Apr 29 2016

VR Gaming Systems – State of Play

Virtual Reality (VR) is trending in 2016, with multiple VR systems launching this year. Although VR applications may expand in the future, for now, the focus is primarily on VR gaming. As a result, it seems like prime time to examine the state of VR gaming systems, but rather than leading with hardware specs or market research, we begin the article on a lighter note with some popular VR games.

VR Games

VR games are the quintessential VR experience since they combine audio-visual storytelling with player interaction in immersive 3D environments. There are currently hundreds of VR games at various stages of development, from concept to launch. These include AAA titles from big name studios, as well as, smaller indie titles. Here we introduce three highly anticipated VR games that are winning hearts and minds in the gaming community.

EVE: Valkyrie

1. EVE: Valkyrie (evevalkyrie.com)

EVE: Valkyrie features intense team-based combat in beautifully rendered 3D-environments with rich surround sound. This spaceflight FPS is getting rave reviews and comes bundled with the soon-to-be released Oculus Rift. It will also be released on Sony’s PlayStation VR system at some point in the future.

[Source: http://www.theriftarcade.com/eve-valkyrie/ ]


Fig 2

2. Minecraft Cave (gamesminecraft.org)

This sandbox crafting franchise is a block-based world of its own. You would need to have been living in a dimly lit cave to have not heard about this pop-culture phenomenon. With over 70 million copies sold worldwide, Minecraft is a runaway hit that is certain to draw many hardcore fans into VR gaming. Minecraft will launch soon on both the Samsung VR Gear and Oculus Rift.

[Source: Oculus Showing First Look at ‘Minecraft’ on Gear VR at GDC Next Week ]

Job Simulator

This job simulation from the future is a multi-award-winning slapstick-comedy VR game. In a world where robots have replaced all human jobs, players can step into the "Job Simulator" to learn what it was like ‘to job’. Relive the glory days of work by simulating glamorous jobs, like gourmet chef, office worker, or convenience store clerk. This offbeat gem is an official launch title for the three major VR systems being released this year (HTC Vive, Oculus Rift, and PlayStation VR).

[Source: http://jobsimulatorgame.com ]

As you can see, VR gaming covers a variety of genres, including action, adventure, and simulation. However, the real novelty of VR gaming is not in the games, but rather in the change in perspective moving from traditional 2D to fully immersive 3D environments. VR gaming is more engaging because it inserts players directly into the action via advanced motion sensors and game controllers. This fusion of seamless 3D environments with motion detection is fundamental to successful VR experiences. With three major VR systems launching in 2016, these experiences are more accessible than ever before.

Next, we discuss VR hardware requirements and introduce three leading VR systems shipping in 2016.


VR Hardware

2016 is the year that commercial VR systems go live, but it may be a while before they go mainstream. The first challenge for the industry is to prove that VR experiences are worth the hardware investment. So far, early adopters and journalists seem to be buying into the marketing hype surrounding VR gaming. The real test will come when hardcore gamers actually get their hands on these new VR systems.

At present, the leading VR systems are expensive peripheral devices that must be plugged into powerful personal computers or game consoles. For instance, according to NVIDIA [1], “immersive VR experiences require 7x the performance of a typical 1080p PC gaming experience”, as shown in the figure below.

Fig 4These rigid hardware requirements limit the reach of VR systems to hardcore gamers, since most casual gamers do not have access to sufficient computing power. According to one article [2], only 13 million PCs and 36 million PS4 consoles are even able to run optimized VR experiences. This represents a combined market potential of 50 million VR host platforms.

Despite these limitations, if VR systems work as advertised, without major performance issues or negative health effects, then they are likely to increase in popularity. As VR technology develops, the user experience is bound to improve and prices will drop through economies of scale. Perhaps eventually, VR systems may overtake traditional 2D displays for desktop and mobile devices. If that happens, it may disrupt multiple industries and might even change how we all interact with the world.

As promised, here are the details for the three major VR systems launching in 2016.

Oculus Rift

The Oculus Rift started as a Kickstarter campaign that raised almost US$2.5 million in crowdfunding. Facebook later bought the parent company (Oculus VR) for US$2 billion. Over the years, several prototypes have been built, including two that were made available for purchase as ‘development kits’. These development kits, DK1 (2012) and DK2 (2014) were meant for developers, but many were also purchased by VR enthusiasts. The first consumer version of the Oculus Rift started shipping at the end of March 2016. With a purchase price of US$600, the system includes a headset display, motion sensor, and a game controller. Product photos, hardware specifications, and the official website are provided below.

Fig 5

HTC Vive

The HTC Vive is a joint project of HTC, a mobile device manufacturer, and Valve, a videogame developer/distributor. It was unveiled to the public at Mobile World Congress in March 2015. The hardware specifications are similar to the Oculus Rift, with identical display resolution and refresh rates. What sets the HTC Vive apart is that it is designed for movement, with room-scale tracking (12 m2) and an external camera to detect obstacles. The HTC Vive is scheduled for consumer release on April 5, 2016. With a purchase price of US$800, the system includes a headset display, motion sensors, and two game controllers. See product photos, hardware specifications, and the official website below.

Fig 6

PlayStation VR

This VR system is designed exclusively for the Sony PlayStation 4 video game console. First announced as Project Morpheus at the 2014 Game Developers Conference, it was expected to release in the first half of 2016, but the launch date was recently pushed back to October. Unlike the Oculus Rift and HTC Vive, the PlayStation VR has only a single 1080p OLED display, but the screen refresh rate is higher at 120 Hz. The launch bundle costs US$500 and includes a headset display, motion sensor, and two controllers. Product photos, hardware specifications, and the official website are provided below.

Fig 7


VR Market Analysis

Sony’s PlayStation VR system (PS VR) looks to be in the best position to introduce VR gaming to the masses with a base price of just US$400. This is much less than the Oculus Rift (US$600) and exactly half the price of the HTC Vive (US$800). The PS VR also has greater sales potential in the near term, as there are about three times (3x) as many PS4 gaming consoles (36 million) as VR-capable PCs (13 million).[2] Also, an entire PS VR gaming system, including the PS4 console, will retail in the fall for about US$800.[3]

Although the HTC Vive and Oculus Rift seem to offer superior VR experiences, both are high-resolution dual-display headsets, they are fighting over a much smaller PC-based market. The only advantage these two systems have is time, in that they are available now, whereas the PS VR will not be available for another six months. If they can establish solid beachheads prior to the invasion of the PS VR in October 2016, they should be able to survive. If VR becomes more popular, the market advantage might switch to PC-based VR systems, since PC hardware constantly improves, while game consoles tend to lag behind.

Game developers are increasingly working on virtual reality games, as shown in a recent survey by the Game Developers Conference (GDC). This survey is probably the best window into the future of the virtual reality market, since the gaming industry is actively developing VR games. Between 2015 and 2016, the percentage of game developers working on VR titles more than doubled from 7% to 16%. As one gaming industry insider put it, “This year, VR is the thing that more developers want to do … It hasn’t taken over, but it has grown fast”. [4]

According to the 2016 GDC State of the Industry Report, 75% of survey respondents agree that VR is a long-term sustainable business. In addition, game developers are increasingly looking at VR tech, with 42% expressing interest in 2016, versus 37% in 2014. Despite the growing interest, most survey respondents do not expect VR systems to match the popularity of traditional gaming consoles in the near future. For instance, only 11% of those surveyed expect VR device adoption to match the current install-base of game consoles (about 40% of U.S. households) by 2020; and most respondents (62%) do not even expect VR systems to reach more than 10% of U.S. households by 2020.

VR game development is growing quickly, and yet, paradoxically, gaming insiders expect only slow growth in VR device shipments for the foreseeable future. The gaming industry seems to be hedging its bets by actively developing VR games, while simultaneously taking a conservative stance regarding future growth prospects. This seems rational, since it is impossible to predict the trajectory of the VR market; so much depends on how consumers react to this first-generation of commercial VR hardware.

According to the 2016 GDC State of the Industry Report, as of early 2016, more developers were working on game content for the Oculus Rift (19%) than any other platform. The next two most popular VR platforms were the Samsung Gear VR (8%) and Google Cardboard (7%). The HTC Vive and PS VR were tied for fourth with 6% of developers working on games for these platforms. These survey results are shown in the figure below.

Fig 8

(Source: Game Developers Conference | Survey: Oculus Rift Proves the Most Popular VR Platform among Devs)

These survey results beg the question: If the Sony PS VR platform is really in a superior market position, why are most developers working on Oculus Rift games instead? It may have something to do with the timing of the survey, just prior to the launch of the Oculus Rift, but if timing were the only factor then the HTC Vive should have scored high as well. It seems more likely that these results reflect sustained efforts by Oculus VR to reach out to the gaming community over the past four years. Oculus VR may have won over game developers, simply because it delivered, “the most developer kits in the market”.[4]

For game developers, VR opens up whole new worlds of player interaction and exploration. Some commentators even talk about VR as a new media paradigm that might have an impact on our civilization equivalent to the introduction of television in the twentieth-century. Only time will tell, but it if happens, then VR gaming will be the driving force that pushes this technology into these new frontiers.

This concludes our introduction to VR gaming. If you have any questions or comments, please leave them below. To find out more about Allion Labs, read our company introduction below, visit our website – www.allion.com, or contact us by email at service@allion.com.


About Us

Founded in 1991, Allion Labs Inc. (Allion) has more than 20 years of experience in the product testing industry. Our success is built on putting our customers first, executing projects with professional diligence, and offering the most comprehensive services possible, while also maintaining ethical business practices throughout. By following this business strategy, Allion has become a trusted gatekeeper in the consumer electronics industry. As technology advances, Allion help its partners to stay ahead of the competition by shortening time-to-market, raising product quality levels, and improving user experiences. In recent years, we have increasingly emphasized the importance of interoperability testing and competitive analysis as invaluable product development tools that enable companies to compete effectively in global markets.


[1] "Get Ready: Unreal Engine 4 To Incorporate NVIDIA Gameworks VR | NVIDIA Blog". NVIDIA Blog

[2] “Sony’s PlayStation VR Stands To Be Almost 3x More Popular Than Oculus Rift In 2016”. Forbes.com

[3] “Sony PlayStation VR Will Cost $399 When It Arrives in October”. NYTimes.com

[4] "GDC: 16% of Game Developers Are Working On VR, Up From 7% a Year Ago". VentureBeat.com

Apr 11 2016

HDR for a Brighter Tomorrow

“In 2010, in fall, at sunset, we came to the Blue Mosque in Istanbul. The sky was slightly dark. The evening sky was decorated with projection lamps. It’s so magnificent. When we saw a flock of birds flying around the domes of buildings, my friends and I took out our camera to capture the beautiful scene of the moment. However, no matter how we adjusted the camera or took pictures from different perspectives, the picture always seemed unnatural and was unable to simulate the image that human eyes perceived” (Fig. 1).

圖示一 Fig. 1: Birds flying over the sky of the Blue Mosque in Istanbul, 2010

The above description is a travel review written by Rick Li, Senior Technical Manager of Allion Labs, Inc. We believe that our readers have experienced similar situations. In addition to photos, there are also big differences between the images on TV and real life. For example, in low lighting conditions, the screen is too dark, while in bright lighting, it is too white. Why does this difference occur?


High Dynamic Range: HDR

The charge coupled device (CCD) and display have evolved and improved over time. However, dynamic contrast is still limited by available technology. In comparison, the human eye can perceive more contrast. Our eyes can see lighter, darker, and obvious contrasts between the lightest and darkest parts of our field of view (i.e., dynamic range). To reproduce images that better represent what our eyes observe in the real world, audio-visual equipment manufacturers have set the goal of capturing pictures with higher dynamic range. High Dynamic Range (HDR) represents a new pinnacle in display technology.

圖示二 Fig. 2: Comparison of dynamic range of human eye versus typical TV signal: http://www.trusight.com


The two figures at the bottom of the page illustrate the difference that HDR technology can make. The first figure illustrates the loss of image quality for Standard Dynamic Range (SDR) content production (Fig. 3). The picture on the left side of this figure represents the im

age that human eyes perceive. You can see that there is a large contrast between the dark background and the bright bus headlights. When the image is captured, there is an immediate reduction in image quality. Subsequent image processing and distribution further degrades dynamic range. At the end of this process, the picture on the right represents what the viewer sees on their display device. In this image, the background is dark gray, rather than black, and the bus headlights are not as bright as before.

圖示三 Fig. 3: Standard Dynamic Range (SDR), Source: CES 2016, LG Press Conference

The second figure shows the loss of image quality for High Dynamic Range (HDR) content production (Fig. 4). The picture on the left side is the same as in Fig. 3, representing (once again) the image that human eyes perceive. When captured, image quality is reduced slightly, but unlike SDR images, subsequent image processing and distribution does not significantly degrade image quality. You can see that the final dynamic range is much larger than in Fig. 3. Looking at the picture on the right of Fig. 4, you can see that the background remains dark, while the bus headlights are bright. In summary, the contrast between light and dark is much closer to reality with HDR images.

圖示四 Fig. 4: High Dynamic Range (HDR), source: CES 2016, LG Press Conference


HDR and Related Certifications

At this point, someone may ask, “I recently bought the most popular 4K TV on the market. Can I see pictures with the above quality on my 4K TV?” The answer is “not necessarily”. First, the source images must be captured, processed, and distributed using HDR technology. Additionally, the latest generation of Blu-ray player and 4K TVs are required to display HDR images. The implication is that from recording, post-production, mastering, publishing, and decoding to display, every link in the chain must apply HDR imaging technology.

The HDR ecosystem is currently growing incrementally. Manufacturers, wholesalers, and dealers of have each developed their own technology and registered their respective trademarks. Manufacturers are mainly dedicated to the Vision (Dolby Vision™), which includes HDR technology. Blu-ray manufacturers are promoting high-resolution ULTRA HD Blu-ray players that support HDR. Meanwhile, display manufacturers have set standards for a new generation of super-high quality displays, ULTRA HD PREMIUM. The whole supply chain is advancing together in a united front to achieve this big leap forward in image quality.


Dolby Vision™

Dolby Vision technology is currently used by many manufacturers. The ideal specification of brightness is set between 0.0001 nits and 10,000 nits (see Fig. 5: Dolby Vision Technology). The feasible range of HDR films is between 0.005 and 5,000 nits (Dolby Vision Mastering Display Series). In practice, the image quality of HDR recorded films is very close to feasible techniques and can preserve the dynamic range from 0.005 nits to 4,000 nits (2016 Dolby Vision Enabled TV series). Compared to standard film (0.05~100 nits), dynamic range is increased by a factor of four hundred (400x). This helps film manufacturers protect their intellectual property. If consumers want to see films with the best image quality, they must buy legal copies.

圖示五 Fig. 5: The brightness range of Dolby Vision Technology, source: Dolby Vision White Paper


ULTRA HD Blu-ray

The Blu-ray Disc Association (BDA) is promoting next-generation ULTRA HD Blu-ray discs and players that include HDR technology. As shown in Fig. 5, HDR technology increases maximum image brightness to between 1,000~10,000 nits, depending on the underlying Dolby Vision standards applied.

圖示六 EN VER Fig. 6: ULTRA HD Blu-ray Specifications, source: Panasonic Website



Driven by the evolution of signal origins, the HDR development of displayers is not inferior in any respect. UHDA was founded in 2015 to establish a new industry standard for 4K resolution displays for premium image quality with HDR technology. This new display standard is called ULTRA HD PREMIUM.

圖示七Fig. 7: ULTRA HD PREMIUM logo, source: http://www.uhdalliance.org


Meanwhile, finding the options in Figure 8 is not difficult. In addition to technology manufacturers, multimedia content providers such as Netflix, Walt Disney Studios, Twentieth Century Fox, Universal Pictures, and Warner Bros. Entertainment are also UHDA members.

   圖示八    圖示八-1

Fig. 8: UHDA member companies, source http://www.uhdalliance.org


The star-studded UHD Alliance is poised to become the leading facilitator of home-entertainment technology convergence. The organization sets display standards for image resolution, color field, bit rate, brightness, and darkness to ensure that consumers have the best experience when watching 4K content.

The basic specifications for ULTRA HD PREMIUM display certification are summarized below:

  • Image Resolution – 3840 x 2160
  • Color Depth – 10 bit
  • Wide Color Gamut (WCG) – 90% of DCI-P3
  • High Dynamic Range (HDR):

         Alternative 1: HDR range 0.05 ~ 1,000 nits (For displays with better light scale extension)

         Alternative 2: HDR range 0.0005 ~ 540 nits (For displays with better dark scale extension)


What Can We Do For You?

Allion Labs, Inc. (Allion) passed UHD Alliance accreditation in 2015 to become a UHDA Authorized Test Center. We provide manufacturers with ULTRA HD PREMIUM certification, consulting services, and compatibility testing.

Over the years, display standards have progressed from FULL HD (1080p) to ULTRA HD (4K) and now to ULTRA HD PREMIUM. ULTRA HD Blu-ray discs and brand-named 4K displays are now available to consumers. Some streaming video providers also offer compatible content. As a result, ensuring the optimal display of HDR content on existing (and future) home entertainment equipment is not a trivial problem.

Senior Technical Manager Rick Li of Allion classifies compatibility problems into two categories. The first category of problems involve the integration of new equipment into existing home entertainment systems, e.g. “Can a 4K TV with HDMI 2.0(a), HDCP 2.2, and HDR interoperate with an older Blu-ray player that only supports HDMI 1.4 and HDCP 1.4?” The second category of problems involve compatibility between new components: e.g. “Can products that support Dolby Vision, ULTRA HD Blu-ray, and Ultra HD Premium work together?” See Fig. 9, which illustrates this situation. Compatibility testing is necessary to ensure that hardware and software supplied by different brands can interoperate to deliver superior entertainment experiences for end users.

圖示九HDR相容性測試 Fig. 9: Compatibility Testing Flowchart


Through advances like High Dynamic Range and other audio-visual technologies, we expect that in the near future we can revise the description in the first paragraph as follows, “In 20XX, in fall, at sunset, we came to the Blue Mosque in Istanbul. The sky was slightly dark. The dark blue sky was decorated with projection lamps. It’s magnificent. When we saw a flock of birds flying around the domes of buildings, my friends and I took out our camera to capture the beautiful scene of the moment. The picture we captured was so close to the real image that we were amazed. It was so clear and distinct.”

Jun 18 2015

Wireless certified™ Passpoint Release 2 Simple, Secure, Seamless mobile Connectivity

Wi-Fi Passpoint is a key enabling technology that helps satisfy increasing consumer demand for mobile broadband service. This demand is being driven by the increased use of mobile devices, such as laptops, smart phones and tablets. High-bandwidth applications, such as VoIP and video streaming, are putting an added strain on cellular networks, especially in high-density locations, such as airports, shopping malls, conference halls, and coffee shops. As a result, cellphone carriers and mobile device manufacturers are increasingly turning to Wi-Fi Passpoint as a practical solution that balances peak cellular network loads in high-density locations.


When Passpoint certified devices enter an area with supported wireless service they seamlessly switch from cellular to wireless mode. Wi-Fi Alliance has prepared this introduction to Passpoint: https://www.youtube.com/watch?v=hw2Z6OuNQE4 

Passpoint Features

In 2012, Wi-Fi Alliance introduced Wi-Fi CERTIFIED™ Passpoint R1 (Release 1) with support for the following features.

R1 Features

In 2014, Wi-Fi Alliance launched Wi-Fi CERTIFIED™ Passpoint R2 (Release 2). This release builds on the solid security and seamless connectivity of the first release by making it even more valuable for service providers, while opening up new opportunities for other players. These new features are introduced below.

R2 Features

Business Case for Passpoint R2

Up until now, mobile device interoperability has been a major pain point for end users. For example, when users enter a coffee shop and wish to connect to the local wireless network, they are presented with a series of hoops to jump through. At a minimum, users need to find the correct network SSID and connect to it manually. For proprietary or secured networks, an additional authentication procedure is required, usually in the form of a user login. In most cases, the login procedure needs to be repeated each time that there is a loss of connection. In comparison, Wi-Fi CERTIFIED™ Passpoint greatly improves the wireless connection experience. It automates all the procedures described above, to the point where end users can simply sit down in the same coffee shop and immediately begin using their device.

Wi-Fi Alliance planned to let Passpoint R2 replace Passpoint R1 in April 2015. Although Passpoint belong to non-mandatory provision verification category, the manufactures still recommend Wi-Fi Passpoint R2 need to be treated as high consideration of product quality, such as incompatible and using problems need to be eliminated.

Wi-Fi CERTIFIED Passpoint R2 improves the wireless performance of mobile devices; and as shown in Figure 1, this improved performance will result in some tangible benefits for service providers, device vendors and consumers. For example, consumers will experience more reliable and secure connections; while service providers will enjoy an increase in customer loyalty and infrastructure cost savings.


Figure 1: Passpoint R2 – Benefits

As service providers and customers begin to experience these benefits, the installed base of Passpoint R2 compatible hotspots and mobile devices will grow.

Passpoint R2 – Mobile Device Requirements

Networking equipment and mobile device vendors should already be aware of Passpoint R2. However, they may not realize that Passpoint R2 certification requires additional Wi-Fi certification, as outlined in Figure 2 below.


Figure 2: Passpoint R2 – Certification

  • Wi-Fi CERTIFIED™ n/abg (with EAP authentication)
  • Wi-Fi Protected Management Frames
  • Wi-Fi Direct (if DUT supports)


Main Technique and Certified Content of Passpoint R2

Wi-Fi Passpoint uses standard networking protocols and techniques. For example, ANQP protocol uses the IEEE 802.11u standard; WPA2 Enterprise Security uses the IEEE 802.11i standard; various EAP methods (EAP-SIM, EAP-AKA, EAP-TLS, EAP-TTLS with MSCHAPv2) use the IEEE 802.1x standard; and the Wi-Fi Alliance standard uses Operator Policy & Online Signup.

Passpoint R1 provides support for the following four types of back-end servers: DHCPv4, AAA, DNS and PPSMO Web. Passpoint R2 supports these server types, but also adds four new server types: Subscription Remediation, OSU, Policy, and OCSP Responder. In addition, Passpoint R2 content is divided into three forms:

1. Setting DUT standards: Includes APUT and STAUT and needs to conform to preset parameters, other need to check whether DUT packets include ANQP.

2. Compatible Verification: Wi-Fi CERTIFIED™ Passpoint products need to provide downward compatibility features and verification device needs to connect on the network without Passpoint CERTIFIED.

3. Passpoint Verification Procedure: The verification maintains the original Passpoint R1 connection and the stored procedure function. It also add the new R2 Registration and Provisioning function (see Figure 3).

a. Discovery function

b. Registration function

c. Provisioning function

d. Access function


Figure 3: Wi-Fi Passpoint Provisioning Functionality

To get Passpoint R2 CERTIFIED, you also need to get other Wi-Fi verification test. The whole process might need 10 days of work, with repeat testing, debugging and other analysis problems. Therefore we usually advise manufactures to reserve some time when planning to obtain Passpoint R2 verification.

Wi-Fi Passpoint Release 2 with secured Wi-Fi user experience and uninterrupted connection

The technique of Wi-Fi Passpoint has fully used the Wi-Fi of user’s equipment normally, and provide more attractive service event for users. This technique also let users use Wi-Fi network as seamless and securely changed the automatic cellular connection.

Most wireless hotspots have a limited range due to the rapid reduction of signal strength as a function of distance from the central hub. Wireless signal coverage is also often uneven due to interference with other signals and objects, such as walls.

For this year’s Wi-Fi Passpoint Release 2, it also newly added (Online sign-up with immediate account provisioning and Secure registration) and (Operator policy) to make the technique more integrated. As Alliance planned to let Passpoint R2 replace Passpoint R1 in 2015 April, any Wi-Fi Passpoint product that need to be verify will be more functional and compatible. And will make greater market efficiency for service providers, equipment manufactures and end users in the future.

Wi-Fi association had setup many authorized test lab in different countries and areas. So far, Allion is one of the test labs that can completely provide all eighteen Wi-Fi verification services, including the new edition of Wi-Fi CERTIFIED™ Passpoint R2. (Pic 5: Allion, the all aspects of Wi-Fi verification services). According to Allion’s years of Wi-Fi experiences, we are proud to say that no matter the client need Wi-Fi verification test or product development advisory service, Allion can provide you a full service and verification. For further information of Wi-Fi service, please visit our website – http://www.allion.com.tw/wi_fi.html .


Jun 15 2015

Acoustic Noise & Speaker Output Test for Gaming Laptop

When a gaming laptop is running modern games this puts a heavy load on the CPU, resulting in more heat output which can degrade or damage internal components. Manufacturers have various options to mitigate this problem, including the installation of high capacity heat sinks and fans. It takes expert knowledge to determine the optimal solution, since high performance heat sinks and fans are expensive, while simply adding more fans can cause more noise, which degrades the gaming experience.

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Apr 20 2015

Smart Home Testing: Allion Creates a New Smart Home Test Environment That Simulates Real Life to Provide Innovative Test Services

With the arrival of the "digital home era", people can set TV show broadcast schedules through the Internet and seamlessly link to places all over the world via mobile phones. Children can learn new things with tablets and play with interactive games. With the rise of the Internet of Things (IOT) and Cloud Services (and other new emerging network concepts and applications), network technology now supports high-speed multi-functional IOT devices that are pushing us out of the "digital home era," and into a new "smart home era."

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Apr 13 2015

CES 2015 Unveils Future Technology Trends

Smart phones, which have dominated the International Consumer Electronics Show (CES) for the last several years, will by some accounts, lose some of their luster this year, as there are no significant breakthrough technologies among the major manufacturers. Overall, smart phones should continue to gain market share, as there is no differentiation between product specifications. For CES 2015, the two hottest technologies were wearable and smart home devices. Allion Taiwan (Allion Labs, Inc.) is now focused on four future trends arising from these technologies, as described below:

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Dec 05 2014

HDMI 2.0 Taipei Plugfest: Product Availability and Performance

Over time, HDMI has become a dominant multimedia interface that can be found in home theater equipment, personal computers, automotive electronics, and many mobile devices. Previous iterations of HDMI conquered the consumer electronics market by squeezing HD video and Hi-Fi audio signals through a single cable. In anticipation of market demand for Ultra-High Definition (UHD) displays, which offer four times the resolution of HD video, HDMI Forum published the new HDMI 2.0 specification in September 2013. This was followed by the publication of the corresponding HDMI Compliance Test Specification 2.0 in April 2014. These developments have enabled television manufacturers to begin launching UHD TVs in the 2nd half of 2014.

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Nov 17 2014

Wi-Fi Alliance CERTIFIED Wi-Fi Direct® Connections Provide Convenient High Speed Network Services Direct to Customers

Wi-Fi Direct® is an IEEE 802.11 wireless network protocol that supports direct wireless connections between compatible devices. Wi-Fi Direct uses peer-to-peer connections to perform common networking tasks. With Wi-Fi Direct users can quickly and securely share, print, display, and sync files between linked devices.

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Nov 04 2014

G.hn, the Ultimate Wired Broadband Solution?

Last century, the Internet was new and data flowed over IP to connect the world. Due to limited bandwidth, only text-based email and primitive web surfing was initially available to consumers. As networking technology advanced, multimedia content delivery became more viable and as a result, the desire for bandwidth has steadily increased. At this point, most consumers now expect stable and convenient broadband Internet service, especially at home. Since high-bandwidth home Internet service is now a reality in most modern countries, the delivery bottleneck has now moved from the curb to the living room.

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Sep 01 2014

Comparative Analysis of 802.11ac Wireless Access Points

As a leading global engineering validation and consulting company, Allion has already cultivated and built strong capabilities in the field of wireless device validation and testing. With the increasing penetration of the IEEE 802.11ac wireless standard across a wide range of electronic devices, increasing the overall availability and quality of compatible wireless access points (APs) is attracting more market attention.

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