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TOP STORIES FOR WEDNESDAY, OCTOBER 27, 2004
  Europe Approves Oracle Takeover of PeopleSoft
  FCC Approves Cingular Merger with AT&T Wireless
  Virginia Tech Modifies Supercomputer, Boosts Speed
  More Support for Adding Games to Curriculum


EUROPE APPROVES ORACLE TAKEOVER OF PEOPLESOFT
In a move many observers expected, the European Commission (EC) this
week gave its approval to Oracle's proposed takeover of PeopleSoft,
saying that no evidence was presented that the merger would result in
substantial anticompetitive pressure in the enterprise software
applications market. European Commissioners were reportedly swayed in
part by a U.S. court's decision not to block the deal and by evidence
presented in that case. Although the EC acknowledged that, along with
SAP, Oracle and PeopleSoft are currently the leaders in the market, the
regulators identified a number of smaller companies that had
successfully bid against some of the big three for past contracts. The
EC's decision overcomes the final regulatory obstacle to the deal, but
Oracle still faces PeopleSoft's so-called poison pill, which
automatically issues more shares in the event of a takeover, making the
deal prohibitively expensive. That matter is currently before a
Delaware court.
CNET, 26 October 2004
http://news.com.com/2100-1012_3-5422771.html

FCC APPROVES CINGULAR MERGER WITH AT&T WIRELESS
The Federal Communications Commission (FCC) has given final approval to
the merger between Cingular and AT&T Wireless, creating the nation's
largest cellular phone company with more than 47 million customers in
49 states. Cingular must now begin the long process of merging the two
organizations as smoothly as possible to minimize problems that could
drive customers to other carriers, including Verizon, which is now the
second-largest in the market. Cingular also must divest itself from
service in certain markets and make other concessions as conditions of
the merger. As required by the FCC, Cingular will sell stores and
customer contracts in 13 markets around the country. In addition, the
company must sell airwaves in markets where it controls more than 80
megahertz of the 189 megahertz of available spectrum. Cingular expects
to begin offering high-speed wireless Internet access across the
country by the end of next year. Consumer groups opposed the merger,
saying it would stifle competition and lead to higher costs for
consumers.
Washington Post, 26 October 2004
http://www.washingtonpost.com/wp-dyn/articles/A606-2004Oct26.html

VIRGINIA TECH MODIFIES SUPERCOMPUTER, BOOSTS SPEED
Virginia Polytechnic Institute and State University has upgraded its
System X supercomputer to increase its processing speed, making it the
fastest computer at an academic institution. The System X was
originally built with 1,100 Apple Power Mac G5 processors for a cost of
$5.2 million, significantly less than the tens of millions of dollars
usually spent on supercomputing projects, such as those of the Energy
Department and weather researchers. Virginia Tech spent about $600,000
adding 50 more nodes to the system and bumping its processing speed
from 10.28 teraflops to 12.25 teraflops. The computer is in service at
Virginia Tech's Institute for Critical Technology and Applied Science.
Federal Computer Week, 26 October 2004
http://www.fcw.com/geb/articles/2004/1025/web-super-10-26-04.asp

MORE SUPPORT FOR ADDING GAMES TO CURRICULUM
Researchers at the Institute of Education at London University contend
that the study of computer and video games has a place in the academic
curriculum just as do studies of film, television, and literature. The
findings are based on a three-year study in the United Kingdom of games
and their influence on education. According to Caroline Pelletier,
manager of the project, "Games literacy is a way of investigating how
games are means of expression and representation, just like writing or
drawing." Andrew Burn, associate director of the Institute of
Education's Centre for the Study of Children, Youth, and Media, called
games "a legitimate cultural form that deserve critical analysis." Burn
noted that, according to the study, a key element of the value of games
is allowing students to create their own games. Researchers did
acknowledge, however, that in the often male-dominated world of gaming,
many of the girls in the study felt left out. Research fellow Diane
Carr said that girls "have little motivation to play and remain
disengaged." Representatives of the gaming industry praised the
researchers for "intelligently" addressing the "cultural, social, and
educational value of computer and video games."
BBC, 26 October 2004
http://news.bbc.co.uk/2/hi/technology/3956241.stm

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