search of forgotten treasures to be turned into a collector's dream. Old quilts, dresses, fur collars, coats and stoles as well as beaded bags and garments are quickly transformed into stunning teddy bears.

Some other teddy bear artists specialize in crochet bears made out of thread. They are called Thread Crochet Bears. For these bears artists do not use fabric; they make the fabric crocheting and at the same time make the bear. Thread Crochet Bears are fully jointed, miniature bears. Some are even micro, less than 2 inches tall. Thread crochet bears may be made out of crochet cotton thread, Perle cotton thread, Mohair thread, Punch thread, some thin fancy yarn, like eyelash, or any other fiber that can be.

Today

Teddy bears have seen a resurgence in popularity as national "do it yourself" chains have opened. Among the largest and best known are Build-A-Bear Workshop and Vermont Teddy Bear Company with the former being mostly in malls where you go in and actually piece together your own teddy bear including its accessories such as shirts, pants, shoes, hats, glasses, etc.

Museums

The world's first Teddy Bear Museum was set up in Petersfield, Hampshire, England, in 1984. In 1990, a similar foundation was set up in Naples, Florida, United States. This was closed in 2005, and the bears sold by auction.


artikel asli dapat dibaca penuh di http://en.wikipedia.org/wiki/Teddy_bear

Google Trends

Google Trends is a tool from Google Labs that shows the most popularly searched terms from the beginning of 2004 to now.

Google Trends charts how often a particular search term is entered relative the total search volume across various regions of the world, and in various languages. The horizontal axis of the main graph represents time (starting from some time in 2004), and the vertical is how often a term is searched for relative to the total number of searches, globally. Below the main graph, popularity is broken down by region, city and language. It is possible to refine the main graph by region and time period.

Google Trends also allows the user to compare the volume of searches between two or more terms. An additional feature of Google Trends is in its ability to show news related to the search term overlaid on the chart showing how new events affect search popularity.

Interestingly, there are some search keywords that are quite seasonal, like summer camps, which strongly coincides with the end of the United States school year. Another example is the increase of interest in skin cancer as the northern summer approaches. However, the reason for seasonal variation is not always obvious. For example, searches for Mesopotamia peak at the end of September.

There are also some search keywords that come up around a certain date each year. For example, searches for the Internal Revenue Service peak on April 15, the deadline for filing taxes in the United States. Another example is Thanksgiving. Most searches also seem to have some anomaly before or after Christmas each year, even terms that one would not particularly associate with the season.

Originally, Google neglected updating Google Trends on a regular basis. In March 2007, internet bloggers noticed that Google had not added new data since November 2006, and Trends was updated within a week. Google did not update Trends from March until July 30, and only after it was blogged about, again. Google now claims to be "updating the information provided by Google Trends daily; Hot Trends is updated hourly."

Google Hot Trends

Google Hot Trends is a fairly recent (since May 15, 2007) addition to Google Trends which displays the top 100 hot searches of the past hour. It provides a 24-hour search volume graph as well as blog, news and web search results for the terms. Hot Trends has a history feature for those wishing to browse past hot searches. Hot Trends can be installed as a iGoogle Gadget. Hot Trends is also available as an hourly Atom web feed.

Google Music Trends

Google Music Trends was an opt-in service that displayed the music most listened to by users of Google Talk, in the form of the 'Week's top songs'. Trends could also be filtered by Genre and Countries.

Google Music Trends was shut down on March 31, 2008.

artikel asli dapat dibaca penuh di http://en.wikipedia.org/wiki/Google_Trends

Rabu, 23 Juli 2008

Knol

Knol is a Google project which includes articles on topics ranging from "scientific concepts, to medical information, from geographical and historical, to entertainment, from product information, to how-to-fix-it instructions," according to Google. Largely the brain child of Google vice president of engineering Udi Manber, It was announced on December 13, 2007 and was opened in beta to the public on July 23, 2008 with a few hundred articles.

Knol pages are "meant to be the first thing someone who searches for this topic for the first time will want to read", according to Manber. The term knol, named after a "unit of knowledge", refers to both the project and an article in the project. Several experts see Knol as Google's attempt to compete with Wikipedia.

Contents

At the time of its launch, Knol was seeded with several hundred articles, mostly in the health and medical field. All knols are licensed by default under a Creative Commons copyleft license, but authors may choose traditional copyright protections. It is unclear if this default license is compatible with the GFDL used in Wikipedia. All contributors must sign in first with a Google account. Knol has a content policy describing topics unacceptable for the project. Relevant nudity is allowed, but pornography, commercial or otherwise, is forbidden. Also forbidden is discriminatory or violent content. Content designed to promote businesses, products or services is allowed, but articles devoid of substantive content and created solely to generate ad revenue are not.

Readers may rate, comment on, or suggest edits to the articles. There can also be multiple articles for the same topic, each written by a different author. Google "[believes] that knowing who wrote what will significantly help users make better use of web content." Manber said that Google hopes "knols will include the opinions and points of view of the authors who will put their reputation on the line" and that the authors will be able to decide whether advertisements will appear on their knols, and that if there are ads, a "substantial revenue share from the proceeds of those ads" will be given to authors. Manber also writes that "Google will not serve as an editor in any way, and will not bless any content. All editorial responsibilities and control will rest with the authors."

Reception

Competition

Since its announcement in December of 2007, there has been speculation on Google's motives and its position as a producer of content rather than as an organizer. The Guardian's Jack Schofield argued that "Knol represents an attack on the media industry in general."

Knol has been described both as a rival to encyclopedia sites such as Wikipedia and Scholarpedia and as a complement to Wikipedia, offering a different format that addresses many of Wikipedia's shortcomings. The non-profit Wikimedia Foundation, which owns the name Wikipedia and the servers hosting the Wikipedia projects, welcomed the Google Knol initiative saying that "The more good free content, the better for the world." While Wikipedia articles are written collectively under a "neutral point of view" policy, Knol will highlight personal expertise by emphasizing authorship and, like articles provided on Squidoo and Helium.com, knols will contain the personal opinions of the author. Despite the official Wikimedia response and the differences in format, Wikimedia Foundation chair Florence Devouard has expressed concern over Knol's potential threat to Wikipedia in terms of the competition it will create. After Knol's beta launch, Google product manager Cedric Dupont responded to the idea that Google intended Knol to be a "Wikipedia killer" by saying, “Google is very happy with Wikipedia being so successful. Anyone who tries to kill them would hurt us.” The New York Times noted similarities in design between Knol and Wikipedia, such as use of the same font. Dupont responded that the use was simply a coincidence as it is a commonly used font.

Because of Knol's format, some have said Knol will be more like About.com than Wikipedia. According to Wolfgang Hansson, a writer at DailyTech, Knol may have been planned for About.com originally when it was up for acquisition. Hansson reported that several sources close to the sale said Google was planning to acquire About.com, but the executives at About.com learned Google was planning to move from About.com's model to a wiki-style model. That would have meant layoffs for all 500 or so "Guides" at About.com.

Conflict of interest

There has been debate whether Google search results can remain neutral because of possible conflict of interest. According to Sullivan, "Google’s goal of making Knol pages easy to find on search engines could conflict with its need to remain unbiased."Jeff Chester, executive director of the Center for Digital Democracy, raised similar concerns: "At the end of the day, there's a fundamental conflict between the business Google is in and its social goals. What you're seeing here, slowly, is Google embracing an advertising-driven model, in which money will have a greater impact on what people have ready access to."As a response to such concerns it has been pointed out that Google already hosts large amounts of content in sites like YouTube, Blogger and Google Groups and that there is no significant difference in this case. Nicholas Carr, a frequent technology commentator, dismissed predictions of Google manipulating results saying that Google is hoping that the most popular Knol pages will rise naturally through the search results, challenging Wikipedia and providing another area of content that can carry Google ads.


artikel asli dapat dibaca penuh di http://en.wikipedia.org/wiki/Knol

Selasa, 22 Juli 2008

Street Fighter

Street Fighter (ストリートファイター, Sutorīto Faitā), or commonly abbreviated as SF, is a popular series of fighting games in which the players pit combatants from around the world, each with his or her own special moves, against one another. Capcom released the first game in the series in August 1987

History and development

Street Fighter (1987)

Street Fighter made its debut in the arcades in 1987. It was designed by Takashi Nishiyama and Hiroshi Matsumoto. The player took control of lone martial artist Ryu, who competed in a worldwide martial arts tournament, spanning five countries and ten opponents. A second player could join in at any time and take control of Ryu's rival, Ken.

The player could perform three types of punch and kick attacks (which varied in speed and strength) and three special attacks: the Ball of Fire, Dragon Punch and Hurricane Kick. These were performed by executing special motions with the controls.

Street Fighter was ported to many popular home computer systems of the time including PC. In 1988, it was released on the NEC Avenue TurboGrafx-CD console under the new name Fighting Street.

Street Fighter was later included in Capcom Classics Collection: Remixed for PlayStation Portable and Capcom Classics Collection Vol. 2 for PlayStation 2 and Xbox.

The side-scrolling beat 'em up Final Fight was originally promoted with the working title Street Fighter '89. While the game's title was changed due to its drastically different gameplay, Final Fight is established to take place in the same fictional universe as the Street Fighter games. Characters from Final Fight would go on to appear in later Street Fighter games.

Street Fighter II series (1991-1995)

Street Fighter II: The World Warrior, released in 1991, was the first true sequel to the original Street Fighter. It was one of the earliest arcade games for Capcom's CPS hardware and was designed by Akira Nishitani (Nin-Nin) and Akiman (Akira Yasuda), who were previously responsible for Final Fight and Forgotten Worlds. The release of the game had an unexpected impact on gaming and was the beginning of a massive phenomenon.

Street Fighter II was the first one-on-one fighting game to give players a choice from a variety of player characters, an option which created hitherto unknown levels of depth and replay value for an arcade game. Each player character had a fighting style with approximately 30 or more moves (including previously nonexistent grappling moves such as throws) as well as two or three special attacks per character.

In the single-player mode, the player's chosen character is pitted sequentially against the seven other main characters before confronting the final four 'boss' opponents, who were CPU-controlled characters not selectable by the player.

As in the original, a second player could join in at any point during single player mode and compete against the other player in competitive matches, with the multiple available characters allowing for more varied matches.

Street Fighter II proved to be popular due to all these factors, eclipsing its predecessor in popularity, eventually turning Street Fighter into a multimedia franchise. Numerous home ports of Street Fighter II followed the original arcade game. Demand for the game was so high that pirates created an unsanctioned, copyright-infringing Famicom/NES version, which saw a very limited release in Asian markets. Computer versions were released for 16-bit PCs, first by a number of copyright-infringing fans who strove to develop a PC version of the game, and later by Capcom, working with an external programming house.

The first official update to the series was Street Fighter II: Champion Edition (pronounced Street Fighter II Dash in Japan, as noted by the prime symbol on the logo), which allowed players to play as the four previously non-playable bosses and also allowed two players to choose the same character (with one character drawn in an alternate color pattern). The game also featured slightly improved graphics (including differently colored backgrounds) and refined gameplay. A second upgrade, titled Street Fighter II' Turbo: Hyper Fighting (or Street Fighter II Dash Turbo), was produced in response to the various bootleg editions of the game. Hyper Fighting offered faster gameplay than its predecessors, different character colors and new special techniques (such as Chun-Li's Kikoken or Dhalsim's Yoga Teleport).

Super Street Fighter II: The New Challengers, the third revision, gave the game a complete graphical overhaul and introduced four new playable characters (Cammy, Fei Long, Dee Jay and T.Hawk). This game gave previous characters new basic moves (such as giving Vega standing kicks), new special moves (such as Vega's diving claw), and improvements to previously existing special moves (such as Ryu's flaming fireball or Ken's flaming dragon punch). It was also the first game for Capcom’s CPS II arcade hardware. The fourth and final arcade version, Super Street Fighter II Turbo: The Ultimate Championship (or Super Street Fighter II X: Grand Master Challenge) brought back the faster gameplay of Hyper Fighting, new moves for some characters and a new type of special techniques known as “super combos” and hidden character Akuma.

Numerous home versions of the game had been release for various platforms including the Super NES, Sega Genesis, PC Engine, 3DO, PlayStation, Dreamcast and Saturn, Sega Master System among other platforms. Most of these games had been released individually or through compilations such as Street Fighter Collection and more recently the Capcom Classics Collection series. Most notably, Capcom released Hyper Street Fighter II: The Anniversary Edition, a modified version of Super Turbo that allows player to select characters from all five versions of the game, was originally released for PlayStation 2 and Xbox and also saw a limited release in Japanese arcades. Emulated versions have also been recently included in downloadable game services. The Wii's Virtual Console received the SNES versions of Street Fighter II, Street Fighter II Turbo, and Super Street Fighter II, and the Xbox 360's Xbox Live Arcade received an online enabled version of Street Fighter II' Turbo: Hyper Fighting.

Capcom has announced that an updated version of Super Street Fighter II Turbo will be coming soon to the PlayStation Network and Xbox Live Arcade service in 2008. The game, to be called Super Street Fighter II Turbo HD Remix, will have fully redrawn artwork, including HD sprites 4.5x the original size, done by artists from UDON. This will be the first time the Street Fighter characters will have new sprites, drawn by Capcom, since Capcom vs. SNK 2 in 2001. Capcom also promises a newly tweaked version of the game, which addresses character balancing issues, but will also feature the original arcade version gameplay so that players can choose between the two.

Street Fighter Alpha series (1995-1998)

The interquel Street Fighter Alpha: Warriors' Dreams (Street Fighter Zero in Japan and Asia) became the next game in the series. The game used the same art style Capcom previously employed in Darkstalkers and X-Men: Children of the Atom, with settings and character designs heavily influenced by Street Fighter II: The Animated Movie. Alpha expands on the Super Combo system from Super Turbo, by extending Super Combo meter into three levels (allowing for more powerful super combos), and also introduces Alpha Counters and Chain Combos (also from Darkstalkers). The plot of Alpha is set between the first two Street Fighter games and fleshes out the back stories and grudge matches held by many of the classic SF2 characters. It features a playable roster of ten immediately playable characters (and three unlockable fighters), comprising not only younger versions of established Street Fighter II, but also characters from the original Street Fighter and Final Fight.

Rather than being a sequel, Street Fighter Alpha 2 ended up being an upgrade, featuring all-new stages, music and endings for some characters (some overlapping with those from the original Alpha). It also discarded the Chain Combo system in favor of Custom Combos (which required a portion of the Super Combo meter to be used). Alpha 2 also retained all thirteen characters from the original, adding five new characters to the roster along with hidden versions of returning characters. Alpha 2 was followed by a slightly enhanced arcade release titled Street Fighter Zero 2 Alpha and was released in Japan, Asia and Brazil, was ported to home consoles as Street Fighter Alpha 2 Gold (Zero 2 Dash in Japan). The home versions added Cammy as a hidden character.

The third and final Alpha game, Street Fighter Alpha 3, was released in 1998 (following the release of the original Street Fighter III and 2nd Impact). Alpha 3 introduced three selectable fighting style and further expanded the playable roster to 28 characters (including three hidden characters). Console versions of the three games (including the original Alpha 2 and the aforementioned Alpha 2 Gold) were released for the Sony PlayStation and Sega Saturn, although versions of specific games in the series were also released for the Game Boy Color, Super NES, Sega Dreamcast and even Windows. The home console versions of Alpha 3 further expanded the character roster by adding the remaining "New Challengers" from Super Street Fighter II, along with Guile, Evil Ryu and Shin Akuma (the latter two were omitted from the arcade release). The Dreamcast version of the game was backported to the arcades in Japan under the title of Street Fighter Zero 3 Upper. A version of Upper (simply titled Alpha 3 outside Japan) was released for the Game Boy Advance and added three characters from Capcom vs. SNK 2. A PlayStation Portable version titled Alpha 3 MAX (or Zero 3 Double Upper in Japan) contains the added characters from the GBA version and Ingrid from Capcom Fighting Jam.

Street Fighter III series (1997-1999)

The true sequel to Street Fighter II, Street Fighter III: The New Generation, made its debut in the arcades on the CPS3 hardware in 1997. Street Fighter III discarded the character roster from previous games (only Ryu and Ken returned), introducing several new characters in their place, most notably the female ninja Ibuki, twin brothers Yun and Yang, and grappler Alex. Street Fighter III introduced the "Super Arts" selection system and the ability to parry an opponent's attack. Several months after its release, it was followed by 2nd Impact: Giant Attack, which made adjustments to the gameplay and added two new characters, as well as the return of Akuma and bonus rounds. 3rd Strike: Fight the Future, released in 1999, was the third and last iteration of Street Fighter III, bringing back Chun-Li and adding four new characters to the playable roster.

The first two Street Fighter III games were ported to the Sega Dreamcast as a compilation titled Double Impact. Ports of 3rd Strike were released for the Dreamcast as a stand-alone game and then included in the compilation Street Fighter Anniversary Collection for the PlayStation 2 and Xbox.

Street Fighter EX series (1996-2001)

In 1996, Capcom co-produced with Arika (a company founded by former Street Fighter II planner Akira Nishitani) a 3D fighting game spinoff of the series titled Street Fighter EX, developed for the PlayStation-based ZN-1 hardware. EX combined the established Street Fighter cast with original characters created and owned by Arika. It was followed by upgraded version titled Street Fighter EX Plus in 1997, which expanded the character roster. A home version with further additional characters and features, Street Fighter EX Plus Alpha, was released for the PlayStation during the same year.

A sequel was released in 1998, titled Street Fighter EX2, developed for the ZN-2 hardware. EX2 also received an upgraded version, Street Fighter EX2 Plus, released in 1999. A PlayStation version of EX2 Plus, was also released. A third game in the series, Street Fighter EX3, was released as an early title for the PlayStation 2 in 2001.

Some of the Arika-owned characters from the series were later featured in non-Street Fighter games developed by the company. The Namco-distributed arcade game Fighting Layer featured Allen Snider and Blair Dame from the original EX (the only characters from the original game not to be featured in the EX sequels). Skullomania would reappear in the PlayStation game Fighter Maker, as well as in the PlayStation 2 music game Technictix.

Vs. series (1996-2002)

Capcom has also produced fighting games involving licensed characters from other companies and their own properties. In 1994, Capcom released the Marvel-licensed fighting game X-Men: Children of the Atom, which featured Akuma from Super Turbo as a hidden guest character. It was followed by Marvel Super Heroes in 1995, which featured Anita from Night Warriors.

Capcom would release a third Marvel-licensed game, X-Men vs. Street Fighter, in 1996, a full-fledge crossover between characters from X-Men and the Street Fighter Alpha games that featured a two-on-two tag team-based system. It was followed by Marvel Super Heroes vs. Street Fighter in 1997, which expanded the roster to include characters from Marvel Super Heroes; Marvel vs. Capcom in 1998, which featured not only Street Fighter characters, but also characters from other Capcom properties; and Marvel vs. Capcom 2 in 2000, which was produced from the Dreamcast-based NAOMI hardware.

Capcom also produced a series of similar crossover fighting games with rival fighting game developer SNK. The games produced by Capcom includes Capcom vs. SNK in 2000, which features character primarily from the Street Fighter and King of Fighters series. It was followed by a minor upgrade, Capcom vs. SNK Pro ; and a sequel titled Capcom vs. SNK 2, both released in 2001. All three games were produced for the NAOMI hardware as well. The SNK-produced fighting games of this crossover includes the Dimps-developed portable fighting game SNK vs. Capcom: The Match of the Millennium for the Neo-Geo Pocket Color in 1999 and SNK vs. Capcom: SVC Chaos for the Neo-Geo in 2003.

Street Fighter IV (2008)

Prior to the Jamma show (officially the Amusement Machine Show) in Tokyo in 2005, rumors were circulating that Capcom would unveil a new entry in the series, most probably Street Fighter IV. These reports proved erroneous, however. Though Capcom dropped hints that a new "combat game" would be unveiled at the show, this turned out to be War of the Grail, a 3D battlefield game yet no information was revealed for two years. Several factors seemed to count against the possibility of the series receiving another installment: 2D games had dramatically decreased in popularity and were mostly considered little more than a niche market, especially due to the rising popularity of 3D fighting games such as Tekken and Virtua Fighter. This was also coupled with the rising costs of producing video games in the modern industry — Capcom has reused the sprites of some of the characters in its games for over a decade at this point and was unable to justify the expense of redrawing them against projected sales of the games.

Rumors of Street Fighter IV being in development were sparked in July 2005 at the San Diego Comic Convention where a Street Fighter panel was held. Representatives from Udon Comics and Capcom USA said that there was something in the works. However, given the fact that the Street Fighter Alpha Anthology was announced later on in the year, they might have been referring to that title. As Hyde Park entertainment and Capcom had announced a new Street Fighter movie to be released in 2009, Capcom had also stated multi-platform releases would coincide with the 20th anniversary of Street Fighter which could include new games.

On October 17, 2007, however, the wait was over. Capcom unveiled Street Fighter IV at a Capcom Gamers Day event in London.Capcom had released a trailer for Street Fighter IV, but no gameplay was shown. The game was confirmed to be made in 2.5D, and Capcom said that the trailer provided hints on what the gameplay will be like. Also for note is that this fourth iteration's story will chronologically fall in the events that occur after the second Street Fighter tournament and before the third Street Fighter Tournament, making this game (chronologically) the 4th in the series (including the Alpha series).

Details continued to emerge and gameplay media revealed 3D rendered characters and backgrounds, but the game still plays in traditional 2D, thus creating a "2.5D" effect. The gameplay itself is heavily influenced by Super Street Fighter II Turbo, considered by some fans to be one of the high-points of the series. The game is scheduled for release in July 2008 in Arcades, and will be released on Xbox 360, Playstation 3 and the PC later.

Future games

Capcom has also licensed Street Fighter to developer Daletto for a PC fighting game, Street Fighter Online: Mouse Generation. The game solely uses the PC's mouse for combat, and the characters are customizable to some degree. Confirmed thus far are Ryu and Chun-Li, as well as two new characters, Hiko and Teiran.

Capcom is also working on a new crossover fighting game titled Tatsunoko vs. Capcom, which features characters from both companies' properties. Confirmed characters so far includes Ryu and Chun-Li on Capcom's side; along with Eagle Ken of Gatchaman and Casshern of Neo-Human Casshern on Tatsunoko's side.

artikel asli dapat dibaca penuh di http://en.wikipedia.org/wiki/Street_Fighter

Minggu, 20 Juli 2008

SEO

SEO (Search Engine Optimization) atau optimisasi mesin pencari adalah serangkaian proses yang dilakukan secara sistematis yang bertujuan untuk meningkatkan volume dan kualitas trafik dari mesin pencari menuju alamat situs web tertentu dengan memanfaatkan mekanisme kerja alami algoritma mesin pencari tersebut. Tujuan spesifik SEO adalah menempatkan suatu alamat situs web pada posisi teratas (atau setidaknya pada halaman pertama) hasil pencarian berdasarkan subyek tertentu. Secara logis, alamat situs yang menempati posisi teratas hasil pencarian memiliki peluang lebih besar untuk mendapatkan pengunjung.

Sejalan dengan makin berkembangnya pemanfaatan web sebagai media bisnis, kebutuhan atas layanan SEO juga semakin meningkat. Berada pada posisi teratas hasil pencarian akan meningkatkan peluang sebuah perusahaan B2C atau pemasaran online untuk mendapatkan pelanggan baru. Peluang ini dimanfaatkan sejumlah pihak untuk menawarkan layanan optimisasi mesin pencari bagi perusahaan-perusahaan yang bergerak di bidang perdagangan elektronik (ecommerce).

Sejarah

Menurut Danny Sullivan, istilah “search engine optimization” pertama kali digunakan pada 26 Juli tahun 1997 oleh sebuah pesan spam yang diposting di Usenet. Pada periode tersebut algoritma mesin pencari belum terlalu kompleks sehingga mudah dimanipulasi.

Versi awal algoritma pencarian didasarkan sepenuhnya pada informasi yang disediakan oleh webmaster melalui meta tag pada kode html situs web mereka. Meta tag menyediakan informasi tentang konten yang terkandung pada suatu halaman web dengan serangkaian katakunci (keyword). Sebagian webmaster melakukan manipulasi dengan cara menuliskan katakunci yang tidak sesuai dengan konten situs yang sesungguhnya, sehingga mesin pencari salah menempatkan dan memeringkat situs tersebut. Hal ini menyebabkan hasil pencarian menjadi tidak akurat dan menimbulkan kerugian baik bagi mesin pencari maupun bagi pengguna internet yang mengharapkan informasi yang relevan dan berkualitas.

Larry Page dan Sergey Brin, dua mahasiswa doktoral ilmu komputer Universitas Stanford, berusaha mengatasi permasalahan tersebut dengan membangun Backrub, sebuah mesin pencari yang sepenuhnya mengandalkan algoritma matematis untuk memeringkat halaman web. Algoritma tersebut, yang dinamakan PageRank, merupakan nilai fungsi matematis yang kompleks dari kombinasi antara perhitungan jumlah link yang mengarah pada suatu halaman web dengan analisis atas bobot masing-masing link tersebut, dengan skala antara 1–10. Berdasarkan prinsip kerja PageRank, secara umum bisa dikatakan bahwa halaman web yang memperoleh peringkat tinggi adalah halaman web yang banyak di-link oleh halaman web lain. Nilai PageRank juga akan semakin tinggi apabila halaman web yang mengarah kepadanya juga memiliki peringkat yang tinggi. Jadi nilai sebuah link dari situs seperti Yahoo! bernilai lebih besar daripada kombinasi nilai link dari seratus situs web yang tak dikenal.

Backrub hanyalah sebuah embrio. Pada tahun 1998 Page dan Brin mendirikan Google yang merupakan versi "dewasa" dari Backrub. Dalam waktu singkat Google memperoleh reputasi dan kepercayaan dari publik pengguna internet karena berhasil menyajikan hasil pencarian yang relatif bersih (tidak dimanipulasi), cepat, dan relevan. PageRank lantas menjadi sistem standar baik bagi mesin pencari lain maupun bagi webmaster yang berusaha agar situs webnya memperoleh nilai PageRank setinggi mungkin sehingga menempati posisi tertinggi pada hasil pencarian.

Webmaster dan mesin pencari

Sejak tahun 1997 perusahaan mesin pencari menyadari bahwa beberapa webmaster melakukan segala hal untuk dapat terindeks pada urutan teratas hasil pencarian, termasuk dengan cara-cara yang manipulatif dan ilegal. Infoseek, salah satu mesin pencari generasi pertama, melakukan perbaikan pada algortima mereka untuk mencegah manipulasi dengan meta tag tidak relevan.

Bagaimanapun, dalam beberapa hal mesin pencari juga menyadari nilai ekonomi yang besar dari peringkat hasil pencarian, dan mereka terkadang memiliki kepentingan terselubung dari aktivitas perusahaan layanan SEO. Beberapa perusahaan mesin pencari mengirim perwakilan atau menjadi tamu pada event-event rutin yang diselenggarakan komunitas SEO.

Mesin pencari besar seperti Google dan Yahoo! menyediakan program dan panduan yang memungkinkan webmaster mengoptimalkan situsnya agar terindeks dengan baik. Google menyediakan program Webmaster Tool dan memperkenalkan sistem sitemap berbasis XML standar mereka, sedangkan Yahoo! menyediakan program Site Explorer yang memungkinkan webmaster mendaftarkan URL situs, mengecek jumlah halaman web mereka yang telah terindeks di Yahoo!, dan melihat informasi link. Namun demikian mesin pencari tetap tidak mentolerir beberapa metode SEO yang eksesif dan menghalalkan segala cara.

Etika dan legalitas

Sistem PageRank, walau menerapkan algoritma matematis yang kompleks, belakangan juga tidak lagi sepenuhnya aman menghadapi trik dan manipulasi. Sejumlah webmaster dan praktisi SEO telah mengembangkan beberapa metode yang memanfaatkan cara kerja PageRank agar halaman web klien mereka berada pada peringkat pertama hasil pencarian. Google secara resmi telah melarang penggunaan beberapa teknik ilegal seperti link farming, doorway pages, keyword stuffing, dan auto generated pages atau scraper pages. Situs atau layanan SEO yang tetap menggunakanannya terancam akan masuk daftar hitam dan dihapus dari indeks pencarian.

Ancaman Google dan mesin pencari lain bukan hanya gertakan. Beberapa perusahaan layanan SEO beserta klien mereka yang tidak mengindahkan larangan tersebut benar-benar menerima penalti yang serius karena perbuatan ilegal mereka. Pada tahun 2005, Matt Cutts dari Google mengatakan bahwa URL sebuah firma SEO bernama Traffic Power beserta klien-klien mereka telah dihapus dari indeks Google karena menggunakan teknik SEO ilegal. Kasus lain yang terkenal adalah ketika Google pada Februari 2006 menghapus situs web perusahaan BMW dan Ricoh Jerman dari daftar karena terbukti menggunakan metode SEO yang manipulatif. BMW dan Ricoh dengan segera meminta maaf kepada Google dan memperbaiki situs mereka. Google kemudian memasukkan kembali situs web mereka ke dalam indeks pencarian, namun skandal tersebut tetap meninggalkan citra memalukan bagi kedua perusahaan terkenal itu.

Berdasarkan panduan resmi mesin pencari, SEO bukanlah teknik yang dilarang sepanjang dilakukan dengan mengikuti etika dan aspek legal yang ada. Hal tersebut untuk menjamin setiap situs web memperoleh kesempatan yang sama dalam pencarian, dan pemeringkatan dilakukan dengan obyektif, di mana yang paling berperan dalam menentukan peringkat suatu halaman web adalah kualitas dan manfaatnya bagi pengguna internet.

Strategi pemasaran internasional

Bisnis dan layanan SEO berkembang pesat seiring dengan pertumbuhan web, yang menyebabkan suatu situs web harus "berjuang" sekuat tenaga agar alamatnya mudah ditemukan calon pelanggan di antara jutaan alamat situs lain dari seluruh dunia yang menjadi kompetitornya. Mesin pencari merupakan pintu masuk utama, karena pengguna internet tidak lagi sanggup (dan tidak ingin) menghafalkan alamat-alamat situs web, dan sebagai gantinya mereka mengandalkan indeks yang dibuat oleh mesin pencari.

Berada pada posisi teratas atau setidaknya halaman pertama hasil pencarian untuk subyek tertentu memberikan keuntungan ganda bagi perusahaan pemasaran via internet:

  • Kemungkinan calon pelanggan mengunjungi situs web mereka lebih besar, yang berarti meningkatnya peluang bagi terjadinya transaksi bisnis.
  • Berada pada peringkat pertama hasil pencarian (bagi sebagian kalangan) kini dipandang sebagai salah satu ukuran bonafiditas sebuah perusahaan yang bergerak dalam bisnis via internet.
Bagaimanapun, mesin pencari tidak memperoleh keuntungan komersial dari hasil pencarian yang alami. Pendapatan mereka diperoleh dari iklan yang tampil pada halaman yang sama namun terpisah dari hasil pencarian alami tersebut. Perusahaan yang tidak menggunakan strategi SEO atau alamat situsnya tidak berada pada posisi yang menguntungkan dalam pencarian yang alami, masih mungkin untuk menjaring pelanggan dengan tampil dalam daftar pencarian berbayar (paid listing atau commercial listing) pada mesin pencari yang sama.

artikel asli dapat dibaca penuh di http://id.wikipedia.org/wiki/SEO