Sponsoer by :

Sunday, November 18, 2012

Engadget News

Sponsored

Engadget News


Visualized: Keepon family reunion

Posted: 18 Nov 2012 10:04 AM PST

Visualized meet the Keepon family

Oh, the many faces of Keepon -- well, one face, really, in a variety of different shades and textures. Various iterations of the beloved dancing robot smiled (or whatever the closest approximation is for their mouthless sort) for the camera on our recent visit to BeatBots in San Francisco. Pictured above are the original Keepon Pro, the retail My Keepon, a special blue Keepon commissioned for a German facility, a stuffed doll created by a friend of the company, a moveable wooden model designed by Keepon co-creator Hideki Kozima as a gift and two 3D printed models made by Shapeways (large) and MakerBot (small). And check out Keepon posed next to Zingy below, a sibling created by BeatBots for a UK-based power company. The family resemblance is uncanny.

Visualized meet the Keepon family renunion

IRL: Logitech UE 900 headphones, Nokia Lumia 900 and the Galaxy Note II

Posted: 18 Nov 2012 08:00 AM PST

Welcome to IRL, an ongoing feature where we talk about the gadgets, apps and toys we're using in real life and take a second look at products that already got the formal review treatment.

IRL: Logitech UE 900 headphones, Nokia Lumia 900 and the Galaxy Note II
This week Darren is back, test-driving a $400 pair of Ultimate Ears headphones, while Steve tells us about his new Galaxy Note II. Rounding things out, Jon takes a trip to the bargain basement and picks up a discounted Lumia 900. Read on to find out how much the gang likes their new loot.
Logitech UE 900 earphones


IRL Logitech UE 900 headphones, Nokia Lumia 900 and the Galaxy Note IIWhen it comes to big-stage sound, a few names shine bright above the others. Westone and Ultimate Ears are most certainly up there, with each outfit boasting a shocking amount of artist support. UE, in particular, has pitched itself as a high-end consumer brand thanks to a tie-up with Logitech, and the UE 900 earphones are amongst the nicest it offers short of any custom options. At $400, it's clear from the get-go that these aren't aimed as casual listeners, and the hardshell container bundled in the box speaks volumes about how the company hopes you'll protect such an investment.

The drivers themselves boast four-armature speakers and a three-way crossover -- impressive from a technical standpoint. The stock blue cable is remarkably seductive, and frankly, it's pretty tough to keep your hands from fiddling with it. Aside from looking good and being almost ludicrously tough, it's also equipped with a right-angle headphone jack (huzzah!) and swiveling ear tips on the other end. Unfortunately, the company chose to cram the bantam mic / button stick way up on the cable connected to the right earbud instead of at the "v" a bit lower. As it stands, you're reaching up to your cheek to pause or fast-forward things. Moreover, the awkward "memory cabling" that wraps around one's ear is completely awkward. It took at least 10 seconds to get each earbud situated, and I never was entirely thrilled with the fit. Stage artists may be okay with it, but consumers won't be.

Oddly, Logitech also throws in a black braided cable that lacks the mic / button remote, but it doesn't provide any tonal differences. Many higher-end companies offer two different cables that cross things over a pinch differently, but there seems to be no actual benefit to this bonus cable. Perhaps most disappointingly, the vast collection of included ear tips are all circular. As in, they aren't ovals. Granted, Klipsch has that oval shape all sorts of locked down, but once you've used an ear tip that's actually engineered to fit in one's ear (hint: ear holes aren't perfect circles), you'll have a hard time using anything else. Indeed, even the foam tips here didn't perfectly seal around this editor's ears, letting more outside noise seep in compared to Klipsch's far cheaper Image S4i. It's a shame: regardless of how technically superior these are, the delivery is flawed due to circular ear tips; if you can't hear the benefits, what are you really buying?

Bottom line? Save your money and opt for Klipsch's Image X10i at $270. They fit better, sound better and don't require a planning session just to get 'em inserted.

-- Darren Murph

Nokia Lumia 900 with Windows Phone 7.5


IRL Logitech UE 900 headphones, Nokia Lumia 900 and the Galaxy Note IIWe're at the crossroads with the Nokia Lumia 900. It's getter ever closer to a Windows Phone 7.8 upgrade, though it's lost its flagship status to the Windows Phone 8-toting Lumia 920. But what are Windows fans to do if they want something at a discount? I had the opportunity to use a Lumia 900 running Windows Phone 7.5 for a few weeks to see what it's like now that the phone is entirely in budget territory -- is it worth the outlay at less than $1 on a contract when its future is limited?

Tentatively, I'd say yes. The Windows Phone ecosystem's problems are still very much here: you'll still have to go without major apps like Instagram and forego some of Google's services. And the camera, while relatively well done, doesn't hold up as well in an era where Apple's iPhone 4S and HTC's Droid Incredible 4G LTE are now closer to the entry level. Even so, it's still true that Windows Phone is one of the easier smartphone platforms to pick up if you're new to the concept. Those big, live icons make the experience simple and fun, and Nokia Drive offers solid turn-by-turn navigation. It's also tough to dispute the value of getting both LTE data and that iconic, unibody design at this price.

The real challenge? Budget Windows Phone 8 devices. As the Lumia 820 and its variants start dropping even lower than $100 on-contract (the AT&T version is already $50), it might not make much sense to buy the Lumia 900 -- saving the cost of a nice dinner won't matter much when the extra money will provide a much faster processor and a smartphone OS that will last for longer. Should there still be a wide-enough gap in your part of the world, though, the Lumia 900 may be viable or even ideal for those who need the basics, and not much more.

-- Jon Fingas

Samsung Galaxy Note II


IRL Logitech UE 900 headphones, Nokia Lumia 900 and the Galaxy Note IINot to gloat, but while buyers in the US were cooling their heels for the Samsung Galaxy Note II, customers abroad like yours truly were already phablet-ing away about a month early. I'd been ogling the 5.5-inch quad-core brute since it was first announced, and having squeezed all the usability out of my geriatric Galaxy S, I decided to make the 649 leap to a simless N7100 once it popped up on Amazon France (yes, we Engadget editors have to pay for our own devices, and no, we don't get a discount).

So, what's it like to use this outsized smartphone? For me, anyway, this is not a pocketable phone. I carry it around in my shoulder bag, and consider it to be a tablet as far portability goes. Once I have the device in hand, though, the size becomes a plus. With the optional factory flip case, the phone is only slightly heavier than my encased S, and its slim, curved profile fits my medium-sized hands very well. The huge screen makes it easy to browse most content, even full websites or digital magazines like Distro. On top of that, I never feel like a freak (not much, anyway) when I'm taking calls or photos, as you might with a Nexus 7, for instance.

Having worked as a compositor and 3D artist, the S Pen was a key attraction for me, particularly since the digitizer is made by none other than Wacom. It works smoothly and quickly, no doubt aided by its quad-core Exynos CPU, and the screen is just big enough to do real work on. The only drawback so far is a dearth of apps that support its 1024 levels of pressure sensitivity, which can give finer control over line and paint stroke widths. Programs that do support that feature, like Drawing Pad, provide an amazingly addictive sketching experience. Finally, I could do without TouchWiz, the Samsung skin that seems to transform lovely-looking stock Jelly Bean into dumpy Froyo (ahem, CyanogenMod?). Overall, though, the Galaxy Note II performs all my smartphone duties with aplomb, while still letting me peruse and create content, footloose and tablet-free.

-- Steve Dent

Inhabitat's Week in Green: self-sustaining homes, wooden wind turbines and the world's first solar-powered nation

Posted: 18 Nov 2012 06:00 AM PST

Each week our friends at Inhabitat recap the week's most interesting green developments and clean tech news for us -- it's the Week in Green.

Image

The planet is in rough shape. A new report from the Renewable Energy Industry Institute found that total levels of global greenhouse gas emissions reached a record high last year. And we're starting to feel the consequences of all that carbon output as climate change leads to freakish superstorms like Hurricane Sandy. As New York City prepares for more large, destructive storms, many urban planners have raised the possibility of installing giant Rotterdam-style floodgates to protect the city. There are no current plans to install floodgates around NYC, but given the increasingly unpredictable weather in the region, it might be a good idea. In a different answer to rising sea levels, Dutch studio Whim Architects produced plans for floating, self-sustaining homes made from plastic waste from the Great Pacific Garbage Patch. Scientists also found that climate change is actually affecting satellites that are orbiting the planet, and a separate study warned that climate change could wipe out coffee production by 2080.

When a disaster like Hurricane Sandy knocks out the lights, it's essential to have a source of off-grid power for communication devices like cell phones and radios -- to this end we showcased several portable charging technologies that generate renewable energy. Nokero's SunRay Pro Power solar charger is perfect for keeping a cell phone charged, and for every Emergency Power Kit Voltaic sells it is donating a kit to an individual in need. A team of researchers at Virginia Tech at Blacksburg have developed a new kinetic charger that makes juicing up your phone as easy as shaking your hand. For a different solution to the same problem, a pair of New Yorkers came up with The Charge Cycle, a proposal to put phone-charging stationary bikes on street corners around NYC. Meanwhile, students in Norway produced a texting jacket that provides emergency responders with critical information.

In alternative energy news, the remote Pacific Island territory of Tokelau (population: 1,411), which previously relied on diesel generators for electricity, officially became the world's first solar-powered nation. In a surprising bit of news, we learned that Germany is set to export more energy than ever despite its nuclear energy phase-out, because of the country's heavy investment in green energy. Meanwhile, Darwin, Australia is preparing to set up the Southern Hemisphere's first tidal energy facility. Solar developer Lark Energy obtained permission to install the UK's largest solar farm and Siemens unveiled its Turbina Sapiens, a new 6.0MW wind turbine that uses 50 percent fewer parts than its rivals. German company TimberTower celebrated the installation of the world's first wooden wind turbine tower in Hanover, and for the annual Glow Festival, Eindhoven unveiled an impressive glowing dome made from 30,000 LEDs.

In green transportation news, LA Metro announced an exciting new program that will harvest energy from subway trains. At the nearby El Mirage Lake dry lake bed, the solar-powered Lightning Motorcycle set a new speed record for production motorcycles. Tesla's Model S was named Motor Trend's Car of the Year, and after receiving the award Tesla CEO Elon Musk revealed that an electric pickup truck might be in the company's future. But what to do with EV batteries once they expire? General Motors unveiled a new modular unit that uses the power from five used Chevy Volt batteries to provide up to two hours of electricity for three to five average homes.

iRobot's RP-VITA mobile telepresence robot iPad app eyes-on (video)

Posted: 18 Nov 2012 05:03 AM PST

iRobots RPVITA mobile telepresence robot iPad app eyeson video

It's a mouthful, we know, but the gist of the below video is this: a few months back, iRobot unveiled RP-VITA, a teleconferencing robot with a rolling base. The company's got all sorts of plans for the 'bot, but is starting things off with medical applications. It's co-branded the device with InTouch Health, positioning it as a method for allowing doctors to tend to patients remotely. An iRobot employee took RP-VITA for a spin around InTouch's Southern California mock hospital location, courtesy of an iPad at the robotics company's Bedford, MA location.

The interface appears to be quite user-friendly -- just touch a location and RP-VITA starts driving, using its sensors to avoid obstacles along the way as a video feed show you where you're going. Once you reach a patient, you can tap on their image to interact with them (in the case of the dummies in the demo, however, that was easier said than done, of course). Along the bottom, the app offers the doctor large, easy-to-read vitals.

Check out a full video of the demo after the break.

Microsoft outlines Play To for Windows 8 developers, shows media sharing just a heartbeat away

Posted: 18 Nov 2012 02:56 AM PST

Microsoft outlines Play To for Windows 8 developers, shows media sharing just a heartbeat away

Play To is often an unsung advantage of Windows 8; it's the key to spreading media throughout the home without jumping through hoops, much like Apple's AirPlay or the more universal Miracast. Microsoft wants those quieter Windows advocates to pipe up a bit. It just posted a sweeping developer overview of Play To support that addresses the basics and dives into the nitty-gritty details. The biggest takeaway may be that programmers sometimes don't have to do anything -- unprotected music and video in common formats are usually shareable as a matter of course, and it's only with photos or complicated conditions like playlists that a "contract" is needed to reach another screen or speaker. The document does have some warnings for developers, however, both official and otherwise. There's a (fairly evasive) explanation as to why copy-protected media won't work, while commenters remind us that hardware compatibility isn't as surefire as we'd always like. Any developers who want their media apps to shine on an XPS 12, however, could still find the guide to be just what they need.

Android 4.2 bug omits December from the People app, makes end-of-year birthdays even less bearable

Posted: 17 Nov 2012 11:57 PM PST

Android 4.2 bug omits December from the People app

The launch of Android 4.2 brought a welcome smattering of extra features to the mobile world, but a recently discovered bug omits something slightly important: namely, the month of December. Dive into the People app on any device using the new OS, and the last 31 days of the year will be unavailable for contacts' anniversaries and similar special occasions. Google is aware of the flaw, although it hasn't yet said when it will have a fix in place. We've reached out to get a more definitive timetable for a solution beyond just what's implied by the Gregorian calendar. In the meantime, don't lean too heavily on that smartphone to remember an imminent birthday; people born in December are stiffed out of enough presents as it is.

[Thanks, Waverunnr]

Qeexo's FingerSense lets touchscreens listen, makes any object an input device (video)

Posted: 17 Nov 2012 10:01 PM PST

Qeexo's FingerSense lets touchscreens listen, makes any object an input device video

While the humble touchscreen has become the standard interface for most smartphones, and capacitive displays make it a painless experience, the folk at start-up Qeexo think things could still be improved. It's developed a technology called FingerSense that could add even more functionality. Essentially, by using a small acoustic sensor, it measures the vibrations as objects tap the screen, and can tell the difference between them. So, for example, a knuckle tap could be used for "right-click." The tech is able to spot the difference between materials, too, so even when no finger is involved, it can register input, a great assistance to those with longer fingernails. The fun doesn't stop there, though, with the demo video after the break showing a Galaxy SIII with a modified display, able to register stylus input, even without official support for it. More input options can never be a bad thing, and if nothing else, it could certainly make those GarageBand drumming sessions a little more interesting.

Nintendo Wii U review

Posted: 17 Nov 2012 08:00 PM PST

Nintendo Wii U review

Nintendo's new console is an anomaly in the game console ecosystem, but not for Nintendo. The company that -- in just the last decade -- popularized stylus-powered gaming, microphone-powered gaming and motion-based gaming, is once again pushing game control inputs forward. And just like its previous consoles, lessons learned from past hardware build the foundation of its latest effort: the Wii U and its bizarre-looking, but conventionally named, "GamePad."

The Wii U console itself, for instance, looks almost exactly like the original Wii. It's longer (10.6 inches vs. 8.5 inches for the Wii), a bit rounder on the edges, and there's an HDMI port out back, but overall it's quite similar to its squatter predecessor. It's enough that you'd get the two confused if they were sitting in the same entertainment center. Naturally, the beefed-up internals and Wii backwards compatibility mean you'll likely be replacing the ol' virtual tennis machine should you choose to pick one up.

Of course, the GamePad is the real star of the show here, bolstered by Nintendo's ambitious "TVii" experiment. Everyone's favorite Italian plumber looks super in HD, no doubt, but how software employs the multifaceted touchscreen tablet / traditional game controller hybrid is what really matters. So, how does the Wii U fare? Find out below.

Note: Nintendo delayed TVii into December, and the majority of promised functionality was not made available to reviewers ahead of the console's November 18th release date (including crucial components like online infrastructure, the Miiverse social network, Nintendo Network, Nintendo TVii, and Wii backwards compatibility). As such, we're updating our review as we use those features, post-launch.

Hardware: The Console

Nintendo Wii U review

The Wii U is a relatively quiet little box that slips easily into home media centers. Sure, there's a stand (at least in the deluxe set), but we opted to lay it on its side -- it takes up less space, and all the writing is geared toward it laying horizontally. How could we disobey the font? It'll take up yet another HDMI spot on your HDTV (a cable is thankfully included in the Wii U box), though component is also an option (sold separately). Think of the ports on the back of the Wii U box as identical to what you had on your original Wii, save for some very small tweaks. For one, the AC power port is slightly altered to account for the Wii U's new, larger adapter. Otherwise, the only difference is the addition of an HDMI port on account of the console's beefed up internals: an IBM Power-based multi-core processor and an AMD Radeon custom high-def GPU. You can directly plug in that old Wii sensor bar, should you choose to eschew the brand new one you'll get in the box.

There are two flavors of storage as well, with the $300 model getting just 8GB of internal flash memory while the $350 model gets 32GB. Not that any of that matters terribly, as both flash and full-on external HDDs are supported. The four USB ports situated around the long black rectangle should provide more than enough support. Should they not be enough, an SD slot sits up front below the optical disc tray, tucked behind a slidable wall of shiny plastic with two of the aforementioned USB ports. Like the GamePad it supports, the Wii U console is glossy, fingerprint-loving plastic. The dust and cat hair in our test apartment love the exterior of the Wii U. We do not. Unless you live in a dust-less vacuum, there's no way your Wii U console won't exist in a state of perpetual shabbiness. We've had our black deluxe set for a week and it looks as though it's been sitting in an ancient tomb. Finish aside, it's a quiet, sleek black rectangle that takes up little of our precious entertainment center space -- you'll find no complaints here.

Hardware: The GamePad

The Wii U's touch-based GamePad controller has its roots in the Nintendo DS, as evidenced by the GamePad's stylus concept, the aging resistive touchscreen (albeit larger at 6.2 inches, with an 854×480 resolution in a 16:9 ratio), and the microphone residing along the bottom. A player-facing camera -- no doubt borrowed from the DSi -- sits parallel to the mic, just above that enormous touchscreen. Two Nintendo Wii Nunchuk-esque convex, clickable analog sticks punctuate the left and right sides of the GamePad, and the plus and minus buttons (replacing start / select) from the Wiimote sit along the lower right. The SNES' hallmark four-button layout and d-pad line up on either side of the touchscreen just below the analog sticks. This sure is a Nintendo device, eh? Or is it every Nintendo device, all at once?

Of course, the GamePad is more than an homage to Nintendo's previous hardware, and there's plenty new to gawk at -- a volume slider controls how loud the GamePad's speakers are, a haloed Home button sits along the bottom (allowing for quick access to the GamePad's settings and the console's main menu) and a red battery light indicates when you'll need a recharge (solid to warn, blinking when death is imminent).

Digital triggers await your pointer fingers on each side around back, with a clickable shoulder button above each (similar to the Xbox 360 and PlayStation 3 controllers). A deep ridge allows you to comfortably hold the hefty, 1.1-pound controller for long periods -- not that you'll be using it for much longer than three hours if you don't plug it in. We pulled just under five hours out of it with brightness turned all the way down, the sound off and no rumble, but averaged around 3.5 hours in general use. There's also a power-saving mode which auto-adjusts the screen's brightness based on whatever it's displaying, which seemed to do little in conserving battery life; turning down the sound and keeping brightness at the lowest setting is the best way to extend run time beyond the average, we found. Should you choose to give yourself a break and fully recharge the controller, it'll need around 2.5 hours to re-up.

We pulled just under five hours out of it with brightness turned all the way down, the sound off and no rumble, but averaged around 3.5 hours in general use.

As for new functionality, there's a spot for NFC connectivity, but but we can't test it as no software supports it yet (not even Activision megahit series Skylanders). Of course, it's not hard to imagine, say, a Pokémon tie-in down the line, or something else similarly terrifying to parents' wallets. Perhaps the most novel non-gaming function of the tablet-esque controller is its IR-based universal remote control ability -- the GamePad can be used to control your HDTV (well, "most" HDTVs) in some basic, but very important, ways. Rather than futzing with several remote controls to turn on your television and game console, the Wii U's built-in universal remote functionality -- which functions whether or not the Wii U itself is powered on -- streamlines everything down to just the game controller. Of course, this is no replacement for your Harmony One; in our experience, it was primarily used for powering on the Wii U, the television, and switching to the appropriate input / changing volume / etc., and thankfully had little to no impact on battery.

Nintendo Wii U review

This functionality alone made a huge impact on how we approached the console as part of the entertainment center. It's also changed our game playing habits quite a bit, as many games on the GamePad screen are mirror images of the TV -- we found ourselves indulging ADD and flipping to the evening news while trouncing goombas. It also helps the family dynamic of battling for control of one television. Little Sally can keep playing New Super Mario Bros. U while Dad watches Sunday football (or other such situations).

That won't work with all software, of course, such as featured launch title Nintendo Land -- a carnival-themed collection of 12 games spotlighting major Nintendo franchises, from Animal Crossing to Zelda. It employs all of the GamePad's gimmicks across its single and multiplayer games. That includes asymmetrical gameplay, wherein what you see on the GamePad isn't what you see on your television. As such, much-vaunted features like off-screen play work only on a case-by-case basis. (We were unable to test this feature with Netflix, Hulu Plus, Amazon Instant or any other non-game software ahead of launch, as none were available.)

Nintendo Wii U review

Sadly, overall, the GamePad controller gives off a relatively low-grade impression; it looks and feels like a toy. The four main buttons resemble aspirin pills and aren't of the polish we expect from modern game consoles; glossy plus / minus buttons accentuate this tragedy even further. Shallow, squishy shoulder buttons akin to those on Sony's DualShock 3 compare poorly to those found on the current Xbox 360 controller as well as competent third-party equivalents (the Razer Onza, for instance). And the convex analog sticks had our thumbs easily slipping during long Mario sessions. The glossy, handprint-friendly, dust-magnet finish on the GamePad isn't helping its looks, either (we prefer the matte finish on the GamePad's rear). It's not all bad -- the d-pad is as solid as ever, and the clicky digital triggers work beautifully (as long as you're not playing an FPS or a racing game, that is). The GamePad's comfy, too, despite its weight and size. If only it'd go further from its home base console than the 26 feet Nintendo's promising.

Yes, we tried bringing the Wii U GamePad everywhere, but Nintendo's (admittedly conservative) estimation is pretty spot-on -- the streamed video that the Wii U pushes to its GamePad wouldn't go very far at all without running into hiccups or cutting out altogether. That isn't to say we encountered issues within that estimated distance -- in fact, streaming worked flawlessly -- but don't expect to sneak in late night gaming from your bedroom while the Wii U sits quietly across the house. Though folks in more rural areas may fare better, our NY-based test apartment with three wireless devices (aside from the Wii U) wouldn't allow anything beyond 20 feet or so. Within that range, though, the Wii U magically streams hiccup-free gaming to both the GamePad's screen and an HDTV -- no small feat, and one that opens up a Pandora's box of ideas for both game developers and media providers.

Hardware: The Pro Controller

The Pro Controller is a Nintendo-crafted hybrid of the PlayStation 3's DualShock and the Xbox 360's controller. It's got a good heft, but isn't too heavy, and sadly features the same glossy plastic and cheap buttons we've already complained about. Apparently Nintendo wants our consoles and their accessories constantly looking dirty? It rumbles as you'd expect and functions admirably in time-sensitive situations (such as Ninja Gaiden 3). Also expected: its battery lasts much, much longer than the GamePad, with ours holding charge anywhere from six to 10 hours before needing a plug in. Unlike the GamePad, which requires an wall charge directly, you can simply plug in the controller into the console via USB and continue playing while charging.

Hardware: The Charging Cradle

Nintendo Wii U review

Surprisingly, there's a lot to be said for the convenience of the Wii U's GamePad charging cradle. Rather than fussing with wires that connect to an otherwise wireless console, you simply place the GamePad in a comfy dock, no connection required (a la the 3DS charging cradle). It comes with its own AC adapter and doesn't actually require a physical plug into the GamePad -- the controller charges via touch points rather than a plug (again, in around 2.5 hours). If Nintendo Land's discounted price and the larger internal storage haven't already sold potential buyers on the deluxe Wii U version, the cradle (otherwise sold separately for $20) absolutely should. It's a small convenience, but quite a nice one.

Software

We can't share the same positivity about the mostly unchanged UI -- it's a simplified version of the user interface we got to know in the original Wii. Movable, rounded square tiles (five across, three down) represent the entire experience, aside from the ability to swap between your user Mii walking around a (currently empty) plaza and the tiles. Nintendo plans to populate this plaza with your online friends (and news from its SpotPass feature), but we've been unable to use this feature ahead of launch -- as of now, it's a pretty, empty room with a very lonely Mii. Logging in with your Mii is a snap, and you can set a particular one to default login on boot. Logging out and switching users is as simple as tapping the user icon in the upper left corner of the UI and selecting another user -- simple, intuitive and quick.

Currently, pre-launch update, what little that is available in terms of non-game software loads surprisingly slowly for a brand-new console. Opening the Mii Maker, the System Settings, Daily Log or the Parental Controls requires a roughly 15-second wait while the application loads (yes, we timed it), and backing out takes about as long. When you do enter any of the applications, there's only so much to do -- the Mii Maker functions much like that of its 3DS equivalent, matching up a camera scan of your face with an approximation or allowing you to import one from other Nintendo consoles (3DS included). You can also create your own from scratch, should you be so inclined.

The Daily Log shows a breakdown of your daily actions on the Wii U, as well as per game, so you can find out exactly how much of your life you've spent trying to find various incarnations of the Triforce. Parental Controls mostly allow for enabling or disabling the Wii U's various features -- accessing non-game entertainment, or Miiverse, or the eShop -- as well as an ESRB-based blocking system for games. System Settings is where you'll go for data management (such as transferring your old Wii data over), but also where you'll go to tweak the settings you arranged in initial setup (wireless networks, date/time, etc. -- basic system level stuff). Most importantly, it's where you can recalibrate your GamePad and sensor bar should there ever be an issue.

Games

Nintendo Wii U review

With 23 games to choose from this weekend and even more in the "launch window" (ending March 31, 2013), the Wii U's arriving at retail with a huge presence. Of course, only a small handful of those 23 are worth plunking down your $60 for -- they're still launch titles, after all -- and we've got a few suggestions.

New Super Mario Bros. U

Obvious? Yes. Delightful? Also yes. New Super Mario Bros. U is Mario's first big HD outing, and he's looking incredible, as are Bowser's airships and Yoshi's big, goofy face. Beyond being a great showpiece for your new console, NSMBU is an excellent Mario game. It's nowhere near as innovative as series standouts like Super Mario World (an SNES launch title) or even Super Mario 64 (an N64 launch title), but it's a heck of a lot better than recent NSMB entries (we're looking at you, New Super Mario Bros. 2 on 3DS).

Nintendo Land

If you're wondering what the Wii Sports of Wii U is, Nintendo Land is it: the game serves as a glorious demonstration of the unique controller's many, many functions, and offers a preview of what other creative ideas will assuredly spring up over the next several years. More importantly, Nintendo Land helps prove that the GamePad's more than just a mixed bag of legacy functionality and emerging tablet fads -- the tilt sensor shines in Captain Falcon's Twister Race, and the whole "second screen" idea works beautifully in Luigi's Ghost Mansion. It's easy to forget how cheap the overall build of the GamePad feels when you're enjoying totally new gaming experiences with it. Nintendo Land's demonstrative abilities are a necessity when buying the new console -- the game alone sells the deluxe set, as you'd pay more for the game and regular bundle separately.

Nintendo Wii U review

ZombiU

Ubisoft Montpellier's long-in-development Wii U zombie shooter matured considerably since its initial unveiling as "Killer Freaks From Outer Space." The freaks are now the undead hordes of London, post-zombie apocalypse, and you're an unwitting survivor struggling to hang on. Rather than gleefully taking to heavy weaponry, you'll be employing survival skills more than anything else -- weapons (and ammunition) are at a minimum, and the GamePad's second screen is employed smartly as a map / backpack (as well as lots of other neat tricks that you should really just see for yourself). ZombiU also serves as a showcase of the system's non-cartoon HD ability (some up-close textures reminded us this is still a launch game, sadly). Be warned that it is also relatively terrifying, though we scare easy.

Ports

Wii U's launching with a variety of ports from current Xbox 360 and PlayStation 3 games, such as Mass Effect 3 and Assassin's Creed 3. The vast majority of this holiday's big games are being ported (as well as some of last holiday's, like Batman: Arkham City Armored Edition). None of these are developed with the Wii U in mind, though some have additional content or new ways of interacting with existing content. If you're dead set on only playing Wii U games this holiday, then these might be your only way to check out some great games. That said, there's little benefit to playing them here over other consoles -- and if you're into multiplayer, there's an argument for existing consoles having more online players (based solely on install base).

Wrap-up

Nintendo Wii U review

Nintendo promised consumers a modern HD gaming console, and the Wii U -- what's there of it thus far -- delivers on that promise. Games look gorgeous (HD Mario!), the risky controller is another successful control innovation and there's a ton of promise on the horizon. What's missing, sadly, is a huge part of the puzzle -- so huge, in fact, that it's impossible for us to pass judgment on the whole package just yet.

Without Nintendo Network, Miiverse, Nintendo TVii, or any streaming / on-demand video content -- not to mention promised backwards compatibility -- the Wii U doesn't compete at all with even last-gen consoles (Xbox 360 and PlayStation 3 just became last-gen, in case that isn't clear). But Nintendo launched a patch just four hours ahead of launch containing at least some of that functionality, so we're reserving judgment until we've spent time with its post-update features.

Joseph Volpe contributed to this review.

Ask Engadget: best universal remote?

Posted: 17 Nov 2012 06:57 PM PST

Ask Engadget best universal remote

We know you've got questions, and if you're brave enough to ask the world for answers, then here's the outlet to do so. This week's Ask Engadget inquiry is from Marc and Jack, who are going ocean-mad with all of their remote controls. If you're looking to ask one of your own, drop us a line at ask [at] engadget [dawt] com.

Marc wrote

"My home theater currently has seven remote controls, which I'd like to narrow down. I know there are solutions available which are massively arcane, but is there something simple that the crowd can recommend?"

Jack wrote

"Can you recommend a universal remote control that works with a PS3 and Apple TV that doesn't suck?"

Well friends,

  • Gear 4's Unity remote has earned rave reviews thanks to its ease of use and near universal application (except for the PS3)
  • While Griffin's Beacon offers the same capability, but also works with Android devices
  • If you're serious about including the PS3 in your setup, you could splash out on Logitech's Harmony IR-to-Bluetooth adapter.

But perhaps, out there, is something even better. That's where you, the Engadget Faithful come in. Why not share your experience (or your product) in the comments below?

Mobile Miscellany: week of November 12th, 2012

Posted: 17 Nov 2012 05:45 PM PST

Mobile Miscellany week of November 12th, 2012

If you didn't get enough mobile news during the week, not to worry, because we've opened the firehose for the truly hardcore. This past week, we found new smartphones at Virgin Mobile, Fido and Wind, along with a hefty new round of LTE expansion from AT&T. So buy the ticket and take the ride as we explore the "best of the rest" for this week of November 12th, 2012.

Samsung Galaxy S II 4G arrives at Virgin Mobile for $370

Mobile Miscellany week of November 12th, 2012

Sprint's premiere phone of yesteryear is now available for no contract seekers at Virgin Mobile. Potential customers will need to buy the Galaxy S II 4G outright for $370, which combines a 1.2GHz dual-core Samsung Exynos, a 4.5-inch WVGA Super AMOLED Plus display, an 8-megapixel primary camera and Android 4.0. The phone is also capable of accessing Sprint's 4G WiMAX network, which is by no means speedy, but it's still a substantial improvement over its 3G EV-DO offering. The Galaxy S II 4G is also available at Sprint-owned Boost Mobile with the same $370 price tag. [Sprint PR]

Huawei Ascend D1 Quad XL now available at Wind Mobile for $99 on-contract

Announced during February of this year at Mobile World Congress, there's no doubt that the Huawei Ascend D1 Quad XL took it's sweet time to arrive in the marketplace. Its extended absence caused it to drop off the radar of many, but Canadian consumers can now grab the phone from Wind Mobile for $99 on-contract. The handset offers only Android 4.0.4, but to its credit, it's a mostly stock implementation. In all, shoppers will find a device that's powered by a 1.4GHz quad-core SoC designed by Huawei, along with a 4.5-inch 720p HD display, an 8-megapixel rear camera and a substantial 2,600mAh battery. At $500 outright, the phone could also be a unique option for T-Mobile customers to import, as it supports the carrier's HSPA+ bands. [MobileSyrup]

Sony Xperia Go comes to Fido for $300 outright

Mobile Miscellany week of November 12th, 2012

Sony's minuscule, rugged, water-resistant smartphone known as the Xperia Go is now available at Fido for $300 without contract. Out of the gate, it ships with Ice Cream Sandwich, although Sony has already committed to an upgrade to Android 4.1. As for specs, the Xperia Go features a dual-core 1GHz processor, a 3.5-inch HVGA display and a 5MP rear camera that records video at 720p. [MobileSyrup]

AT&T lights up new LTE markets across the US

Residents in a number of cities across the US found themselves swimming in AT&T's LTE airwaves this week. So many, in fact, that it makes the most sense to just throw up the list. Here goes:

  • Charleston, Columbia and Greenville, S.C.
  • Columbus and Toledo, Ohio
  • Corvallis and Eugene, Ore.
  • El Paso, Texas
  • Jonesboro, Ark.
  • Mobile, Ala.
  • Daytona Beach and Pensacola, Fla.
  • Portland, Maine
  • Saratoga Springs, N.Y.
  • South Bend-Mishawaka, Ind.
  • Bridgeport, Conn. expansion (in Fairfield County/Danbury)
  • Detroit, Mich. expansion (in Monroe / Downriver)
  • Denver, Colo.
  • Louisville, Ky.
  • Milwaukee, Wis.
  • Provo and Orem, Utah
  • Tacoma, Wash.
  • York, Pa.
  • Washington, D.C. expansion

[Mobile Miscellany photo credit: Thristian / Flickr]

PSA: Nintendo Wii U day-one patch now live, includes entire online infrastructure

Posted: 17 Nov 2012 05:15 PM PST

PSA Nintendo Wii U day one patch now live, includes TKTK

It's well past midnight, you're home with your brand new Nintendo Wii U -- now what? Well, you've got yourself a hefty firmware update to download should you wish to do anything other than play disc-based Wii U games. Say, for instance, you wanna check out Nintendo's Mii-based social network, Miiverse? You're gonna need that update. Or you want to check out the digital storefront, the eShop? Update. Browse the internet? Up ... you get the picture. The file download clocks in at just over an hour (at least on our retail units ahead of launch), and the install takes another five minutes, so we'd suggest you grab it ASAP before the rest of the world is trying to hungrily snap it up as well. Remember: your brand new Wii U can do literally nothing outside of build Miis and play disc-based games before the update, so don't go freaking out when your console seems to be missing a few key functions out of the box.

And no, this doesn't include Nintendo TVii, which Nintendo says won't arrive until some time in December. We'll update this post with more specifics as we explore the update further, so keep an eye out!

Update: The update includes, from what we've seen thus far, the entire eShop, Miiverse, an internet browser, and access to Netflix. Hulu Plus, Amazon Instant Video, and YouTube remain conspicuously absent, but should be available "in the coming weeks" (per Nintendo's update earlier this week). Backwards compatibility is also packed in the update, in form of the entire original Wii menu (which makes us feel like we just downloaded the entire Wii console to our Wii U -- the future!). The Wii U actually fully resets to launch the Wii menu, and can only be navigated using a classic Wii remote control. Kinda bogus, but it sure is nice having a full Wii built in to the Wii U.

Update 2: Netflix is a separate download required (an update) for use.

Google Play Store update on Android brings post-install suggestions, translations

Posted: 17 Nov 2012 03:01 PM PST

Google Play Store update on Android brings postinstall suggestions, translations

Google likes to stealthily roll out Google Play Store updates for Android users on a frequent basis, whether it's to add new sections or to encourage a little more impulse shopping. We'd put a brand new revision in that last camp. The 3.10.9 tweak no longer just leaves us lingering at an app's page during an installation: start the process and the store offers suggestions based on fellow adopters' habits as well as a shortcut back to the main portal. Language mismatches in the store could also be a thing of the past with an option to translate descriptions into the device owner's native tongue. Along with a quicker way to add Google+ friends and get better app recommendations, Google's refresh is clearly built to remove those last points of hesitation before trying something new; if the app drawer is looking a little bare, hit the source link (or wait for an automatic update) to fill up.

Alt-week 11.17.12: freestyle brain scans, hovering moon base and robot dolphin replacements

Posted: 17 Nov 2012 01:31 PM PST

Alt-week takes a look at the best science and alternative tech stories from the last seven days.

Altweek 111712 freestyle brain scans, hovering moon base and robot dolphin replacements

This week we're all over the place. Sorry about that, but it's all for the greater good. We start things off right down at the quantum level, then head to the oceans, before a quick jaunt into space before landing back deep inside your mind. All in the name of science, of course. Science and hip-hop that is. This is alt-week.

It wasn't all that long ago that CERN made headlines with its Higgs-related findings (work that still goes on), but it's not all about the Boson. Tiny pulses of light created in atomic nuclei in colliders such as the LHC could lead to new levels of timing accuracy. Currently, ultra-short laser pulses can be used to measure with an accuracy of attoseconds (one billionth of a billionth, 10-18th, or if you prefer, a quintillionth of a second) but, these atomic-level pulses created in collisions, are potentially a million times shorter once again. So brief, in fact, that they are currently undetectable with the typical tools. There is, however, another way of spotting the fleeting flashes of light, and it's the same method used to measure the diameter of stars. The method relies on the Hanbury Brown-Twiss effect, and uses the correlation between two detectors to observe changes in light data with the minutest of detail. Why is this good for science? Well, timing accuracy aside, quantum physics experiments often use light pulses for state change, and observation. Being able to do this at such a detailed scale could allow experiments in areas previously unobtainable.

Altweek 111712

According to a BBC Worldwide report, it could be time for a few long-serving members of the US military to enjoy a comfortable retirement. Speaking with beeb's Future section, the US Navy advises that after more than 50 years of using sea mammals, such as dolphins, for mine detection, it will be phasing them out. Instead, the role will now be performed by sonar-enabled torpedo-like drones, such as the Knifefish pictured below. These new underwater unmanned vehicles, or robots, can be deployed for mine sweeps of up to 16 hours, and while not 100 percent as effective as the creatures they replace, represent substantial monetary savings. The new recruits won't be able to take over from the dolphins just yet, but are expected to be ready by 2017. In the meantime, our smart, ocean-faring friends will have to hold out just a little longer for that army pension. We're not kidding about that last part, either.

Altweek 111712

A few weeks back we covered an idea for a supercomputer on the moon. The fanciful notion caught our imagination, but seemed a little out of reach. News this week that NASA might be planning a floating moon base, however, is just real enough to get us pretty excited. The rumors started a few weeks ago when the Orlando Sentinel claimed to have seen papers describing such a thing. Well, they've resurfaced again, and a few people with knowledge on the matter are suggesting it has every chance of being possible. The details are short at the moment, but essentially it would be an outpost located in the Earth-moon Lagrange point 2 (EML-2). This is a spot where the moon and the Earth's combined gravity would be balanced, just enough, to keep the satellite in a fixed position -- no fuel required. As EML-2 is beyond the point of existing human-based missions, and doesn't enjoy the earth's protection from radiation, it could be the ideal "testing ground" for longer term exploration into deeper space. The suggestion is, that if this is a reality, NASA might let more details slip once the federal budget gets announced early next year.

Altweek 111712

You might think that spittin' lyrics was all about practise making perfect. And likely that's a large part of it. Researchers at the -- decidedly non-rhyming -- voice, speech and language branch of the National Institute on Deafness and Other Communication Disorders (NIDCD) wanted to better understand the creative process, and decided to look at the brains of rappers while in "flow" to do so. The same team did previous research involving improvising Jazz musicians, which was then spotted by hip-hop lover Daniel Rizik-Baer. He thought that the freestyle dialog of rappers would be an even better fit for such studies, and got in touch with the NIDCD. The team agreed it was a great idea, and so it came to pass. Several artists were subjected to fMRI scans while both free-forming, and using rehearsed lyrics. The findings? Increased activity in the medial prefrontal cortex but a decreased activity in the dorsolateral prefrontal region. The area of the brain that lit up is responsible for self motivation, and compiling information, while the area that saw a decline in use is what provides attention and self monitoring (criticism etc). The outcome suggests that this is the cerebral recipe for the "flow" state, where information is dealt with as it comes, without passing critical judgement on it, or being distracted by over analysing. There were also increases in the areas associated with language, action and emotion, which were seen working tightly together. The work doesn't end here, however, with the same team wanting to continue the research, to see how the brain operates in what they believe is phase two of creativity -- where people refine, or improve what they have just created.

Altweek 111712 freestyle brain scans, hovering moon base and robot dolphin replacements

Seen any other far-out articles that you'd like considered for Alt-week? Working on a project or research that's too cool to keep to yourself? Drop us a line at alt [at] engadget [dot] com.

[Image credits: BBC, NIDCD]

Green Throttle Games Atlas and Arena hands-on (video)

Posted: 17 Nov 2012 12:00 PM PST

Green Throttle Games Atlas and Arena handson

Amid Nintendo's latest piece of kit and the buzz for the next generation of home consoles, a quiet voice is whispering in the consumer's ear: Android, it says. Between dual-analog gamepads, crowd funded hardware and hardcore gaming tablets, Google's mobile OS is gaining ground among gamers. It certainly has Guitar Hero co-creator Charles Huang's attention -- he's teamed up with Matt Crowley and Karl Townsend (who both had a hand in building various Palm devices) to create Green Throttle Games, an outfit that joins the ever-growing legion of firms out to convert your Android device into a full fledged gaming console. How's it work? We dropped by their Santa Clara offices to find out.

Green Throttle Games Atlas and Arena handson

Huang sat us down in front of a Kindle Fire HD and an HDTV, handing us the Atlas, Green Throttle's dual-analog gamepad. The setup seems simple: the Atlas connects via Bluetooth to the Kindle Fire, and the tablet pipes out video and audio to the HDTV, but Huang was quick to point out that the configuration is more than a mere wireless gamepad setup -- it's a multiplayer experience. "Android itself doesn't support multiple devices of the same type connecting to it," he explained, "but for game controllers, you would need to have four connected." That's where Green Throttle's Arena app comes in -- it sorts out Bluetooth data from multiple devices and separates them into four definable players, making local simultaneous multiplayer gaming possible on Android. The app works as a game hub too, allowing the user to enter, exit and play games by navigating exclusively with the Atlas controller -- a console front-end, if you will.

Green Throttle Games Atlas and Arena handson

Huang showed us a very early (and aesthetically awkward) build of the Arena hub, but all the basic functionality was there, letting us naturally hop into games with the controller's poppy A button, and retreat from an app with the back button. The controller itself feels extremely familiar, unabashedly aping the Xbox 360 gamepad's shape and layout. The Atlas' flattery isn't perfectly executed, however -- the gamepad's shoulder buttons depress with a noticeably loud click and its triggers feel somewhat cheap when directly compared to Microsoft's original levers. Still, the face buttons feel reasonably springy, and its d-pad is no worse than the one it emulates. The lack of vibration motors leaves the Atlas understandably light, but its low weight makes it feel a tad more fragile than it appears to be.

In game, the controllers worked fine, comfortably piloting us through a small collection of titles including a Space Invaders clone, a side-scrolling beat-em 'up dubbed Chrono Blade and a dual-analog shooter called Crystal Swarm. With the exception of Chrono Blade, the titles were very basic, flat looking functionality demos, but the function was there -- simultaneous multiplayer. Even so, the platform needs support -- Green Throttle's multiplayer trick isn't compatible with Android's standard connectivity protocols, and the setup will only work on titles that specifically support it. Huang isn't too phased by the compatibility challenge, however, and is reaching out to developers in hopes of building a strong library for Green Throttle's consumer launch in the spring. "The SDK is already available," he says, and pre-orders for the Atlas controller launched recently. Developers interested in helping the firm live up to its potential can snag a controller for $44.95 on the company's website.

iRobot's DARPA-funded mechanical hand can take a beating, lift 50 pounds

Posted: 17 Nov 2012 11:19 AM PST

iRobot's flaccid fingered hand can take a beating, lift 50 pounds

Most companies might think twice about inflicting blunt force trauma upon their carefully crafted prototypes, but most companies just don't love baseball the way iRobot does. While developing a mechanical hand for DARPA's Autonomous Robotic Manipulation program, iRobot took a metal baseball bat to its three-fingered prototype. No need to cringe, though -- the artificial appendage came away virtually unscathed. The hand's durability comes from its flexible feelers, fingers molded from soft polymers with embedded tactile sensors. Rather than bending at metallic joints, these digits are pulled tight by inexpensive cables made from fishing line -- not only can they take a beating, but should one snap, they're easy to replace. The soft fingers can pick up small objects, such as keys or credit cards and can hold about 50 pounds before slipping up. The hand's current iteration is in use on a DARPA test robot, but you can see the prototype take its licks in the video after the break.


2 comments:

  1. i heard about this blog & get actually whatever i was finding. Nice post love to read this blog
    GST consultant In Indore
    digital marketing consultant In Indore

    ReplyDelete
  2. Always look forward for such nice post & finally I got you. Really very impressive post & glad to read this. Good luck & keep writing such awesome content. Best content & valuable as well. Thanks for sharing this content.
    Web Development Company in Greater Noida
    Software development company In Greater noida

    CMS and ED
    CMSED

    Homoeopathic treatment for Psoriasis in greater noida

    ReplyDelete

My Blog List