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Funny Apps that you can be the famous IRON MAN~!!!!

Try this~!

http://www.iamironman2.com/uk

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Apple has a long relationship with Adobe. In fact, we met Adobe’s founders when they were in their proverbial garage. Apple was their first big customer, adopting their Postscript language for our new Laserwriter printer. Apple invested in Adobe and owned around 20% of the company for many years. The two companies worked closely together to pioneer desktop publishing and there were many good times. Since that golden era, the companies have grown apart. Apple went through its near death experience, and Adobe was drawn to the corporate market with their Acrobat products. Today the two companies still work together to serve their joint creative customers – Mac users buy around half of Adobe’s Creative Suite products – but beyond that there are few joint interests.

I wanted to jot down some of our thoughts on Adobe’s Flash products so that customers and critics may better understand why we do not allow Flash on iPhones, iPods and iPads. Adobe has characterized our decision as being primarily business driven – they say we want to protect our App Store – but in reality it is based on technology issues. Adobe claims that we are a closed system, and that Flash is open, but in fact the opposite is true. Let me explain.

First, there’s “Open”.

Adobe’s Flash products are 100% proprietary. They are only available from Adobe, and Adobe has sole authority as to their future enhancement, pricing, etc. While Adobe’s Flash products are widely available, this does not mean they are open, since they are controlled entirely by Adobe and available only from Adobe. By almost any definition, Flash is a closed system.

Apple has many proprietary products too. Though the operating system for the iPhone, iPod and iPad is proprietary, we strongly believe that all standards pertaining to the web should be open. Rather than use Flash, Apple has adopted HTML5, CSS and JavaScript – all open standards. Apple’s mobile devices all ship with high performance, low power implementations of these open standards. HTML5, the new web standard that has been adopted by Apple, Google and many others, lets web developers create advanced graphics, typography, animations and transitions without relying on third party browser plug-ins (like Flash). HTML5 is completely open and controlled by a standards committee, of which Apple is a member.

Apple even creates open standards for the web. For example, Apple began with a small open source project and created WebKit, a complete open-source HTML5 rendering engine that is the heart of the Safari web browser used in all our products. WebKit has been widely adopted. Google uses it for Android’s browser, Palm uses it, Nokia uses it, and RIM (Blackberry) has announced they will use it too. Almost every smartphone web browser other than Microsoft’s uses WebKit. By making its WebKit technology open, Apple has set the standard for mobile web browsers.

Second, there’s the “full web”.

Adobe has repeatedly said that Apple mobile devices cannot access “the full web” because 75% of video on the web is in Flash. What they don’t say is that almost all this video is also available in a more modern format, H.264, and viewable on iPhones, iPods and iPads. YouTube, with an estimated 40% of the web’s video, shines in an app bundled on all Apple mobile devices, with the iPad offering perhaps the best YouTube discovery and viewing experience ever. Add to this video from Vimeo, Netflix, Facebook, ABC, CBS, CNN, MSNBC, Fox News, ESPN, NPR, Time, The New York Times, The Wall Street Journal, Sports Illustrated, People, National Geographic, and many, many others. iPhone, iPod and iPad users aren’t missing much video.

Another Adobe claim is that Apple devices cannot play Flash games. This is true. Fortunately, there are over 50,000 games and entertainment titles on the App Store, and many of them are free. There are more games and entertainment titles available for iPhone, iPod and iPad than for any other platform in the world.

Third, there’s reliability, security and performance.

Symantec recently highlighted Flash for having one of the worst security records in 2009. We also know first hand that Flash is the number one reason Macs crash. We have been working with Adobe to fix these problems, but they have persisted for several years now. We don’t want to reduce the reliability and security of our iPhones, iPods and iPads by adding Flash.

In addition, Flash has not performed well on mobile devices. We have routinely asked Adobe to show us Flash performing well on a mobile device, any mobile device, for a few years now. We have never seen it. Adobe publicly said that Flash would ship on a smartphone in early 2009, then the second half of 2009, then the first half of 2010, and now they say the second half of 2010. We think it will eventually ship, but we’re glad we didn’t hold our breath. Who knows how it will perform?

Fourth, there’s battery life.

To achieve long battery life when playing video, mobile devices must decode the video in hardware; decoding it in software uses too much power. Many of the chips used in modern mobile devices contain a decoder called H.264 – an industry standard that is used in every Blu-ray DVD player and has been adopted by Apple, Google (YouTube), Vimeo, Netflix and many other companies.

Although Flash has recently added support for H.264, the video on almost all Flash websites currently requires an older generation decoder that is not implemented in mobile chips and must be run in software. The difference is striking: on an iPhone, for example, H.264 videos play for up to 10 hours, while videos decoded in software play for less than 5 hours before the battery is fully drained.

When websites re-encode their videos using H.264, they can offer them without using Flash at all. They play perfectly in browsers like Apple’s Safari and Google’s Chrome without any plugins whatsoever, and look great on iPhones, iPods and iPads.

Fifth, there’s Touch.

Flash was designed for PCs using mice, not for touch screens using fingers. For example, many Flash websites rely on “rollovers”, which pop up menus or other elements when the mouse arrow hovers over a specific spot. Apple’s revolutionary multi-touch interface doesn’t use a mouse, and there is no concept of a rollover. Most Flash websites will need to be rewritten to support touch-based devices. If developers need to rewrite their Flash websites, why not use modern technologies like HTML5, CSS and JavaScript?

Even if iPhones, iPods and iPads ran Flash, it would not solve the problem that most Flash websites need to be rewritten to support touch-based devices.

Sixth, the most important reason.

Besides the fact that Flash is closed and proprietary, has major technical drawbacks, and doesn’t support touch based devices, there is an even more important reason we do not allow Flash on iPhones, iPods and iPads. We have discussed the downsides of using Flash to play video and interactive content from websites, but Adobe also wants developers to adopt Flash to create apps that run on our mobile devices.

We know from painful experience that letting a third party layer of software come between the platform and the developer ultimately results in sub-standard apps and hinders the enhancement and progress of the platform. If developers grow dependent on third party development libraries and tools, they can only take advantage of platform enhancements if and when the third party chooses to adopt the new features. We cannot be at the mercy of a third party deciding if and when they will make our enhancements available to our developers.

This becomes even worse if the third party is supplying a cross platform development tool. The third party may not adopt enhancements from one platform unless they are available on all of their supported platforms. Hence developers only have access to the lowest common denominator set of features. Again, we cannot accept an outcome where developers are blocked from using our innovations and enhancements because they are not available on our competitor’s platforms.

Flash is a cross platform development tool. It is not Adobe’s goal to help developers write the best iPhone, iPod and iPad apps. It is their goal to help developers write cross platform apps. And Adobe has been painfully slow to adopt enhancements to Apple’s platforms. For example, although Mac OS X has been shipping for almost 10 years now, Adobe just adopted it fully (Cocoa) two weeks ago when they shipped CS5. Adobe was the last major third party developer to fully adopt Mac OS X.

Our motivation is simple – we want to provide the most advanced and innovative platform to our developers, and we want them to stand directly on the shoulders of this platform and create the best apps the world has ever seen. We want to continually enhance the platform so developers can create even more amazing, powerful, fun and useful applications. Everyone wins – we sell more devices because we have the best apps, developers reach a wider and wider audience and customer base, and users are continually delighted by the best and broadest selection of apps on any platform.

Conclusions.

Flash was created during the PC era – for PCs and mice. Flash is a successful business for Adobe, and we can understand why they want to push it beyond PCs. But the mobile era is about low power devices, touch interfaces and open web standards – all areas where Flash falls short.

The avalanche of media outlets offering their content for Apple’s mobile devices demonstrates that Flash is no longer necessary to watch video or consume any kind of web content. And the 200,000 apps on Apple’s App Store proves that Flash isn’t necessary for tens of thousands of developers to create graphically rich applications, including games.

New open standards created in the mobile era, such as HTML5, will win on mobile devices (and PCs too). Perhaps Adobe should focus more on creating great HTML5 tools for the future, and less on criticizing Apple for leaving the past behind.

Steve Jobs
April, 2010

Copy from Apple.com

over 3.5 million views on YouTube within 4 days.

http://www.sportbmsn.com.hk

  • Objective: To promote Sport B Spring/Summer collection
  • Execution: Using motion detection technology, the virtual dressing room allows users to choose and try on Sport b.’s collection through a web cam. They can also adjust the size and position of the clothes before saving a photo of them in the new look and sharing it with their friends.
  • Unique selling point: Featuring MSN and custom made a series of emoticons, display pictures and backgrounds. Offline shoppers can experience the virtual dressing room at Sport b shop in CWB and download thier personalised photo later.
  • Media: Website, banner, MSN, Offline shop display support.

Source from Interactive-Marketing.com

1. Don’t Be a Showoff


Give Twitter users your features and benefits. Let them know about special deals. Don’t post links to your latest press release, promote articles written by your CEO or make extravagant claims. A good rule of thumb to determine whether a tweet is user-friendly or brand vanity is to ask yourself, “If I didn’t work here, would I care about this?” If you’re not sure, ask a brutally honest friend who doesn’t work at your company.


2. Don’t Use Poor Grammar or Spelling


If your replying 2 a user make sure ur social media intern doesnt do it like this LOL!

Seriously, grammar Nazis abound on the web. Write words out in their entirety, don’t use confusing abbreviations or too many of them, make sure punctuation is pristine and try to keep “lolspeak” and emoticons to a minimum.


3. Don’t Get Too Personal


You might be a real person hiding behind your brand’s Twitter account, but depending on the size and nature of the company, this isn’t likely the best place to share your favorite band’s latest track, or compliment a user’s hairdo. Keep your conversations warm but professional; it’s what users expect from a brand ambassador, and anything else comes off as creepy.


4. Don’t Auto-Tweet


It’s OK to set up tweets to roll out while you’re away from your desk, but think long and hard before you automate an entire feed to stream into your Twitter account. Users can smell a bot from miles away, and the point of Twitter is to be personally engaging more than blatantly promotional. Also, this might go without saying for the tech-savvy marketers among us, but don’t automatically DM new followers; it’s seen as spam. And never DM someone your account doesn’t also follow.


5. Don’t Leave Air in the Conversation


If you’re carrying on a series of @replies, don’t wait a day or two between messages. This isn’t the Pony Express; users will want a reply within a few hours. If you wait longer, they may have already forgotten what you were talking about. And be sure to use standard reply mechanisms so the Twitter web interface and other applications will thread the conversation, in case either party needs to reference a previous comment.


6. Don’t Overtweet


If you’re using Twitter as a 24/7, one-way broadcast system, you’re not having a conversation — you might be just “shouting” at your followers. While some brands have successfully maintained one-way, broadcast-only, no-@reply accounts, many opt to engage directly with their followers. Whichever method you choose, make sure you’re not tweeting too often and flooding your followers’ timelines.


7. Do Shout Out to Users Who Mention You


Especially if that mention is favorable, don’t be shy about tweeting thanks, tips or promotions to someone who’s shown your brand some Twitter love. Most of the time, users are surprised and delighted to find a name brand in their stream of replies. Exercise caution, however, when engaging with users who’ve made negative comments. Those conversations can go very well, or they can backfire. Always remain empathetic but professional.


8. Do Monitor Keywords and Competitors


If someone expresses issues with a competitor or poses a general question about your vertical, you should be all over it within a few hours. It’s a great opportunity to win new fans, convert seekers into customers and develop a reputation as a knowledgeable and responsive resource in your industry. Just make sure you keep off-brand replies to a non-creepy modicum.


9. Do Make an Informative Profile


Use your company or brand logo as your avatar, and state the purpose of the account clearly in your description. Your profile’s main link should direct Twitter followers to the most informative, engaging and user-friendly part of your website.


10. Do Fish Where the Fish Are


Let’s be honest: Not every brand needs to be on Twitter. Every brand should be monitoring Twitter — and we’ve written a lot about social media monitoring tools for brands on Mashable(Mashable) — but not every company’s customers are going to be on this site or be open to being contacted this way. If your brand has an older demographic, or if your product is of a more sensitive nature, you might want to be a silent observer of this ecosystem rather than an active participant.

Copy from mashable.com

Advertising Agency: Bartle Bogle Hegarty, New York, USA