The benefits of using RFID Asset Tracking over Barcodes

RFID Asset TrackingBarcodes have been the traditional way companies have collected data and tracked assets. But recently, RFID has become another asset tracking option.

RFID Asset Tracking and barcodes are quite similar when it comes to collecting data there are some real and important differences between the two.

Some important differences between the two that favor RFID technology include:

1. Speed – according to the RFID Journal, RFID is fifteen to twenty times faster than barcode technology when it comes to inventorying IT assets.

2. According to Motorola, there are companies that have seen up to a 95% cut in time when using RFID.

3. It eliminates direct scanning.

4. Scanning becomes more efficient as multiple items can be scanned at the same time. And multiple can mean hundreds while barcodes are strictly one item at a time.

5. While RFID was much more expensive than barcodes, this gap is closing. It’s still more expensive but is now more inline with the cost of high quality barcode labels.

6. With RFID, you do not need a direct line of site the way you do with barcodes. You just need to be within the codes reading range. This can be a huge time saver.

The passive read range is up to forty feet for fixed readers and up to twenty feet with the handheld readers.

An active RFID read range can be hundreds of feet. At most, barcodes have a read range of several feet with line of site.

7. Identification is more detailed and more efficient with RFID. With a barcode you can identify the type of an item. With RFID you can identify each unique item or asset that has been tagged.

As you can see, RFID technology offers many positive benefits over barcodes when it comes to asset tracking and it’s use will most likely increase going forward.

 

(Week 2, Day 2) – Einstein Crunch

I am disheartened to see the lack of support from other aspiring game designers’ on this site. I did make a resolution to partake in the challenge of designing and completing a game in under a month, but was hoping for more of a back and forth with other users on this site. I am starting to feel like I might be the only one in this ‘room’ talking to myself.

Week 2, Day 2 went really slowly and I only managed to burn a couple of hours working on the game. I did however, manage to add a glow effect to the camera and had just started tying the glow effect into the weather system… so flashes of lightning now fire off and are dependent on the weather. I feel that creating a good environment is always conducive to a successful game, so I am planning on spending some time really polishing the game environment.

I have given the go ahead to my graphics guy so am expecting some professionally designed graphics to come through any day now. Next step will be integrating graphics and sound. Then I need to reach out and speak to my music man. He is very affordable, and really good – he wrote all the sound for Finger Puppet Frenzy, which is now one of the Top 20 downloaded kids games in Iceland (given they might only have 5 iphones in Iceland), but it is also in the top-100 on the Australian charts so that is always good J If you want graphics and sound to that quality, drop me an email I can send you their contacts

(Week 2, Day 1) – Einstein Crunch

This weekend has been a hard one to get through. With a thousand things to do around the house, a crying baby and home renovations, I am surprised I got so much done.

A quick note… the name of the game has changed, but to keep things consistent through these posts, I am going to leave it as Einstein Crunch.

A big win – my designer got back to me he will look at Logo design, splash screen and Main Menu for under $500. I was expecting to pay more, so this has me smiling.

I have also managed to integrate a weather system into my game and tie it into the game stage. As the pressure on the player increases the light drizzle becomes heavy rain… which then becomes snow… and then lastly it becomes a blizzard. Next I won’t to work on lightning… and I want to integrate sound effects into to really finish the weather system off.

I am getting to a point possibly nearing the end of next week where I will need some beta testers for the game. If anyone here is interested, please let me know. Again, I am aware I haven’t shared the concept fully… partly because I want to have it finished before I share the concept but more because I am too lazy to spend 30 mins trying to relay it to readers via a blog J

This is a brain game based on maths. If you think you would be interested in beta testing, please let me know.

(Week 1, Day 3) – Einstein Crunch

Day 3 is frustrating, while I have one eye on this game; my other eye is constantly watching my first game tracking its progress through the charts. Going gang busters in Australia and the UK (Now in the top 100 children’s games in Australia), but the American and Canadian market don’t seem to have much traction yet. I would like to try including features in my new game that appeal to those markets.

In saying this, I have completed my algorithms and a string of endless levels based on these algorithms. I have also managed to create all the place holder images, and sounds. I have not yet heard back from my graphics guy and I am starting to shiver at the idea that I might have to give him some more creative direction.

I should have got further, but with a baby crying in the background and a wife telling me to mow the lawn, programming can become more of an ideal, rather than an actual activity. Don’t you just hate it when life gets in the way of your goals.

(Week 1, Day 2) – Einstein Crunch

Alright some lessons I took away from my first published game.

  • Don’t get hung up trying to make it look pretty. Establish the foundation / gameplay before you worry about sound and graphics.
  • Don’t start too big. Try something small to start… and work your way up from there.
  • Sound and Graphics make a significant difference. If you are not a designer or a sound engineer, then don’t try doing it yourself – spending a few dollars and have the graphics done for you OR by stock images and sounds. It makes all the difference in the world.

Ok Day 2 was a laying all the foundation code. I have decided to develop the game in Unity, this RAD (Rapid Application Development Tool) allows me to focus on things like game play rather than code by reducing the code time required.

Day 2 closed with the following successes:

  • Created the main menu and the gameplay screen.
  • Created the foundation code and I pass the level of difficulty from the menu to game play.
  • Created the image place holders for the numbers that I will be using in the game.
  • Created the in-game menu.

I have now reached out to my first contact, my graphics guy (from the Ukraine) very affordable. He is going to take a look at my concept and see if he can give me some creative direction. I will let you all know how I go.