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Wednesday, April 20, 2011

Engadget News

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Final Audio Design's Piano Forte earphones promise concert hall sound at bank-breaking prices

Posted: 20 Apr 2011 11:36 AM PDT

Behold Final Audio Design's latest high-end earphones: the Piano Forte X-VII Series. Each of the four models that comprise the series features a large neodymium magnet driver, nestled inside a rigid metal housing made of alloy powder and natural resin, designed to minimize bad vibrations. The driver is a hefty 16 mm in diameter, and boasts roughly three times the surface area of your garden variety earphones, resulting in enhanced low frequency soundscapes. Final Audio Design also added a proprietary pressure ring to each model's diaphragm (to ward off sound artifacts), as well as special pressure vents (to optimize air pressure around the diaphragm). Internal air pressure, on the other hand, is kept in check thanks to the X-VIII Series' metallic earpads, which allegedly allow your ear to naturally adjust to any barometric shifts. Each of the four models comes in a unique metallic housing, reportedly capable of delivering different audio blends. But they all share one important characteristic -- they're really expensive. At the high end of the price spectrum are the X-G and X-CC models, which will put you back some ¥220,000 ($2,668). Bargain hunters, meanwhile, will have to settle for the VIII, priced at a slightly less obscene ¥80,000 ($970). Granted, these earphones may very well warrant that kind of cash and scientific hyperbole, though it's certainly difficult to gauge their value without taking them out for a spin ourselves.

Niyari brings back Atari 400 nostalgia with USB keyboard, brown never looked so good

Posted: 20 Apr 2011 11:12 AM PDT

We never got around to reviewing the Atari 400 back in 1979, but it was probably for the best -- according to Technabob, the game console's membrane keyboard was more of a finger torturing tool. But if you dig this iconic design regardless, then you may consider Niyari's similar-looking chiclet keyboard from Japan. Sure, $148.55 is pretty steep for an otherwise ordinary USB peripheral, but some old schoolers may gladly pay for this much improved typing experience, albeit 32 years too late. Head past the break to compare this device with an actual Atari 400.


Photo courtesy of Marcin Wichary.

Sony rolling out PlayStation Home 1.5 update with real-time multiplayer support

Posted: 20 Apr 2011 10:49 AM PDT


Earlier this morning, Sony lifted the floodgates on its 1.5 update for PlayStation Home, bringing with it real-time multiplayer support, improved physics and more realistic graphics, among other goodies and graphical tweaks that we're slightly less excited about (like, umm, "better furniture management"). Also hitting the PlayStation Home Mall this week is Sodium Blaster's Paradise personal space and TankTop 1.0, a mini-game which appears to take advantage of the improved graphics promised in Home 1.5. Of course, the big news here is the real-time multiplayer support, which Sony says will pave the way for first-person shooter and racing games, making it even easier to terrorize other players from the safety of mom's basement. So, what are you waiting for? Hit the source link for all the saucy details.

Toyota Entune and Prius V hands-on

Posted: 20 Apr 2011 10:26 AM PDT

This year at CES we got our first glimpse of the Toyota Entune infotainment system, and then a week later at the North American International Auto Show we got our first close-up look at the bigger, hatchbackier Prius V. Now, here at the New York International Auto Show, the two pieces have come together into one five-door package. The car and the infotainment suite are slated to hit dealerships this summer and we sat down in one to try out the other. See if you can figure out which is which before clicking on through to check out our impressions.

If you missed our earlier Entune coverage, it's Toyota's answer to something like SYNC AppLink, which has you controlling your smartphone apps through your car. But, the approach here is not the same, and it works a little differently to how it was described at CES, too. With Entune, there will be a single app that you install on your iPhone, BlackBerry, or Android device which, basically, turns the thing into a data pipe for your car. The car's head unit then connects to the phone over Bluetooth and starts sucking down data.



The "apps" that the car provides are then really just icons rendered by a remote server and piped through your phone to the resistive touchscreen. At launch we're looking at Bing searches, which will let you find (by text or by voice) local points of interest, and then get directions straight there. Pandora will be there, as you'd expect, along with iHeartRadio, MovieTickets.com, and OpenTable. It's the same gaggle we saw a few months back, but Toyota's expecting more to play along soon.

We have to say we're a little disappointed with how the apps are integrated with the car. Many have speech recognition, but to trigger that you have to find and hit a tiny microphone button on the touchscreen. There's a "speech" button on the steering wheel, which you use for making hands-free calls, but it isn't integrated with the system. That seems a little unfortunate, everything totally dependent on the touchscreen. But, we're assured that the apps will present simplified, driver-friendly interfaces when you're in the motion to make sure that you don't Bing yourself right into the center divider.



Entune will be available this summer in the roomier Prius V -- which, by the way, actually looks a little fetching up close. Entune is also coming to the Tacoma and Camry before the end of the year, and the rest of the range down the road. There's not expected to be any extra hardware cost for the service, it'll be included with the factory navigation option (which has, by the way, seen a much-needed UI refresh), but Toyota's not saying whether there will be a fee for using the service down the road. All we know is it'll be free for the first three years. All the more reason to live in the moment.

Apple sues Samsung: here's the deal

Posted: 20 Apr 2011 10:02 AM PDT

So we all know that Apple's suing Samsung alleging myriad IP infringements, but you may not know what all the fuss is about. On one hand, the lawsuit is surprising because Apple gets much of the goodies it needs to build its iconic iPhones, iPads, and Macs from Sammy, and common sense dictates that you don't bite the hand that feeds you. On the other hand, however, folks in Cupertino don't take too kindly to copycats, and while it's hard to put a dollar value on the brand equity Apple currently enjoys, this lawsuit shows it's valuable enough for Apple to risk upsetting its relationship with Samsung and jeopardizing its supply chain. Having given the court docs a good read, here's our rundown of what's going on.

According to Apple's complaint, phones from Samsung (particularly the Galaxy S variety) and its Galaxy Tab are eroding the efficacy of Apple's carefully crafted brand. That brand is built, in no small part, upon the trade dress (aka the appearance and packaging) of its iDevices and its trademarked iOS icons, and Apple has spent over two billion dollars on advertising from 2007-2010 to stake out a little space in everyone's brain that associates the iPhone's looks and its progeny's derivative forms with Apple. It's worked quite well too, as Apple revealed (for the first time) in its complaint that it has sold over 60 million iPod touches, 108 million iPhones, and 19 million iPads total. Problem is, Apple views the Galaxy devices, their TouchWiz UI, and packaging -- with their Apple-esque appearance -- as illegal infringers on its hard-earned mental real estate, and it's suing Sammy to stop the squatting and pay for its IP trespassing ways.

Of course, Apple isn't just dragging Samsung to court for cashing in on the iPhone image in our hearts and minds -- Jobs and company have accused Sammy of infringing several of their patents, too. Apple asserts that TouchWiz and the Galaxy S infringe upon its iOS home screen and iPhone 3G design patents. Additionally, the complaint says Samsung has run afoul of several Apple utility patents for: the iOS instant messaging interface, the "bounce back" effect you get upon scrolling too far in a list or window, control and status widgets, UI status windows that disappear a set time after being opened, and scrolling and ellipse multi-touch gesture recognition. In light of these alleged mass IP infringements, Apple's asking the court for preliminary and permanent injunctions to take Samsung's Galaxy devices off the market, in addition to the usual request for punitives, triple damages and lost profits. We've already heard that Samsung will "respond strongly" to Apple's show of legal force, but time will tell if Sammy's strong response comes in, or out of court. Those looking for a full breakdown of Apple's legal claims can hit the more coverage link below.

Minuscule PicoHD5.1 media player looks like a card reader, acts like a media streamer

Posted: 20 Apr 2011 09:21 AM PDT

What if your media streamer was as small as your media card reader? What if your list of "what ifs" shrunk by one this evening? And what if, by chance, said media streamer shipped with a remote nearly double the size of the product itself? We'll confess, it'd be a weird, weird situation, but it's one that you can actually experience for yourself if you're cool with handing over £49.99 ($82). The bantam PicoHD5.1 packs a lot of oomph into a pocket-sized device; on one side, there's room for a USB hard drive, thumb drive or SD card. On the reverse, you'll find HDMI / component outputs capable of piping whatever media you just plugged in onto your television or monitor. There's even support for 5.1 channel surround sound, and we're told that it's encased in aluminum -- you know, for those inevitable bumps and bruises. Is the "smallest HD multichannel media player" truly as spectacular as it sounds? Hard to say from afar, but hey, that's what 60 day money-back guarantees are for... right?

T-Mobile G2x review

Posted: 20 Apr 2011 08:45 AM PDT

It's only been a few weeks since the Optimus 2X crossed the desk of our European review bureau as the first known dual-core smartphone in the universe. Now LG's wunderkind has made its way across the pond and landed on US soil to be reborn as the G2x on T-Mobile. While the hardware remains the same elegant Tegra 2-infused slab of glass, metal and plastic, the software has been liberated from the shackles of LG's UI customizations into a serving of vanilla Froyo -- the exact same approach T-Mobile took when it introduced the Desire Z as the G2 without HTC's custom Sense skin last fall. Unlike previous G-series phones, the G2x ditches the physical keyboard for a 4-inch WVGA display with HDMI output and an 8 megapixel camera with 1080p video capture. Beyond the transition from messaging-centric device to multimedia powerhouse, what else is different about the hardware? Is plain Android a vast improvement over the lackluster software that shipped on the Optimus 2X? How does the G2x fare against T-Mobile's current flagship, the Samsung Galaxy S 4G? Find out in our full review after the break.




Hardware

There aren't any major differences in hardware between the Optimus 2X and the G2x, other than the T-Mobile logo replacing the LG branding below the earpiece. Our G2x review unit came with a brown / bronze-colored battery cover instead of a matte black one like its European sibling -- that's about it. What we're looking at then, is the same elegant (if not understated) design and superb build quality as the Optimus 2X. It's clear that LG put some effort into making this a premium smartphone by focusing on the details. A glass panel with beautifully beveled sides covers the entire front of the phone, and conceals a 4-inch WVGA capacitive touchscreen, a 1.3 megapixel front-facing camera, a cutout for the earpiece, the proximity and light sensors, plus the four standard Android keys (menu, home, back, and search). Strangely, these capacitive buttons take up a huge amount of real-estate below the display (almost an inch), making the G2x as tall as the HTC Thunderbolt.

The handset feels great in the hand thanks to the matte soft-touch finish and curved edges of the battery door, which takes up the entire back. It's hefty enough to be substantial without being heavy, all while maintaining a svelte 10mm profile. A tasteful strip of brushed aluminum displaying a machined "with Google" logo runs down the length of the back, inline with the camera pod which hosts an 8 megapixel sensor and a large autofocus lens behind a glass window, along with a single LED flash. Sandwiched between the front glass and battery cover, you'll find a silver / faux-gunmetal rim that traces the entire perimeter of the device. The top edge contains the power / lock key, micro-HDMI connector (behind a flap), and standard 3.5mm headphone jack. On the bottom, the G2x takes a cue from the iPhone 4 with two small meshed openings on each side of the micro-USB connector, one hiding the mono speaker (which is adequately loud) and the other protecting the microphone. There's a simple volume rocker on the right edge, and nothing on the left. As expected, the SIM and microSD card slots are located behind the battery door, along with a standard issue 1500mAh battery. No microSD card is supplied since the G2x provides 8GB of internal mass storage.

While most of the hardware in the G2x hits the spot, we're a little underwhelmed with the display. The 4-inch WVGA (800 x 480) IPS panel looks good on paper but misses the mark when compared to the competition. Sure, the colors are rich and the viewing angles are wide, but the LCD washes out more than expected in direct sunlight and suffers from a significant amount of backlight leaking out from the edges of the screen, resulting in visible "stains" on solid, dark-colored content. We're also somewhat perplexed as to why LG decided against outfitting this dual-core smartphone with a qHD (960 x 540) display, à la Motorola Atrix 4G. Obviously, we're being highly critical here -- most people will be satisfied with the G2x's display, at least until they come across one of Samsung's Super AMOLED-equipped devices. Another item that requires improvement is the screen's capacitive touch layer, which is slightly less sensitive than on most other phones. Light touches don't always register, and while this is easily remedied by applying more pressure, it's rather disconcerting -- especially for a handset that's otherwise well designed.

Under the hood, NVIDIA's 1GHz dual-core Tegra 2 SoC is the life of the party, together with 512MB or RAM and the aforementioned 8GB of built-in flash storage. It's difficult to quantify the performance improvements the dual-core silicon brings to the table -- mostly because the results also partially depend on the software -- but the G2x certainly feels snappy, especially when running tasks in the background. It also handles 1080p video recording and playback like a champ, something even low-end PCs often still struggle with. Moving beyond the Tegra 2, you'll find the usual smorgasbord of radios, including 802.11b/g/n WiFi, Bluetooth 2.1 + EDR, quadband EDGE, and quadband HSPA+ (with future-proof support for 2100, 1900, 1700 / AWS, and 850MHz), alongside a generous sprinkling of sensors (light, proximity, accelerometer, magnetometer, and gyroscope).

The G2x passed our call and reception tests with flying colors, and HSPA+ performance is on par with other T-Mobile devices like the Galaxy S 4G. Sound quality is excellent, but the audio output is quieter at maximum volume than most other handsets when paired with some headphones (such as our Beyer Dynamic DT990 Pro). Battery life is pretty much what you'd expect from a high-end Android phone, providing about a day's worth of moderate use -- typically a half-hour spent on calls, a few text messages, lots of data being pushed from three email accounts and a Twitter account, plus some web browsing, picture taking, and music listening, all with WiFi / GPS enabled and Bluetooth disabled. While there's still room for improvement, we're pleased to report that the Tegra 2 SoC appears to have little (if any) negative impact on battery life. In fact, the G2x fares better in terms of power management than some single core smartphones we're recently reviewed -- yes, we're looking at you, Mr. Thunderbolt.

Camera

The camera in the G2x is a gem in the rough. As you can see in our sample shots, it takes gorgeous pictures, but we can't help but feel that the sensor and optics are being held back by the software, both in terms of image processing and user experience. The first cue that G2x might be equipped with a decent camera is the large lens opening, which allows more light to be gathered. Behind that autofocus lens you'll find an 8 megapixel sensor which, based on the impressive low-light performance we observed, is likely backside illuminated. The camera also features a bright single LED flash for those inevitable (regrettable?) nightclub moments, but sadly there's no dedicated two-stage camera button. Exposure is generally spot on, and pictures always contain a huge amount of detail even in low light, with noise rarely being an issue. Still, colors are somewhat under-saturated, and it often looks as if some of the information gathered by the camera is being unnecessarily lost during image processing -- but we're being picky here.

While most other handsets barely manage to record video at 720p (and often poorly at that), the G2x captures smooth 1080p video at 24fps without breaking a sweat. Sure, there's no autofocus or stereo audio during video recording, but you'll quickly gloss over this once you see the beautiful results. Despite running stock Android, the G2x ditches the default camera app for a custom app by LG, which adds a slew of useful controls such as touch-to-focus, scene modes, smile recognition and panorama mode. While this custom interface is reasonably intuitive, the overall camera user experience is somewhat marred by a few shortcomings: the autofocus is slow, the display washes out in direct sunlight, and the less sensitive touch panel sometimes interferes with the clever on-screen shutter key (hold to focus, then release to take the shot). Still, the G2x packs a great camera that leaves the door wide open for future improvements.



Software

The good news is that unlike the Optimus 2X, the G2x runs vanilla Froyo without any unwanted (and potentially rotten) toppings. While T-Mobile added its own flavor in the form of some pre-loaded apps, there are no skin or UI customizations beyond the aforementioned camera interface. The bad news is that these are Gingerbread times, yet the G2x is stuck with Android 2.2.2 for the foreseeable future. Regardless, plain Android is such a breath of fresh air that we're almost willing to forgive LG and T-Mobile for this anachronistic faux pas. Basically, you'll enjoy the same clean and uncluttered user experience as on Google's Nexus phones or the excellent G2, and you'll soon forget about Android contamination and such aberrations as MotoBLUR -- at least until you try to uninstall the bundled apps or start longing for that elusive next Android update. Speaking of pre-installed apps, the G2x ships with EA's NSF Shift, Gameloft's Nova demo, Polaris Office, T-Mobile TV (which dishes out carrier-billed live and on-demand TV programming), Tegra Zone (NVIDIA's game hub), TeleNav, Qik Video Chat, and Zinio Reader. T-Mobile also includes the Swype keyboard, WiFi calling (aka UMA) and SmartShare (LG's DLNA software), along with its My Account / My Device and rather useless AppPack / Highlight / T-Mobile Mail apps. Overall there are no major surprises here, and clutter is kept to a minimum.

Of course, the big question on everyone's mind is how the G2x performs given its Tegra 2 pedigree. As we've already mentioned, in everyday use the G2x feels snappy without any significant impact on battery life. For most tasks, you'd be hard-pressed to detect any major difference in performance compared to a known entity like Samsung's Gingerbread-equipped Nexus S without putting both devices side-by-side -- if anything, power management is better on the G2x. Basically, there is little indication that you're using a dual-core processor until you start launching multiple apps, playing games, or running benchmarks. App startup is noticeably faster on the G2x, especially when other processes are already running in the background.

While most of the games we tested were Tegra 2 optimized and designed to showcase the handset's CPU and GPU prowess, it's clear that gaming is the platform's strong suit. Ultimately we were most impressed with the Quadrant scores returned by the G2x -- typically 2200 to 2600, a full 1000 points more than the Nexus S, and inline in what we observed on the Atrix 4G. That being said, it's still possible to bring the phone to crawl by watching an embedded Flash video in the web browser while playing music in the background. We also noticed that audio playback stops when activating the camera, which is unexpected behavior for a high-end smartphone. From our perspective, it looks like Froyo and most of the Android apps out there are just scratching the surface of what Tegra 2 can achieve in terms of performance, and we're curious to see what Gingerbread brings to the table in terms of dual-core support.

Wrap-up

We were downright enthralled about T-Mobile's G2x after our recent hands-on at CTIA, and we're even more impressed with LG's Tegra 2 handset now that we've lived with it for a few days. The Galaxy S 4G might have a better display, but there's no doubt that the G2x is T-Mobile's new flagship -- at least until the HTC Sensation becomes available. Not counting Google's Nexus phones, the G2x is the best Android handset that's graced our pockets. It strikes an impressive balance between powerful, quality hardware, and stock, undiluted software. It also speaks volumes of T-Mobile's commitment to plain Android. Sure, we'd have preferred a slightly nicer, higher resolution screen along with a more sensitive touch panel; throwing in Gingerbread from the start -- together with an easy mechanism to remove the bundled apps -- would've also been appreciated. Finally, a more polished camera user experience (one that doesn't halt our thumping trance beats each time we fire it up) would be just lovely. Regardless of these quirks, we're left with a solid device today and room for future growth, something that can't be said about too many smartphones these days. Let's just hope LG delivers updates in a timely manner to unleash the G2x's full potential.

Laser tripwire does Hollywood-style security on the cheap, precious jewels not included

Posted: 20 Apr 2011 08:27 AM PDT

Sure, you could opt for a laser tripwire that puts intruders on blast via Twitter, but there's something to be said for the simplicity of the latest security system to come from Instructables user EngineeringShock. You've seen this setup before: a group of mirrors are strategically positioned to bounce a laser beam across an open space, ensuring that even the most nimble of invaders -- excepting MacGyver, perhaps -- will set sirens blaring. Consisting of a programmable keypad, a laser and detector, a series of six carefully aligned mirrors, and an LED-equipped siren, the system does Hollywood-style security on a budget -- the siren being the most expensive element at $20. If you're looking to lock your stuff down like they do in the movies, follow the source link for full instructions, or check out the video demo after the break.

Researchers display evidence that iOS 4 records all your travels, again (updated)

Posted: 20 Apr 2011 08:03 AM PDT

If you didn't already think your smartphone knows too much about you, here's a handy reminder. A duo of UK researchers have uncovered a potentially worrying (and oddly enough, undocumented) feature in iOS 4: it asks your iPhone to record your location constantly, then timestamps that data and records it for posterity. The trouble with this unsolicited location tracking is that the hidden file that holds the data -- consolidated.db -- is relatively easy to uncover and read, making any desktops you've backed your phone up to and the phone itself even bigger privacy dangers than they would usually be. Some extra digging revealed this behavior has been known about for a good while (see Courbis link below), though mostly by people involved in computer forensics. Additionally, restoring a backup or migrating to a new device keeps the data logging going, which the researchers point to as evidence that what's happening isn't accidental. See a couple of visualizations of the extracted results on video after the break.

[Thanks, Tom]

Update: The original text of this article was updated to reflect that this was already a known issue, albeit in limited circles. The ability to easily visualize the data is new.





Apple awarded design patent for iPhone 4

Posted: 20 Apr 2011 07:39 AM PDT

Apple could probably plaster most of its Cupertino campus with patents and patent applications if it wanted to, but we're guessing there's few that make it more happy than a design patent for a flagship device -- like the iPhone 4. That's now been granted a year after the company filed the application, which details the "ornamental design for an electronic device with graphical user interface" in words and pictures. What's more, Apple's now also finally snagged a design patent for the 2007 iPod touch, and it's picked up a few other patents related to iTunes, Apple TV, and one for a "touch screen RFID tag reader." Hit up the link below for a closer look at those.

T-Mobile G-Slate and Sidekick 4G now on sale, Android overload imminent

Posted: 20 Apr 2011 06:50 AM PDT

That delectable G-Slate we just reviewed is today shaking off the cobwebs from its long journey westward and is making itself available for purchase directly through T-Mobile. The price is still a daunting $530 with a two-year contract and there's a suggested retail price of $750, though we're not seeing any option to obtain it that way. Then again, why would you want to, it's a 4G tablet designed to ride T-Mobile's HSPA+ airwaves anyhow. In more budget-conscious news, the Sidekick 4G is also making its retail debut today, at $99 on contract, bringing all the goods of a Galaxy S handset, combined with a QWERTY slider keyboard and a tricked-out Android UI. Hit the links to learn more about both, though don't blame us if you end up doing damage to your bank balance in the process.

Update: Fear not, there is indeed a fine-print option to purchase the tablet off-contract if you really want to spend $750.

[Thanks, Charlie]

Kindle Library Lending will let you take books out on your e-reader or Kindle app, launching in US this year

Posted: 20 Apr 2011 06:29 AM PDT

We love books. We just don't love carrying more than one of them around. It's great to hear, then, that Amazon has figured out a new Kindle Library Lending feature, which will allow US customers to check the ethereal form of books into their Kindle (all generations are supported) or Kindle app-equipped smartphone or computer. Annotations will be retained, in case you decide to take the book out a second time or purchase it through Amazon, in which case they'll come flooding back in like fond memories of a good read. The service matches Sony's similar ebook library checkout offering, which is no coincidence as it's powered by the same company, OverDrive. It's set to launch later this year and you can read more about it in the press release after the break.
Show full PR text
Amazon to Launch Library Lending for Kindle Books

Customers will be able to borrow Kindle books from over 11,000 local libraries to read on Kindle and free Kindle reading apps

Whispersyncing of notes, highlights and last page read to work for Kindle library books


SEATTLE, Apr 20, 2011 (BUSINESS WIRE) --

(NASDAQ: AMZN)-- Amazon today announced Kindle Library Lending, a new feature launching later this year that will allow Kindle customers to borrow Kindle books from over 11,000 libraries in the United States. Kindle Library Lending will be available for all generations of Kindle devices and free Kindle reading apps.

"We're excited that millions of Kindle customers will be able to borrow Kindle books from their local libraries," said Jay Marine, Director, Amazon Kindle. "Customers tell us they love Kindle for its Pearl e-ink display that is easy to read even in bright sunlight, up to a month of battery life, and Whispersync technology that synchronizes notes, highlights and last page read between their Kindle and free Kindle apps."

Customers will be able to check out a Kindle book from their local library and start reading on any Kindle device or free Kindle app for Android, iPad, iPod touch, iPhone, PC, Mac, BlackBerry, or Windows Phone. If a Kindle book is checked out again or that book is purchased from Amazon, all of a customer's annotations and bookmarks will be preserved.

"We're doing a little something extra here," Marine continued. "Normally, making margin notes in library books is a big no-no. But we're extending our Whispersync technology so that you can highlight and add margin notes to Kindle books you check out from your local library. Your notes will not show up when the next patron checks out the book. But if you check out the book again, or subsequently buy it, your notes will be there just as you left them, perfectly Whispersynced."

With Kindle Library Lending, customers can take advantage of all of the unique features of Kindle and Kindle books, including:

Paper-like Pearl electronic-ink display
No glare even in bright sunlight
Lighter than a paperback - weighs just 8.5 ounces and holds up to 3,500 books
Up to one month of battery life with wireless off
Read everywhere with free Kindle apps for Android, iPad, iPod touch, iPhone, PC, Mac, BlackBerry and Windows Phone
Whispersync technology wirelessly sync your books, notes, highlights, and last page read across Kindle and free Kindle reading apps
Real Page Numbers - easily reference passages with page numbers that correspond to actual print editions

Amazon is working with OverDrive, the leading provider of digital content solutions for over 11,000 public and educational libraries in the United States, to bring a seamless library borrowing experience to Kindle customers. "We are excited to be working with Amazon to offer Kindle Library Lending to the millions of customers who read on Kindle and Kindle apps," said Steve Potash, CEO, OverDrive. "We hear librarians and patrons rave about Kindle, so we are thrilled that we can be part of bringing library books to the unparalleled experience of reading on Kindle."

Kindle Library Lending will be available later this year for Kindle and free Kindle app users. To learn more about Kindle go to www.amazon.com/kindle.

Skype for Android update adds US 3G calling, fixes personal data hole

Posted: 20 Apr 2011 06:10 AM PDT


Verizon Android users have had 3G Skype calling since this time last year, but the latest app release -- v1.0.0.983 for those of you keeping tabs -- brings 3G calling to the masses, without the need for a VZW-sanctioned app. The update also patches a rather significant security hole discovered last week, which could let third-party apps get hold of your personal information. We're glad to see that's no longer the case, and who's going to object to free calling as part of the deal as well? Make sure your phone's running Android 2.1 (2.2 for Galaxy S devices) and head on over to the Android Market to get updated.

AT&T reports best-ever first quarter for smartphone sales with 5.5 million, 60 percent of them are iPhones

Posted: 20 Apr 2011 05:17 AM PDT

We've been waiting for this one, the first indicator of the mythical Verizon iPhone's impact on the fortunes of the formerly exclusive Applephone carrier, AT&T. As it turns out, business is rolling along as usual over on the blue team, where AT&T spent Q1 2011 activating a total of 3.6 million iPhones, a nice round million more than the same period last year. Also interesting is AT&T's note that somewhere around 40 percent of its smartphone sales come from Android, BlackBerry and Windows Phone 7 devices, leaving the iPhone to account for the remaining 60-ish percent. Taken as a whole, that group totaled up 5.5 million sales in the quarter, a new best for AT&T in the first three months of the year, and the smartphone segment is now said to account for 46.2 percent of the company's postpaid user base. Jump past the break for more details in AT&T's press release.
Show full PR text
10.2 Percent Wireless Revenue Growth, Record Net Adds and Smartphone Sales Highlight AT&T's First-Quarter Results

Dallas, Texas, April 20, 2011

$0.57 diluted EPS, compared to $0.41 diluted EPS, and $0.58 per diluted share when excluding significant items, in first quarter of 2010
Consolidated revenues of $31.2 billion in the first quarter, up more than $700 million, or 2.3 percent, versus the year-earlier period
10.2 percent growth in wireless revenues, with an 8.6 percent increase in wireless service revenues
Best-ever first-quarter increase in total wireless subscribers, up 2.0 million to reach 97.5 million subscribers in service, with gains in every category
Best-ever first-quarter smartphone sales of more than 5.5 million
iPhone activations increased nearly 1 million year over year to 3.6 million, with 23 percent of subscribers new to AT&T; iPhone subscriber churn unchanged year over year
Best-ever first-quarter connected device net adds of 1.3 million
Branded computing subscribers (includes tablets, aircards and other data-only devices) up 421,000, doubling since the first quarter of 2010 to reach 3.4 million
23.9 percent growth in wireless data revenues, up almost $1 billion versus the year-earlier quarter
Postpaid subscriber ARPU (average monthly revenues per subscriber) up 2.4 percent to $63.39, the ninth consecutive quarter with a year-over-year increase
Postpaid churn stable excluding the impacts of the Alltel and Centennial integration
Third consecutive quarter of year-over-year growth in wireline consumer revenues, driven by AT&T U-verse® services
218,000 net gain in AT&T U-verse TV subscribers to reach 3.2 million in service, with continued high broadband and voice attach rates
26.1 percent growth in wireline consumer IP data revenues, driven by AT&T U-verse expansion
175,000 net gain in wireline broadband connections
Strategic business services revenues continue to increase, up 18.8 percent year over year, the best performance in more than two years

Note: AT&T's first-quarter earnings conference call will be broadcast live via the Internet at 10 a.m. ET on Wednesday, April 20, 2011, at www.att.com/investor.relations.

AT&T Inc. (NYSE:T) today reported first-quarter results, highlighted by continued robust mobile broadband growth with record first-quarter smartphone sales and a two-fold year-over-year increase in branded computing subscribers.

"We delivered another robust mobile broadband growth quarter for a very solid start to the year," said Randall Stephenson, AT&T chairman and chief executive officer. "We posted double-digit wireless revenue growth, and we set new first-quarter records in total net adds, connected device net adds and smartphone sales. Growth in tablets and other branded computing subscribers also continues to be strong.

"Mobile broadband networks are driving unprecedented growth and innovation, and AT&T is playing a leading role in bringing these benefits to customers," Stephenson said. "That's why our agreement to acquire T-Mobile USA, which we announced in March, is so important. Combined, the two companies' spectrum and network assets will allow us to simultaneously address spectrum issues created by this increased demand and improve customers' network experience as volumes continue to grow."

First-Quarter Financial Results
For the quarter ended March 31, 2011, AT&T's consolidated revenues totaled $31.2 billion, up more than $700 million, or 2.3 percent, versus the year-earlier quarter, marking the company's fifth consecutive quarter with a year-over-year revenue increase.

Compared with results for the first quarter of 2010, operating expenses were $25.4 billion versus $24.6 billion; operating income was $5.8 billion, down from $6.0 billion; and AT&T's operating income margin was 18.6 percent, compared to 19.6 percent.

First-quarter 2011 net income attributable to AT&T totaled $3.4 billion, or $0.57 per diluted share. These results compare with reported net income attributable to AT&T of $2.5 billion, or $0.41 per diluted share, in the first quarter of 2010. Excluding 2010 significant items, earnings per share for the first quarter of 2011 was stable with earnings per share of $0.58 per diluted share in the year-ago first quarter.

First-quarter 2011 cash from operating activities totaled $7.7 billion, and capital expenditures totaled $4.2 billion. Free cash flow - cash from operating activities minus capital expenditures - totaled $3.6 billion.

Wireless Operational Highlights
Led by strong performance in mobile broadband in the first quarter, AT&T delivered continued solid growth in its wireless business, including record first-quarter subscriber growth and stable churn.

Highlights included:

Mobile Broadband Drives Solid Subscriber Gains. AT&T posted a net gain in total wireless subscribers of 2.0 million, to reach 97.5 million in service. This included gains in every customer category. First-quarter net adds reflect adoption of smartphones, increases in prepaid subscribers, strength in the reseller channel and a record first quarter for connected devices such as eReaders, security systems, fleet management systems and a host of other products. Retail net adds for the quarter include postpaid net adds of 62,000. Excluding the impacts of the Alltel and Centennial integration migrations, postpaid net adds were approximately 165,000. Prepaid net adds were 85,000. Connected device net adds were 1.3 million, and reseller net adds were 561,000.

Tablet Sales Drive Branded Computing Subscribers. AT&T had a strong quarter with branded computing subscribers, a new growth area for the company that includes tablets, aircards, MiFi devices, tethering plans and other data-only devices. AT&T added 421,000 of these devices to reach 3.4 million, twice as many as a year ago. Most of those new subscribers were tablets with 322,000 added in the quarter. More than 80 percent of those tablets were booked to the prepaid category.

Sequential Churn Stable. Churn levels were relatively stable sequentially. Total churn was 1.36 percent versus 1.30 percent in the first quarter of 2010 and 1.32 percent in the fourth quarter of 2010. Postpaid churn was 1.18 percent, compared to 1.07 percent in the year-ago first quarter and 1.15 percent in the fourth quarter of 2010. Excluding the impacts of the Alltel and Centennial migrations, postpaid churn was 1.12 percent for the quarter, compared with 1.05 percent in the year-ago quarter and 1.10 percent in the fourth quarter of 2010.

Smartphone Sales Remain Strong. AT&T had another strong quarter of smartphone sales. (Smartphones are voice and data devices with an advanced operating system to better manage data and Internet access.) More than 5.5 million smartphones were sold in the first quarter, the third-highest quarter ever and an increase of more than 60 percent year over year. During the quarter, 3.6 million iPhones were activated. Approximately 65 percent of postpaid sales were smartphones.

At the end of the quarter, 46.2 percent of AT&T's 68.1 million postpaid subscribers had smartphones, up from 34.7 percent a year earlier. The average ARPU for smartphones on AT&T's network is 1.8 times that of the company's other devices. More than 80 percent of smartphone subscribers are on FamilyTalk and/or business discount plans. Churn levels for these subscribers are significantly lower than for other postpaid subscribers.

Double-Digit Wireless Revenue Growth. Total wireless revenues, which include equipment sales, were up 10.2 percent year over year to $15.3 billion. Wireless service revenues increased 8.6 percent, to $14.0 billion, in the first quarter.

Wireless Data Revenues Lead Growth. Wireless data revenues - driven by messaging, Internet access, access to applications and related services - increased nearly $1 billion, or 23.9 percent, from the year-earlier quarter to $5.1 billion. AT&T postpaid wireless subscribers on monthly data plans increased by 18.7 percent over the past year. Versus the year-earlier quarter, total text messages carried on the AT&T network increased by more than 25 percent to 179.8 billion, and multimedia messages increased by 54.2 percent to 3.7 billion.

Postpaid ARPU Expansion. Driven by strong data growth, postpaid subscriber ARPU increased 2.4 percent versus the year-earlier quarter to $63.39. This marked the ninth consecutive quarter AT&T has posted a year-over-year increase in postpaid ARPU. Excluding the impact of the Alltel merger, postpaid ARPU growth would have been about 3 percent year over year. Postpaid data ARPU reached $23.35, up 16.0 percent versus the year-earlier quarter.

Wireless Margins Reflect Strong Smartphone Sales. First-quarter wireless margins reflected increased operating costs associated with strong smartphone sales, high customer upgrade levels and the Alltel and Centennial merger costs, offset in part by improved operating efficiencies and further revenue growth from the company's base of high-quality smartphone subscribers. AT&T's first-quarter wireless operating income margin was 25.8 percent versus 30.0 percent in the year-earlier quarter, and AT&T's wireless EBITDA service margin was 39.0 percent, compared with 44.5 percent in the first quarter of 2010. Without customer migration costs from the Alltel and Centennial mergers, service margin would have been 40.5 percent. (EBITDA service margin is earnings before interest, taxes, depreciation and amortization, divided by total service revenues.) First-quarter wireless operating expenses totaled $11.4 billion, up 16.8 percent versus the year-earlier quarter, and wireless operating income was $3.9 billion, down 5.3 percent year over year.

Wireline Operational Highlights
AT&T's first-quarter wireline results were highlighted by continued growth in consumer revenues, sustained growth in revenues from strategic business services and solid cost management.

Highlights included:

Growth in Wireline Consumer Revenues Continues. Driven by strength in IP data services, revenue from residential customers totaled $5.3 billion in the first quarter, up 0.5 percent year over year, the third consecutive quarter of year-over-year growth.

U-verse Drives Consumer Growth. AT&T U-verse TV added 218,000 subscribers to reach 3.2 million in service. In the first quarter, the AT&T U-verse High Speed Internet attach rate continued to run above 90 percent and nearly 60 percent of subscribers took AT&T U-verse Voice. More than three-fourths of AT&T U-verse TV subscribers have a triple- or quad-play option from AT&T. ARPU for U-verse triple-play customers was $168, up 14.3 percent year over year.

AT&T's U-verse deployment now reaches 28 million living units. Companywide penetration of eligible living units is 15.3 percent, and across areas marketed to for 30 months or more, overall penetration is 23.8 percent. AT&T's total video subscribers, which combine the company's U-verse and bundled satellite customers, reached 5.1 million at the end of the quarter, representing 20.6 percent of households served.

Wireline Broadband Growth Remains Strong. Driven by strength in AT&T U-verse High Speed Internet service and standalone broadband, AT&T posted a 175,000 net gain in wireline broadband connections. About two-thirds of consumers have a broadband plan of 3 Mbps or higher.

IP Data Growth Transforms Consumer. Increased AT&T U-verse penetration and a significant number of subscribers on triple- or quad-play options drove 26.1 percent year-over-year growth in IP revenues from residential customers (broadband, U-verse TV and U-verse Voice). IP revenues now represent 46.9 percent of total wireline consumer revenue, up from 37.4 percent in the first quarter of 2010.

Growth in Revenues Per Household.Wireline revenues per household served increased 6.5 percent versus the year-earlier first quarter and were up 1.4 percent sequentially (average revenue per household is total consumer wireline revenue divided by the average monthly households in service), driven by AT&T U-verse services. This marked AT&T's 13th consecutive quarter with year-over-year growth in wireline consumer revenues per household.

Consumer Connection Trends. In the first quarter, AT&T posted a decline in total consumer revenue connections due primarily to expected declines in traditional voice access lines, consistent with broader industry trends and somewhat offset by increases in U-verse TV, broadband and VoIP (Voice over Internet Protocol) connections. AT&T U-verse Voice connections increased by 181,000 in the quarter and 716,000 over the past four quarters. Total consumer revenue connections at the end of the first quarter were 43.1 million, compared with 45.0 million at the end of the first quarter of 2010 and 43.4 million at the end of the fourth quarter of 2010.

Strongest Growth in Strategic Business Services in More than Two Years. Revenues from new-generation capabilities that lead AT&T's most advanced business solutions - including Ethernet, VPNs, hosting, IP conferencing and application services - grew 18.8 percent versus the year-earlier quarter, their strongest growth in more than two years, continuing AT&T's strong trends in this category. Total business revenues were $9.3 billion, a decline of 4.5 percent versus the year-earlier quarter and down 2.0 percent sequentially, reflecting economic weakness in voice and legacy data products and the third-quarter 2010 sale of the company's Japan assets. When normalized for the Japan sale, total business revenues declined 3.6 percent, about the same rate as normalized results for the fourth quarter of 2010 and improved from the year-ago quarter. Business service revenues, which exclude CPE, declined 4.4 percent year over year and were down slightly sequentially.

Growth in Business IP Revenues. Total business IP data revenues grew 8.5 percent versus the year-earlier first quarter, led by growth in VPN revenues. More than 70 percent of AT&T's frame customers have made the transition to IP-based solutions, which allow them to easily add managed services such as network security, cloud services and IP conferencing on top of their infrastructures. Total business data revenue growth was 0.3 percent when compared to a year earlier.

Wireline Operating Expenses Down 2.7 Percent Year Over Year. AT&T's first-quarter wireline operating income margin was 11.5 percent, down slightly compared to 12.0 percent in the year-earlier quarter and 13.0 percent in the fourth quarter of 2010. Improved consumer revenue trends and execution of cost initiatives helped to partially offset declines in voice revenues and storm-related costs in the West. First-quarter total wireline revenues were $15.0 billion, down 3.2 percent versus the year-earlier quarter. First-quarter wireline operating expenses were $13.2 billion, down 2.7 percent versus the first quarter of 2010 and up 0.4 percent sequentially. Wireline operating income totaled $1.7 billion, compared to $1.9 billion in the first quarter of 2010 and $2.0 billion in the fourth quarter of 2010.

*AT&T products and services are provided or offered by subsidiaries and affiliates of AT&T Inc. under the AT&T brand and not by AT&T Inc.

About AT&T
AT&T Inc. (NYSE:T) is a premier communications holding company. Its subsidiaries and affiliates – AT&T operating companies – are the providers of AT&T services in the United States and around the world. With a powerful array of network resources that includes the nation's fastest mobile broadband network, AT&T is a leading provider of wireless, Wi-Fi, high speed Internet and voice services. A leader in mobile broadband, AT&T also offers the best wireless coverage worldwide, offering the most wireless phones that work in the most countries. It also offers advanced TV services under the AT&T U-verse® and AT&T | DIRECTV brands. The company's suite of IP-based business communications services is one of the most advanced in the world. In domestic markets, AT&T Advertising Solutions and AT&T Interactive are known for their leadership in local search and advertising.

Additional information about AT&T Inc. and the products and services provided by AT&T subsidiaries and affiliates is available at http://www.att.com. This AT&T news release and other announcements are available at http://www.att.com/newsroom and as part of an RSS feed at www.att.com/rss. Or follow our news on Twitter at @ATT. Find us on Facebook at www.Facebook.com/ATT to discover more about our consumer and wireless services or at www.Facebook.com/ATTSmallBiz to discover more about our small business services.

© 2011 AT&T Intellectual Property. All rights reserved. Mobile broadband not available in all areas. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners.

Cautionary Language Concerning Forward-Looking Statements
Information set forth in this news release contains financial estimates and other forward-looking statements that are subject to risks and uncertainties, and actual results may differ materially. A discussion of factors that may affect future results is contained in AT&T's filings with the Securities and Exchange Commission. AT&T disclaims any obligation to update or revise statements contained in this news release based on new information or otherwise. This news release may contain certain non-GAAP financial measures. Reconciliations between the non-GAAP financial measures and the GAAP financial measures are available on the company's website at www.att.com/investor.relations. Accompanying financial statements follow.

NOTE: EBITDA is defined as earnings before interests, taxes, depreciation and amortization. EBITDA differs from Segment Operating Income (loss), as calculated in accordance with generally accepted accounting principles (GAAP), in that it excludes depreciation and amortization. EBITDA does not give effect to cash used for debt service requirements and thus does not reflect available funds for distributions, reinvestment or other discretionary uses. EBITDA is not presented as an alternative measure of operating results or cash flows from operations, as determined in accordance with GAAP. Our calculation of EBITDA, as presented, may differ from similarly titled measures reported by other companies.

NOTE: Free cash flow is defined as cash from operations minus capital expenditures. We believe this metric provides useful information to our investors because management regularly reviews free cash flow as an important indicator of how much cash is generated by normal business operations, including capital expenditures, and makes decisions based on it. Management also views it as a measure of cash available to pay debt and return cash to shareowners.

NOTE: Adjusted Operating Income and Adjusted Operating Income Margin are non-GAAP financial measures calculated by excluding from operating revenues and operating expenses significant items that are non-operational or non-recurring in nature. Management believes that these measures provide relevant and useful information to investors and other users of our financial data in evaluating the effectiveness of our operations and underlying business trends. Adjusted Operating Income and Adjusted Operating Income Margin should be considered in addition to, but not as a substitute for, other measures of financial performance reported in accordance with GAAP. Our calculation of Adjusted Operating Income, as presented, may differ from similarly titled measures reported by other companies.

That hotel towel you're stealing might have an RFID chip in it

Posted: 20 Apr 2011 04:44 AM PDT

For many travelers, stealing hotel towels or bathrobes is more pastime than petty crime. Hotels, on the other hand, apparently take it more seriously. So seriously, in fact, that some have begun embedding specially crafted RFID tags within their linens, just to help us avoid "accidentally" stuffing them in our suitcases before heading to the check-out desk. The chips, designed by Miami-based Linen Technology Tracking, can be sewn directly into towels, bathrobes or bed sheets, and can reportedly withstand up to 300 wash cycles. If a tagged item ever leaves a hotel's premises, the RFID chip will trip an alarm that will instantly alert the staff, and comprehensively humiliate the guilty party. The system has already paid dividends for one Honolulu hotel, which claims to have saved about $15,000 worth of linens since adopting the system last summer. But small-time crooks needn't get too paranoid. In addition to the hotel in Hawaii, only two other establishments have begun tagging their towels -- one in Manhattan, and one in Miami. All three, however, have chosen to remain anonymous, so swipe at your own (minimal) risk.

Confirmed: The PSP Go is no more

Posted: 20 Apr 2011 03:54 AM PDT

The Sony PSP Go is today being reported to have "completed" its production and shipment in Japan, seemingly foreshadowing a worldwide discontinuation of sales. Such is the word from Impress Watch, which cites an official statement from Sony Computer Entertainment that promises support, firmware updates, and repairs for the PSP Go, but no further stock of the handheld. We doubt it'll be missed too much, what with its high price and inability to play UMD games, but if you're afraid this signals a similar demise for the PSP-3000, worry not. Sony has said it'll focus on shifting as many units of that classic device as possible until the NGP strides in and revolutionizes everything.

ARM predicts dual-core Cortex-A15 devices in late 2012, quad-core variants 'later on'

Posted: 20 Apr 2011 03:40 AM PDT

Smartphones and tablets, the two hottest categories of consumer devices right now, are dominated by ARM processor designs, so when the company speaks up about its product roadmap, we're inclined to listen in close. The next generation of ARM system-on-chip has been dubbed Cortex-A15 and was expected to ship in 2013, but that's now been accelerated slightly to late 2012, which is when we're told to expect actual devices on sale with A15 silicon on board. Single- and dual-core variants will get us started, before quad-core options start filtering through in 2013. ARM promises a stunning fivefold improvement in performance over current Cortex-A9 SOCs and already has NVIDIA, Samsung, ST-Ericsson, and Texas Instruments signed up as licensees for that new hotness. So now even Samsung's "desktop-class" 2GHz dual-core chip that's slated for 2012 has a reason to look over its shoulder. Happy times!

Toshiba Qosmio T851 can do simultaneous 2D and glasses-free 3D, arriving in Japan this July

Posted: 20 Apr 2011 03:16 AM PDT

Glasses-free 3D on your laptop is now just a couple of brief months away. Toshiba has set loose details of its new 15.6-inch Qosmio T851, and this fella promises to not only dispense with the unstylish glasses, but to also give you 2D and 3D imagery at the same time. You'll be able to view content in differing dimensions in neighboring windows (as illustrated above), thanks to the familiar parallax technique -- sending a different image to each eye -- which is here aided by the integrated webcam to track the position of your face in order to deliver the most fittingly angled visuals. There's also integrated 2D to 3D conversion, powered by a dedicated SpursEngine image processor, with Face3D technology automatically recognizing faces and applies a "human depth template" to their features. Aside from Toshi's obsession with faces, there's a GeForce GT540M churning out the graphics, a Core i5-2410M processing processes, up to 8GB of RAM, and a BDXL-reading Blu-ray player. Shipping begins in July, just as soon as the kitchen sink has been fully attached.
Show full PR text
Toshiba Unveils the World's First Glasses-free 3D Notebook PCs Able to Simultaneously Display 3D and 2D Content on One Screen

20 Apr, 2011

Toshiba Corporation (TOKYO: 6502) today unveiled "dynabook Qosmio T851/D8CR", the world's first[1] glasses-free 3D notebook PC able to display 3D and 2D content at the same time on one screen. The new PC will be available in the Japanese market from late July.

dynabook Qosmio T851/D8CR employs Toshiba's distinctive 3D Window technology to realize the world's first[1] glasses-free 3D portable PC able to simultaneously display 3D and 2D content in separate windows in a single screen. Users can watch high-quality 3D images or enjoy 3D games in one window without any need for wearing dedicated glasses or installing a dedicated panel over the display, while at the same time working, browsing the internet or sending e-mail in another window.

Key product features

1. Glasses-free 3D technology

3D images are created using parallax, by delivering separate images to the left and right eyes. User can enjoy high-quality 3D images without dedicated glasses if the separate images are properly delivered to each eye. Toshiba has adopted a distinctive "face-tracking" function and "Active Lens" to fulfill this requirement.

"Face-tracking" allows the web camera integrated into the dynabook Qosmio T851/D8CR to track the user's face and recognize the position of the eyes. "Active Lens", integrated into the LED panel, controls polarization of light delivered from the panel. These functions secure precise delivery of separate images to each eye, even when the user moves.

2. 2D to 3D real-time conversion technology


With SpursEngine™, a dedicated image processor with advanced performance derived from the multi-core technology of the Cell Broadband Engine™, dynabook Qosmio T851/D8CR boasts 2D to 3D real-time conversion technology that allows users to enjoy high-quality 3D images[2] generated from 2D terrestrial, BS and 110 CS digital broadcasts.

These 3D images are made all the more natural and eye-friendly by Toshiba's newly introduced "Face3D" and "Caption stabilizer". "Face3D" uses Toshiba's distinctive high-speed, high-accuracy face detection technology to locate faces in 2D images and then applies a human depth template to the image, giving the features more depth and assuring a 3D appearance with graded shading. "Caption stabilizer" detects any captions in the image and keeps it constantly at the front of the image. The depth of the captions stays fixed and easy to read.

3. 3D Window technology for partial 3D display

"3D Window" is realized by the "Active Lens", which controls polarization of the light delivered from the LED panel. With Active Lens turned off, the panel delivers normal 2D image; with it turned on, the panel delivers 3D images, separating the images sent to each eye. Active Lens can be turned off and on quickly and locally, which means individual parts of the LED panel can deliver 3D images. Thus the user can enjoy "3D Window" and 2D images shown simultaneously on one display.

EU investigation to take a closer look at net neutrality

Posted: 20 Apr 2011 02:55 AM PDT

The EU has commissioned an investigation into how European ISPs handle traffic and manage their networks, in a move that could lead to new legislation on net neutrality. The investigation, to be conducted by the Body of European Regulators for Electronic Communications (BEREC), will cover both mobile and fixed Internet providers, with particularly close attention paid to any barriers consumers may face when changing operators. BEREC will also consult with consumers and corporations to determine whether or not ISPs are being completely transparent about their traffic management practices, or advertised connection speeds. In a speech delivered yesterday, Neelie Kroes, the European Commission's Vice President for the Digital Agenda, admitted that some ISPs need to restrict some bandwidth-heavy services in order to protect their networks, but promised to publicly name and take action against any operators found to be stifling competition or consumer choice:
"Mark my words: if measures to enhance competition are not enough to bring Internet providers to offer real consumer choice, I am ready to prohibit the blocking of lawful services or applications. It's not OK for Skype and other such services to be throttled. That is anti-competitiv e. It's not OK to rip off consumers on connection speeds."
It's unlikely, however, that the EU will implement legislation as pointed as the net neutrality rules the FCC unveiled in the US, nor as expansive as the law that Chile introduced last summer. In a report issued yesterday, the EU affirmed that "operators should be allowed to determine their own business models and commercial arrangements" -- words that no doubt delighted many in Europe's ISP community. The results of BEREC's investigation are due to be published by the end of the year.

Intel porting Honeycomb to its tablets, Medfield smartphones on the way

Posted: 20 Apr 2011 02:24 AM PDT

Corporate earnings calls can be tedious affairs. But sometimes, if you listen closely enough, you'll be treated to a nugget of product strategy in between those bursts of mind-numbing financial data. Intel's call was just such an affair, with chief Paul S. Otellini providing a quick update on Intel's tablet and smartphone plans. Regarding the emerging tablet market, Otellini said that Intel will have "quite a bit of tablet demonstrations" at Computex running MeeGo, Windows, and Android operating systems. "We're heads down on a number of designs on tablets on all three of those operating systems," he added. Regarding Android, Intel's fifth CEO said, "We've received Android code – the Honeycomb version of Android source code – from Google, and we're actively doing the port on that, and expect to be able to ramp those machines over the course of this year for a number of customers." Yes, we're looking at you right now Acer -- wink, wink.

Regarding smarpthones, Otellini told reporters and analysts, "In terms of phones, obviously, we lost Nokia, which took a lot of the wind out of the sails for phones this year. We've redirected those resources onto a number of other major accounts focusing on carriers who want their own devices and also own handset manufacturers. They are all based on Medfield." With regards to timing, Otellini observed, "The limit in terms of them getting to market is going to be the interoperability testing of the networks at this point in time. I would be very disappointed if we didn't see Intel-based phones for sale 12 months from now." Us too Paul, us too... ARM's not exactly standing still.

New laser sighting system enlists electronic sensors to make sure snipers hit their marks

Posted: 20 Apr 2011 02:02 AM PDT

Anyone who's ever picked a flea off a dog's back with an automatic weapon knows there's a fine line between a crushed bug and a bloody mutt. Fortunately for flea-bitten K9s, a team of researchers are working on a laser-packing fiber-optic sensor system to guarantee that your rifle's crosshairs are always dead on. Known simply as the Reticle Compensating Rifle Barrel Reference Sensor, the setup enlists the exterior grooves, or flutes, on a typical rifle as a receptacle for glass optical fibers. These fibers direct beams of light along the top and side of the weapon to precisely measure just how far off the gun's sights are from the barrel's actual position. A set of algorithms and sensor inputs are then employed to adjust for distance and other factors that affect a bullet's trajectory, providing the shooter with crosshairs that adjust to environmental changes in real time. Unsurprisingly, the system is being targeted at military and law enforcement, which means it probably won't make it into the hands of anyone who uses firearms as an alternative to Advantage. Sorry, Rover. Full PR after the break.
Show full PR text
ORNL rifle sighting system uses sensors to score bull's-eye
Crosshairs automatically adjust for conditions in real time

A laboratory prototype of Oak Ridge National Laboratory's Reticle Compensating Rifle Barrel Reference Sensor allows Slobodan Rajic to fine-tune the technology. The system precisely measures the deflection of the barrel relative to the sight and then electronically makes corrections.

Military and police marksmen could see their rifle sights catch up with the 21st century with a fiber-optic laser-based sensor system that automatically corrects for even tiny barrel disruptions.

The system, developed by a team led by Oak Ridge National Laboratory's Slobodan Rajic, precisely measures the deflection of the barrel relative to the sight and then electronically makes the necessary corrections. The lifesaving results are lethal.

"For military snipers, missing the target could allow high-profile terrorists to escape," Rajic said. "For police marksmen, missing the kidnapper could endanger the lives of hostages and then pose subsequent danger to police officers and the public."

The Reticle Compensating Rifle Barrel Reference Sensor takes the guesswork out of shooting by shifting the burden of knowing the relative position between the barrel and the weapon sight axes from the shooter to an electronic sensor. The system precisely measures the deflection of the barrel relative to the sight and then electronically realigns the moving reticle, or crosshairs, with the true position of the barrel, or bore axis.

"When a weapon is sighted in, the aim point and bullet point of impact coincide," Rajic said. "However, in the field, anything that comes into contact with the barrel can cause perturbation of the barrel and induce errors."

With modern high-caliber rifles boasting ranges of up to two miles, even very small barrel disruptions can cause a shooter to miss by a wide margin. That makes this technology indispensable from a marksman's perspective, Rajic said.

From a technological standpoint, the approach is straightforward.

The typical barrel of a high-power rifle has exterior grooves, called flutes, to reduce weight and create more surface area to enable the barrel to cool faster. The barrel heats up as a result of the hot expanding gases in the barrel and the friction from the bullets that are propelled by these hot gases along a helical path inside the barrel.

With the ORNL technology, glass optical fibers are placed into the flutes. These flutes are either produced by the barrel manufacturer or subsequently retrofit. The sensor system contains a laser diode that sends a signal beam into the optical fibers parallel to the bore axis of the barrel.

"The optical fibers are designed to split the laser beam twice, sending one beam along the top of the rifle barrel and another light beam along the side of the barrel," Rajic said. "Thus, we can measure both the vertical and horizontal barrel deflection."

Through a combination of algorithms, optics and additional sensor inputs, the system can take into account distance and other factors affecting the bullet trajectory. Ultimately the shooter is left with crosshairs that automatically adjust for conditions in real time.

In the end, the resolution of ORNL's Reticle Compensating Rifle Barrel Reference Sensor is 250 times better than that of traditional reticles, which can normally be manually adjusted by one-fourth minutes of angle whereas the ORNL sensor can sense angular displacement and shift the reticle by 1/1,000th of a minute of angle, Rajic said.

Rajic and colleagues are also developing a laser-based bullet tracking system to give the shooter even better odds of succeeding by providing specific information about the bullet flight path.

YouTube starts transcoding all new uploads to WebM, already has a third of its library ready

Posted: 20 Apr 2011 01:11 AM PDT

Google's resolve to bring WebM video streaming to the masses doesn't seem to have been weakened by a general lack of interest from the rest of the tech world, and the company's announced that each and every new YouTube upload will now be automatically transcoded into a WebM version. Nearly a third of YouTube's archives have already made the transition to the open source format, though if you think that's a small proportion, you should probably know that those 30 percent account for 99 percent of all views on the site. Apparently, we all have a narrower set of interests than we like to believe. So, with all popular vids encoded and every incoming one getting the transcoding treatment, all you really need now is a compatible browser -- Chrome (naturally), Firefox 4, Opera, or IE9 with a plug-in -- and to enroll in YouTube's HTML5 trial linked below to get rolling with WebM playback. Appending "&webm=1" to a search string or a video's URL will also help you ensure you're getting the good stuff.

iPhone nano may not exist, but this KIRF does

Posted: 20 Apr 2011 12:27 AM PDT

While the folks "familiar with the matter" continue to debate over whether or not we'll actually see a real life iPhone nano at some point in our lifetime, the crafty KIRFers in China have taken matters into their own -- apparently undersized -- hands. Yes people, what you see above is a Shanzhai-crafted shrunken iPhone 4 running an iOS rip-off based on Java, garnished with a 1.3 megapixel camera. All it takes is a measly ¥380 (approximately $58) to be the coolest kid on the block with the "next iPhone" -- and maybe a quick trip to China.

Visualized: what Motorola Android users want

Posted: 19 Apr 2011 11:41 PM PDT

16,611 votes and counting. We sure hope Motorola is getting the hint here.

[Thanks, Arjen G.]

Toshiba's 10.1-inch Regza AT300 Honeycomb tablet hits Japan in June

Posted: 19 Apr 2011 10:56 PM PDT

Toshiba's first Honeycomb tablet, which we first laid hands upon back in January, has finally been priced with an honest to goodness ship date. Unfortunately, this 10.1-incher with 1,280 x 800 pixel display, USB, HDMI, and 5 megapixel rear-facing cam is Japan-only for now, where the Tegra-2 powered Android 3.0 tablet has just made its official debut as the Regza AT300 with a ¥60,000 price (about $723). Look for it to hit the hard streets of Nippon in late June. Now if we could just get a name, date, and price for locations a bit closer to home we'd be all set.

Korg Monotribe has 1978 sound, modern mobility (video)

Posted: 19 Apr 2011 10:42 PM PDT


Meet the latest in Korg's analog revival, dubbed the Monotribe -- a portable, battery-powered groovebox with an old heart. This eight step sequencer expands on last year's Monotron, using the same classic Korg M-10 plus M-20 analog filters and ribbon keyboard as its older, pocket-sized brother. The new unit kicks it up a notch with expanded VCO, VCA, VCF, and LFO controls, as well as three-part analog drums. It's also said to last up to 14 hours on six AA batteries, so you can take your beats to the beach or simply drive your neighbors batty; it's nice to have options. Check out the demo video above, or the hit press release after the break for details.
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KORG MONOTRIBE FEATURES ANALOG SYNTH & DRUMS


- New unit combines monotron analog synthesis with Electribe-style programming -


MUSIKMESSE, FRANKFURT, GERMANY, April 6, 2011 - One year ago, Korg (Halle 3.0, Stand B62 [Main Booth]/Stand A71 [Soundproof Demo Room]) re-entered the world of analog synthesis with their popular palm-sized Monotron Analogue Ribbon Synthesizer. Today, Korg once again takes up the analog banner with the Monotribe Analog Ribbon Station. In addition to analog synthesis, monotribe brings together intuitive ease of use and a three-part discrete analog rhythm section, plus the appeal of Korg's Electribe-style pattern sequencing. Complete with built-in speakers and battery power, monotribe is self-contained and highly portable.

In addition to the analog synthesizer voice, the monotribe provides a three-part rhythm section (bass drum, snare, and hi-hat) powered by discrete analog circuitry. These sounds were key elements in a generation of analog beat making, and are still in demand today. Korg's popular Electribe step-key interface lives on in monotribe, with a dedicated button for each of eight steps. This allows real-time, hands-on step editing of drum parts, as well as any synth part sequence played on the ribbon keyboard.

Active Step editing lets users remove or re-insert individual steps, creating short loop-like effects or off-beat patterns that weave in and out of complex rhythms. Flux Mode allows the creation of sequenced synth parts that are not rigidly tied to the step grid.

The ribbon controller keyboard provides three selectable playing modes/ranges. The chromatic mode (KEY) is ideal for playing melodies and bass lines, with the ribbon keyboard stepping from note to note. Users can switch to the continuous mode (NARROW) for smooth gliding between notes, just as on the monotron. Also available is the wide continuous mode (WIDE) with a six-fold pitch range for dramatic sweeping effects. In addition, pressing the Gate Time button will allow the gate time to be sequenced as the ribbon controller keyboard is played.

The monotribe uses classic analog components, including the same VCF (Voltage Controlled Filter) circuit found on Korg's classic MS-10 and MS-20 analog semi-patchable synthesizers. Using the audio input, any audio source can be enhanced by passing through the filter section. The Oscillator (VCO) offers a choice between sawtooth, triangle and square wave. White noise can be mixed in to the oscillator signal in any amount. The Octave selector covers a broad range, from deep bass to piercing lead-lines. The EG (Envelope Generator) offers three presets shapes. The LFO (Low Frequency Oscillator) can be sent to the VCO and/or the VCF, creating dynamic effects. The Range switch selects Slow or Fast modulation ranges. Switching the LFO Mode to the 1-shot setting allows the LFO behave as a second envelope generator.

Unlike analog synthesizers of yesteryear, which were prone to drift in pitch, the monotribe's auto-tuning circuitry provides stable chromatic playability to keep it in tune. No warm-up time, no sensitivity to temperature changes – just the great sound of analog VCO.

The monotribe provides both Sync In and Sync Out jacks, enabling multiple monotribe units to play and work together. Audio line level pulses can also trigger the Sync Input, so the monotribe can be synchronized to a DAW system, for example.

Light, compact and portable, monotribe is well-suited for on-the-go use. Equipped with a built-in speaker and powered by six AA batteries, it is completely self-contained.

The monotron will be available early Summer 2011 with pricing to be announced shortly. For more information, please visit www.korg.com.

Next-generation iPhone coming in September?

Posted: 19 Apr 2011 09:55 PM PDT

Ok, so you won't be getting an iPhone refresh this summer. But according to a trio of sources speaking to Reuters, the next-generation iPhone should be shipping in September -- as we've heard before -- with production starting in July. One source said that the iPhone will feature a faster processor, naturally, and look largely similar to the iPhone 4. If true then prepare to see it unveiled at Apple's fall event, usually held in early September.

Official White House Android app attempts to quash OS inequality

Posted: 19 Apr 2011 08:14 PM PDT

They may not be able to please all of the people all of the time, but President Obama and gang are doing their best to reach across the OS aisle with a new Android app. Like the iPhone edition that came before it, this official White House app offers presidential photos and video, updates from the blog and briefing room, and alerts about events and announcements. Unfortunately, all of the people won't be pleased with this new update, either, as the thing is still only available to iOS and Android users, but that's politics for you.

Google's Map Maker is a clone of Maps, except you can scribble local data all over it

Posted: 19 Apr 2011 07:12 PM PDT

Google may have stashed the locations of every WiFi access point and convenience store goodie the world over, but there are things that even 360-degree cameras, massive algorithms and self-driving cars can't do; things like map out the locations of all your favorite neighborhood haunts. That's why Google needs you. This week, the company unleashed Google Map Maker on the United States, which is basically a parallel version of Google Maps that anyone can add to -- fleshing out the existing grid with additional details like precise structures, secret passages, whatever you care to name. Google plans to review all crowdsourced edits, however, so it won't quite be a free-for-all -- prepare for a wee bit of skepticism when you divulge the locations of buried nuclear launch silos, alien artifacts, and your local Jedi dojo.

Researchers show off DLC projector screen viewable in bright lighting conditions

Posted: 19 Apr 2011 06:09 PM PDT

One of the knocks against projectors has always been that they're not able to perform to their fullest unless the room is completely dark, but that may finally change if some researchers from Japan's Tohoku University have their way. They've developed a projector screen based on Diffused Light Control (or DLC), which allows only the light from the projector to be diffused towards those looking at the screen, while all other ambient light is either absorbed or reflected away. Of course, that doesn't mean the screen is quite ready for your home theater or boardroom. As you can see above, the current screen is made up of small panels that leave some noticeable seams, and it apparently still has considerable trouble in direct sunlight, although the researchers are confident both of those problems can eventually be overcome. Head on past the break to check it out on video.


Intel shocks everyone, including itself, with record Q1 earnings

Posted: 19 Apr 2011 05:24 PM PDT

IntelThis is starting to get a bit repetitive, but we're sure Intel will never tire of hearing it: the chip maker just had its best quarter ever. The company expected to pull in roughly $11.6 billion, topping last quarter (and its previous record) by $500 million. Looks like the company was being conservative enough to make Pat Robertson blush -- it raked in a grand total of $12.8 billion in Q1 of 2011. About $500 million of that discrepancy can be explained by the acquisition of McAfee and Infineon, the rest is thanks to huge increases in sales across all market segments. Now go ahead, Intel, you just pretend to be surprised like last quarter.

Philips GoGear Connect gets Gingerbread and some new threads, we go hands-on

Posted: 19 Apr 2011 04:41 PM PDT

It's been a while since we last saw Philip's GoGear Connect PMP, and in the meantime it's acquired a new look and a new flavor of Android. The new GoGear has gone from white to black, lost its trackball in favor of a capacitive touchscreen display, and exchanged the lowly Android 2.1 for Gingerbread. Like its competition from Samsung, the device also has access to the Android Market and all those apps that lesser PMPs lack. After getting some quality time with a prototype of the new device, we found the copper-colored buttons and speaker grill running along its right side to form an intriguing design, but the overall fit and finish -- not to mention the lack of a backlight for the screen -- demonstrated that it wasn't quite ready for primetime. Luckily, there's plenty of time to work out the kinks, as Philips has pegged a September debut for the 8GB and 16GB versions (at $179 and to-be-determined price points, respectively), and promised a 32GB iteration will come later. PR after the break.
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Philips GoGear Connect MP4 Player

Philips GoGear Connect allows you to multi-task so you can listen to music look at maps and use location-based services all at the same time. The first WiFi-enabled MP4 player from Philips to offer the full AndroidTM experience, plus superior sound experience and a world of apps and games at your fingertips.

Superb quality sound
• FullSound™ to bring your MP3 music to life
• Sound Isolation headphones to minimize environmental noise
• SafeSound to enjoy music to the max without damaging your ears

Complements your life
• High speed WiFi for high speed internet access
• Android Market to access thousands of applications
• HD video (720p ) playback support

Easy and intuitive
• Bright 3.2" capacitive touch-screen for an enjoyable experience
• Philips Songbird: one simple program to discover, play, sync
• LikeMusic to make playlists of songs that sound great together


Available: September 2011
Suggested Retail Price: $179.99

GSM-flavored Xoom passes FCC muster, bound for AT&T?

Posted: 19 Apr 2011 03:58 PM PDT

It appears Motorola is taking a page from the Samsung playbook and making the Xoom carrier-agnostic. Verizon and Sprint are already marching along and, according Wireless Goodness, an AT&T version is about to join the parade. The FCC approved a "hand held device" from Motorola that packs an HSDPA-capable radio on the 850MHz and 1900MHz bands, which just so happen to be the very same frequencies used by AT&T. A screen shot snapped by Wireless Goodness refers to the product as a "wireless tablet with embedded WLAN," though that description is conspicuously absent from the documents now. The filing also makes mention of MOTOTalk, two-way radio functionality, a feature missing from other Xoom versions that seems like a perfect fit for the rumored rugged tablet the company is working on. Looks like that little bundle of "4G" tablet joy teased during CES is finally on its way.

ASUS' bamboo-plated U43SD laptop graduates to Sandy Bridge, so does plain-jane U41SV

Posted: 19 Apr 2011 03:24 PM PDT

When we reviewed ASUS' first bamboo laptop, we raved about more than just its unconventional looks -- we were also impressed with its solid performance. So we're pleased, although not at all surprised, that ASUS is refreshing the line with Intel's latest Sandy Bridge processors. The U43SD doesn't appear to stray from its predecessor's industrial design (save for its bigger 14-inch screen), but it steps up to the latest Core i3 and Core i5 processors, along with NVIDIA GeForce GT 520M graphics with 1GB of video memory. You can also choose from 5,400RPM and 7,200RPM hard drive options and either a six- or eight-cell battery. While the company was at it, it also quietly unveiled another Sandy Bridge laptop, the U41SV, which offers the same configuration options as the U43SD -- and a plainer design. No word on pricing, and a cursory search turned up no availability. For now, though, you can have a gander at some official photos lifted from ASUS' own product pages.

[Thanks, Jon and Danijel]

AMD elevates the low-end with trio of sub-$100 cards: Radeon HD 6670, 6570, and 6450

Posted: 19 Apr 2011 02:53 PM PDT

Radeon HD 6670, 6570, and 6450
Graphics card companies don't live and die by the enthusiast market alone. That may be where the glory is, but it's the budget cards that really bring in the bacon. For the entry level, AMD just unleashed a trio of sub-$100 cards, the Radeon HD 6670, 6570, and 6450. How do they perform? Well, let's just say you get what you pay for. Reaction from reviewers has been one of mild indifference. Depending on manufacturer, fan noise does appear to be an issue, possibly precluding the cards from being a viable HTPC choice. Otherwise, even the lowly, $55 6450 is a worthy upgrade over an integrated graphics chip or a two-year-old discrete card, but it can't match the performance of NVIDIA's GT 430, which can be had for only a few dollars more. Consensus was that, with prices of the older 5000 series being slashed, purchasers can get more bang for their GPU buck by sticking with last generation cards (like the Radeon HD 5750) if they're looking for pure gaming prowess. That said, the GDDR5 flavors of the 6670 provide perfectly playable performance on most modern games (it averaged 45 FPS in Call of Duty: Black Ops) for just $99 (the 6570 runs about $79). Just beware those models shipping with GDDR3. Benchmarks galore below.

Read - Hexus
Read - techPowerUp 6450
Read - techPowerUp 6670
Read - Guru3D
Read - Tech Report
Read - Tom's Hardware 6670 and 6570
Read - Tom's Hardware 6450
Read - TweakTown
Read - AnandTech
Read - HotHardware

Vonage offers unlimited VoIP calling to mobile phones in 42 countries

Posted: 19 Apr 2011 02:21 PM PDT

It's been a while since we've heard much from the ever-embattled VoIP provider, but it looks like Vonage might still have a couple tricks up its sleeve. The company's latest service plan, known as World Premium Unlimited, offers unlimited calling to mobile phones in 42 countries -- and landlines in 80 -- for $55 a month. This plan also provides for unlimited local and long distance service in the US, Canada, and Puerto Rico, and requires callers to use a touch tone phone, hooked up to the internet by way of a Vonage adapter, to make calls to places like the UK, Mexico, and Brazil. It may not be an ideal primary calling solution for most, but it could be enough to put Vonage back in our sights. Full PR after the break.
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Vonage Launches New Plan With Unlimited Calling to Mobile Phones in More Than 40 Countries
Callers to International Mobile Phones Can Save More Than $400 Annually
The Best Overall Value for International Callers Just Got Better

HOLMDEL, N.J., April 18, 2011 /PRNewswire/ -- Vonage Holdings Corp. (NYSE: VG), a leading provider of low-cost communications services connecting individuals through broadband devices worldwide, today introduced the World Premium Unlimited calling plan. This new offering builds on the value of the popular World plan by expanding the number of countries for unlimited(1) calling from 60 to 80, including unlimited calling to mobile phones in 42 countries.

"People who make international calls to mobiles are frustrated by the huge premiums they pay to their phone company," said Mike Tempora, senior vice president of product management for Vonage. "World Premium provides these callers with the peace of mind to call any landline or mobile number in 42 countries including Brazil, Costa Rica, Japan, Australia, France, Spain and the UK for one flat price. Customers who use World Premium Unlimited to call as little as one hour a week to mobile phones in countries like Mexico and the UK will save over $400 a year versus the best pay per minute rates from major phone companies."

The World Premium Unlimited plan is $54.99/month (plus taxes and fees). The service uses a high-speed Internet connection and an existing home phone. For more details on the World Premium Unlimited calling plan, please click here.

NASA awards $270 million to SpaceX and other commercial spaceflight ventures

Posted: 19 Apr 2011 01:54 PM PDT

NASA has given its seal of approval (and a lot of money) to SpaceX and three other private companies, as part of its Commercial Crew Development (CCDev2) initiative -- a program designed to spur the development of U.S. commercial spaceflight. The agency awarded a total of $270 million to the four lucky winners, with Boeing receiving $92.3 million to help develop its CST-100 capsule design, and the Sierra Nevada Corporation garnering $80 million, which will go toward its shuttle-like Dream Chaser craft. The smallest prize ($22 million) went to Jeff Bezos' Blue Origin, which is reportedly looking to create a cone-shaped craft capable of carrying crew members into the abyss. And then, of course, there's SpaceX, the proud recipient of a cool $75 million in NASA funds. The California-based company has already successfully launched its Falcon 9 rocket and Dragon capsule, and is currently working on the Falcon Heavy -- a 22-story craft heralded as the "world's most powerful rocket." NASA's extra dough should give a little boost to SpaceX's projects, but the funds are contingent upon improvements in Dragon's crew-carrying capacities, to be carried out over the next year. If all goes well, we may see one of these companies launch an intergalactic 'taxi' service by the middle of the decade. Saddle up!

BlackBerry PlayBook pried open, gyroscope and other goodies discovered

Posted: 19 Apr 2011 01:29 PM PDT

What's in a PlayBook? No, literally, what is in that thing? Well, most of the specs were known ahead of today's release, but there was a bit of confusion about whether RIM's 7-inch tablet did or didn't have a gyroscope, which has now been set straight (it does!) by the crew at iFixit. They did their usual study of what it'll take to repair your own PlayBook should the need ever arise, and gave it a repairability score of 7 out of 10. Replacing the front glass would be a bit of a pain to do, but then that's the case with most portable devices. The motherboard also got a thorough examination, with all the power management, wireless connectivity, and memory chips getting identified and recorded for posterity. If you want to check iFixit's work, feel free to visit UBM Tech Insights as well, who have their own component list and closeup photography of that dual-core TI OMAP4430 system-on-chip. Yes, closeup photography.

Motorola delays Droid Bionic launch until summer to make 'several enhancements'

Posted: 19 Apr 2011 01:09 PM PDT

There's not a lot of details on this one, but the Wall Street Journal has just confirmed with Motorola that the launch of the Droid Bionic will be delayed until summer, and that it might not be available for purchase until sometime in the third quarter (or late summer, in other words). As for the reason for the delay, a Motorola spokesperson would only say that the company is "incorporating several enhancements to make this an even better consumer experience," based on feedback its received since the phone was announced way back at CES in January.

T-Mobile's Bobsled brand launches with free Facebook voice calls, much more promised soon

Posted: 19 Apr 2011 12:52 PM PDT

Looking for another free VoIP calling option? Well, you've now got one anyway -- T-Mobile has just announced its new Bobsled brand, and it's kicking things off with a Facebook application that will let you make free, "one-touch" calls to any of your friends around the world. Facebook is apparently just the beginning for the brand, though. T-Mobile says Bobsled is aimed at "bridging traditional telecommunications and Internet-based voice and data services," and it says it plans to expand the service in the near future to include video chat, the ability to place VoIP calls to mobile and landline phones, and even offer applications on both smartphones and tablets "regardless of the carrier that powers such devices." No word on how soon any of that might hit, but you can try out the Facebook application for yourself right now at the link below.
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T-Mobile Launches Bobsled by T-Mobile - A New Communications Brand to Bridge the Traditional Telco and IP Worlds

The brand's Facebook calling application will provide free, one-touch calling within Facebook to more than 500 million consumers worldwide


T-Mobile today introduced Bobsled™ by T-Mobile, a new brand aimed at bridging traditional telecommunications and Internet-based voice and data services to enable people to stay connected in a simple and cost-effective way. The first product available under the new Bobsled by T-Mobile brand is the Bobsled application for Facebook, which provides Facebook's more than 500 million users worldwide with free, one-touch calling to their Facebook friends from a personal computer and through the social platform's chat window.

In addition to making live voice calls across the globe, users will also be able to send voice messages to their friends either privately or via their "walls." The Bobsled application for Facebook is available today as a free download for all Facebook users and is not exclusive to T-Mobile customers. This captures a unique opportunity for the brand, as a recent survey found that 88 percent of Facebook users surveyed want voice chat capabilities within the site.1

"T-Mobile's focus is to innovate to provide simple and affordable communications for customers, enabling people to stay connected wherever they are," said Brad Duea, senior vice president, T-Mobile USA. "Bobsled by T-Mobile takes our communications services innovation to a whole new dimension, bringing simple and cost-effective connections to more than half a billion people overnight, allowing people on Facebook to more easily connect and giving voice to social networking. Our new Bobsled brand will evolve in the coming months to provide even more ways for people to connect, no matter what platform, device or mobile provider they are using."

Once downloaded, customers can use the Bobsled application for Facebook to place voice calls to their friends through Facebook Chat with just one click. This is one of the first voice over Internet protocol (VoIP) applications seamlessly integrated into Facebook Chat, which makes it quick and simple to place an impromptu call to a Facebook friend. The application eliminates the need for dialing - users simply click on a friend's name to start the conversation. There's also no need to remember screen names or to input numbers. With the new application, customers also can leave a voice message for friends when they're not available. Anyone on Facebook can receive a call; no application download is required to receive a call via the Bobsled application for Facebook.

As the way people communicate transcends networks and devices, Bobsled by T-Mobile positions T-Mobile as a provider of cloud-based communications services over the Internet. In addition to providing Facebook users with one-touch calling, Bobsled by T-Mobile also powers the Group Text™ and Cloud Text™ applications on the new T-Mobile® Sidekick® 4G™. Bobsled Group Text lets customers create, name, manage and participate in reply-all group text conversations, enabling them to lead their network in conversation and social planning. Bobsled Cloud Text provides the option to text with friends or groups across platforms, whether from the comfort of their PC's large screen and keyboard, or from their new Sidekick 4G.

In the near future, T-Mobile plans to evolve Bobsled by T-Mobile to include video chat, to create the ability to place VoIP calls to mobile and landline U.S. numbers and to offer applications on smartphones and tablets across various mobile platforms, regardless of the carrier that powers such devices.

The Facebook application for Bobsled by T-Mobile is powered by Vivox, Inc., the No. 1 integrated voice platform for the Social Web, offering high quality, best-in-class voice capabilities for clear and crisp calls. More information about Vivox is available at http://www.vivox.com.

More information on Bobsled by T-Mobile is available at http://www.letsbobsled.com

The Bobsled application for Facebook is available for download at http://apps.facebook.com/bobsledbytmo

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