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July 16th, 2012, 23:55 Posted By: wraggster
Developers of iOS apps have been blessed with another update to iOS 6 around 21 days after an update of the iOS 5 successor was doled out and it contains quite a few new features. The 3rd update, dubbed iOS 6 Beta 3, can now be applied to the existing iOS on iPhone, iPad and iPod Touch and full downloads are available from Apple's developer portal. MacRumours notes that this update doesn't come with any change list and developers seeing the over the air update get the message that iOS 6 Beta 3 contains some 'bug fixes and improvement.' The latest build contains new options under the Settings application for Apple's latest Maps software. The beta allows developers to customize certain aspects like the volume of turn-by-turn navigation, and whether to measure distances in miles or kilometers, notes Apple Insider."
http://apple.slashdot.org/story/12/0...for-developers
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July 16th, 2012, 23:49 Posted By: wraggster
Goes from $99 to $49 with a two year contract on AT&T.
The Finnish phone maker claims the drop is not unusual for a phone that is now over three months into its lifecycle. But inevitably, many will see this as a further indication of Nokia's failure to meet the challenge presented by rivals like iPhone, Galaxy S, HTC One et al.
As of April, Lumia has sold just over two million units since its launch last December.
The move comes a few days ahead of Nokia's 2Q results, which are expected to show more dramatic losses.
Last month, Nokia said it would cut 10,000 jobs to reduce costs and address its dwindling revenues. This followed a 1Q loss of €1.34 billion operating loss.
http://www.mobile-ent.biz/news/read/...-the-us/018630
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July 16th, 2012, 21:17 Posted By: wraggster
Rumours claim latest Apple smartphone to feature 4-inch retina display with a 16:9 aspect ratio
Reports suggest the iPhone 5 could be with us within weeks.
knowyourmobile.com has reported that a 'reliable industry source' has revealed to the site that Apple will launch the iPhone 5 via a keynote speech on August 7th.
This comes after numerous reports from Asia that the new phone is already in production, with Japanese
blog Macotakara posting photos claiming to be the iPhone 5's back panel, showing it to be made up of both aluminium and glass.
It is widely reported that the iPhone 5 will feature a 4-inch retina display with a 16:9 aspect ratio. If true, this will be 0.5-inches bigger than previous models.
http://www.develop-online.net/news/4...August-release
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July 16th, 2012, 21:16 Posted By: wraggster
Kantar data shows that Android took 57.2 per cent of the smartphone market in the UK during a 12 week sampling period.
The latest data from Kantar Worldpanel ComTech shows that Android's share ranges from 49.6 per cent to 84.1 per cent in various countries around the world.
Android beat iOS, RIM and all other smartphone Operating Systems in every country that featured in the sampling period, which spanned 12 weeks ending on June 10th 2012. it took at least half of smartphone sales in Great Britain, Germany, France, Italy, Spain, US and Australia.
Android saw an increase in market share in every country, apart from the US, compared to the same period in 2011. Although there was a decrease, Android still beat Apple's iOS to the top spot with 50.2 per cent of the market.
Dominic Sunnebo, consumer insight director, explains: “We are seeing much of the Android sales growth being driven by consumers trading up from feature phones to smartphones. Android handsets currently offer an easier platform to enable these consumers to upgrade, as many first time smartphone consumers state ‘price of handset’ and ‘multimedia capabilities’ as their main reason for choosing an Android device.
"Our data shows that Android has a higher share of those consumers spending under £50 on buying their handset across the vast majority of countries we cover.â€
The time of the sampling period meant that the report captured some of the Samsung Galaxy S3 surge along with the Samsung Galaxy Ace and Y, both of which are aimed at first-time smartphone owners.
Although iOS was second in every country, Android's figures dwarfed Apple's OS market share.
http://www.pcr-online.biz/news/read/...st-time/028693
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July 16th, 2012, 21:13 Posted By: wraggster
BlackBerry maker hits back at reports that app makers are deserting the platform.
RIM's next-gen OS BlackBerry 10 reeks of false starts. It was forced to unceremoniously ditch the BBX name following a trademark battle, while the platform remains something of a myth due to continued delays.
And last week, Baird Equity Research stirred the pot by reporting developers are losing faith in BB10.
The negative press prompted RIM's head of developer relations Alec Saunders to slay the claims in a blog.
He says he was "shocked by the findings" because the numbers don't correlate with what RIM is seeing and hearing in the real world from its developer community.
"I have been receiving a lot of feedback from developers personally and I can tell you that I am hearing again and again that [almost 5,000] developers are amazed by how easy it is to work with the BlackBerry 10 tools," he said.
http://www.mobile-ent.biz/news/read/...by-bb10/018636
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July 16th, 2012, 21:13 Posted By: wraggster
Google-powered device owners now able to make calls and play audio via Bluetooth when driving.
Traditionally, in-car entertainment (ICE) manufacturers power their services with Linux or Windows.
But that's all change, as UK-based product innovator Plextek integrates the Android OS into its series of head-units.
This is set to offer seamless connectivity with those running on Google-based smartphones and tablets, allowing wireless calls, data access and audio playback while driving.
However, Plextek found the 30 second plus load time of an Android device posed a threat to the drain of a vehicle's battery, which was overcome by re-ordering loading tasks, and minimising standby times.
Nicholas Hill, project manager, Plextek, said: "Android is the most popular mobile OS in the world, and with so much talk about the ‘connected car’ many of its features are ideally suited for automotive applications.
http://www.mobile-ent.biz/news/read/...t-units/018638
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July 16th, 2012, 21:12 Posted By: wraggster
First major work-around of in-app purchasing system sees over 30,000 purchases made for free.
9to5mac first revealed that Russian hacker Alexey V. Borodin created an online service called In-Appstore.com to facilitate free transitions. The system isn't strictly speaking a hack, but a method for bypassing Apple’s authentication servers.
It works by re-directing requests to Borodin’s service, which then fools the app into thinking that it has ‘purchased’ the content by delivering back a single legitimate purchase receipt, which was donated by Borodin himself.
This makes the breach pretty insidious because it cannot be prevented by simply validating App Store receipts.
There are two possible fixes for Apple: making each purchase receipt unique using a securely encrypted receipt, or ensuring that the verification process is talking directly to Apple and not some third party server.
Apparently Borodin has now ceded control of his site to a third party to avoid further trouble.
http://www.mobile-ent.biz/news/read/...-breach/018640
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July 16th, 2012, 19:55 Posted By: wraggster
Steam's Android app has added a selection of new non-gaming categories, according to Engadget.
There are ten additional categories, all of which are currently empty.
The new categories include Accounting, Animation & Modelling and Design & Illustration.
Having just released the beta of Source Filmmaker it seems likely that Valve could move into distributing illustration and animation software. Valve already offers books and movies through its online store, so what's to stop Steam becoming a real App Store contender and releasing content for pretty much everything?
With Valve already allowing its community to vote which games it should distribute through Steam Greenlight, consumer may get a say in what other kinds of apps they would like to purchase through the site.
Steam's summer sale began last week and runs until July 22nd. Many fans are hoping that Valve's generous discounts will eventually extend to software…95 per cent off Photoshop perhaps? That would be lovely.
http://www.pcr-online.biz/news/read/...o-steam/028700
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July 16th, 2012, 19:52 Posted By: wraggster
Claims to have developed practical use for much vaunted tech.
While visible light data transmission has been available for some time, there hasn't yet been a widespread real world use for it.
Japanese firm Outstanding Technology is aiming to change that with the Commulight system, which uses visible light communications to send info to smartphones and tablets via a receiver.
The device can be plugged in using a USB or (as many gadgets do not have full-size sockets) there's another version that plugs into the 3.5mm jack.
Both operate in the same way, however; collecting information from an overhead data-transmitting LED.
Outstanding Technology thinks Commulight is ideal for guiding users around galleries and museums, offering new information at each exhibit.
http://www.mobile-ent.biz/news/read/...e-light/018645
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July 16th, 2012, 19:49 Posted By: wraggster
While Apple is content to keep the price of its iPad range reasonably high, the open nature of Google's Android operating system has resulted in a deluge of low-cost slates from the technological sweat shops of the Far East. It would be easy to dismiss such devices as cheap and nasty, but with many selling for less than your average pay-as-you-go mobile phone, this is surely a sector of the market which demands further investigation. Three weeks ago, pricing reached a new all-time low: a capacitive screen tablet, running Android 4.0, was available for just £50 - and we just had to find out what kind of experience you got for the money.Shopping in this area is a minefield, largely due to the anonymous nature of the products themselves; it's not uncommon to find the exact same tablet branded with several different monikers and retailed by multiple distributors - just like the Scroll Extreme slate we reviewed back in April. However, in general, most of the 7-inch variants tend to share a common bond in the fact that they utilise the ARM-based "AllWinner" chipset, a low-cost alternative to the more expensive offerings from the likes of NVIDIA and Qualcomm. Our test model was no different.Our tablet is known as the NATPC M009S RTB - although it comes in generic box with generic instructions, and features no branding whatsoever - and it's available from Amazon supplier Wendy Lou, who supplied us with a review unit. Other variants - each with slightly different specifications - exist at higher RRPs, and it may pay to shop around. The review unit that actually turned up is closer to the £70 model. This is identical to what was then the £50 offering, with the additional bonus of a 25 per cent larger battery, more RAM and HDMI output. However, the CPU runs with lower clocks.Clearly the market value of these tablets is influenced by the ebb and flow of production, with specs seemingly changing with the tides. The price of the base model has risen since we received our review unit, but keep a look out on the bargain forums and they'll be sure to drop again.
http://www.eurogamer.net/articles/df...oid-experience
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July 15th, 2012, 23:08 Posted By: wraggster
We've certainly delved into Android 4.1 Jelly Bean's new features, but Google itself is just now giving us a full exploration of its update's sugar-laden heart through an official changelog. While Google Now, the updated camera app and other core components easily get their due, the checklist also has a decidedly more buttery feel than one would think -- key individual apps like Calendar now have more elegant transitions to go with the leaps and bounds in Android's overall speed. The breakdown even goes into corners that Google scarcely illuminated during the Google I/O keynote, such as accessibility and the finer nuances of the new keyboard. If you're the sort whose Jelly Bean fever has you checking for thatGalaxy Nexus upgrade so often that you're nearly punching a hole in the screen, Google has your (no doubt temporary) placebo.
http://www.engadget.com/2012/07/14/g...ans-changelog/
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July 15th, 2012, 19:01 Posted By: wraggster
The creator of the Pandora explains why the Ouya could fall on its face
As the Ouya Kickstarter passes $4.2 million, people are beginning to express doubts about how revolutionary the console will truly be. Pandora co-founder Craig Rothwell has dealt with a launch when his team released their portable in 2010, four years after the initial announcement. Rothwell casts doubt on whether Ouya's creators can hit their ambitious targets.
"You simply cannot make a quality console and controller for $99, no matter how low you go in China," Rothwell told PocketGamer UK. "Even a Chinese semi-slave production line won't hit $99 at that spec, as the big name parts they are talking about are a set cost. "
"My feelings are that at that price - and remember you have to take off the Kickstarter fees, which brings the console and touchpad-equipped controller in at less than $99 - they will be making a loss on each unit sold."
The Pandora ran into a ton of delays before finally launching and Rothwell believes the same could happen to the Ouya if their numbers aren't solid.
"We worked out all costs and had quotes which we went public with, and even then everything which could go wrong did go wrong. We survived by the skin of our teeth and via some very, very kind customers and developers," said Rothwell.
"Now we have been though that baptism of fire, and know everything that is involved, it's clear that a race to the lowest possible price isn't how you succeed. That's generally how things can go majorly wrong; when trying to come to market with a rock bottom price, one error, one contractor messing up, and it's curtains," he added.
"Because Ouya is already being sold at that rock bottom price before going to production, there is no way for them to adjust for error. I hope they have a big secret pile of cash they can call on if they need it."
Rothwell expects the Ouya team to turn to alternate methods other than console sales to pull in revenue. He also wonders if developers will want to create games for another fork of Android with a small userbase.
"My guess is that you will have to pay some kind of subscription to use the console, and that is where they plan to claw back some money," he began. "What's the point in doing all that work for their comparatively tiny audience when you can get a better deal releasing on iOS or 'normal' Android via Google's popular Play Store?"
"When all the hype dies down, this machine could well be DOA, and Ouya could be looking at a giant black hole of losses."
http://www.gamesindustry.biz/article...hole-of-losses
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July 15th, 2012, 18:53 Posted By: wraggster
Verizon and Exent add an all-you-can-play subscription for certain Android games
Verizon Wireless has launched Exent's GameTanium, an exclusive subscription service for Android-powered devices on Verizon's network. The service will provide 100 smartphone titles and 50 tablet-enabled games, including Fruit Ninja and World of Goo, for a $5.99 fee per month.
"GameTanium provides our Android customers with unlimited access to more than 100 games at a great value," said Kristi Crum, executive director of marketing, Verizon Wireless. "Working with Exent has enabled us to immerse customers into the mobile gaming frontier and ultimately bring high-quality gaming options powered by 4G LTE."
"We are excited to bring the launch of the GameTanium smartphone and tablet service to Verizon Wireless' customer base," says Zvi Levgoren, founder and chief executive officer, Exent. "The speed and power of Verizon Wireless' network allows for a rich mobile gaming experience for Verizon Wireless customers to enjoy."
http://www.gamesindustry.biz/article...ndroid-devices
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July 15th, 2012, 18:52 Posted By: wraggster
Few projects have seized the Kickstarter zeitgeist as effectively as Ouya - but it's destined to disappoint
This time last week, nobody had heard of Ouya; we might have guessed that it was an approximation of the sound of a polite grandmother dropping a hammer on her toe, or the carnal grunt of an Old Etonian. Seven days later, it's soared past its funding target on Kickstarter and has become one of the hottest topics in the industry. Yet it's been fascinating to speak to a variety of different people about the proposed console and gauge the reasons for their support, because doing so has revealed vast fractures in terms of what people actually expect from this console.
For most - especially those at the lower end of the pledging scale, I expect - their support is a reflection of pent-up demand for a smart TV device. An all-digital console with the same development philosophy as mobile and tablet games is seen as filling the gap which has been created, conspicuously, by years of talking about a Google, Apple or even Valve led Smart TV revolution which has thus far failed to materialise. Ouya hitches a lift on a variety of related trends in a pretty overt way - the rise of indie (and of the superstar indie developer - witness the quotes from the likes of Mojang and Jenova Chen on the Kickstarter page), the rise of crowdfunding, the sense of inevitability about mobile and tablet gaming making an impact on the TV screen.
"Ouya hitches a lift on a variety of related trends - the rise of indie, the rise of crowdfunding, the sense of inevitability about mobile and tablets making an impact on the TV screen"
Then there's the controller - a conventional joypad. No touch screen, no movement controls. Among the traditional gamers who have voiced hatred of such things for years, not a dry eye in the house. Could it be? Could this be the device that's going to reclaim these brave new worlds of gaming - F2P, mobile, tablet, digital - from the hordes of arm-waving, song-singing, touchscreen-molesting not-proper-gamers who have infested them? Shut up and take my money!
If you're detecting a hint of cynicism here - well, I think that's natural. Here we have a device which clambers atop a rickety tower of trends and waves its arms for attention. Think about it - it's an open platform, for indie developers, crowdfunded, all-digital, "disruptive" (maybe), hacker-friendly, free-to-play... It's painfully hip, like a console built after a brainstorming session consisting exclusively of words cut out from the headlines of Boing Boing posts. This console wears heavy non-prescription glasses and patterned cardigans, has a dreadful beard, drinks chai lattes outside pop-up cafes in Shoreditch and listens to the latest unreleased music demos on an old tape walkman "ironically". It couldn't have been more guaranteed the Kickstarter success it has ultimately achieved.
I don't begrudge it that. It has played to a crowd beautifully - perhaps even unconsciously - and indeed, it's a thing of beauty in many ways. Like the trends which have birthed it, the Ouya is a lovely idea. Cheap, open, hackable, filled with content from talented indie developers. It's a beautiful idea and in fact, it has the potential to become a beautiful little community - a creative incubator filled with new ideas being tested and trialled, welcoming fledgling developers to dip in and show what they can do, while giving more established developers a platform on which to trial new ideas. (Of course, PC advocates might point out that Windows and indeed OSX have been doing exactly that for years, but while there's substance to that argument, the point remains that console gaming and hence console development is intrinsically more attractive for some players, so there is theoretically room for an "open console" of sorts.)
The real problem is one of expectation. Ouya's creators asked for $950,000 and at the time that I'm writing this, they're hovering around the $4 million mark. Exceeding their target by such a margin has created immense excitement around the platform, and that's led to a lot of the fractures in terms of expectation that I alluded to earlier. Some people (outspoken Android advocates, mostly, which can't be an easy position to take and thus deserves our sympathy) view this as a final piece of the puzzle for Android, completing a platform comprising mobile, tablet and now console offerings and thus ushering in an era of dominance for their chosen OS. Others, more sanely but equally questionably, view it as a full-scale introduction of F2P mechanisms to the console space which will prove disruptive to the console business at large.
"What we've seen so far is a sliver of a fraction of a niche, not a workable market and not an indication of guaranteed success"
Those two are marginal viewpoints, certainly - but they can be found easily enough within many discussions around Ouya this week. Much more common is the viewpoint that this has just become a major battleground between "open" and "closed". Consoles are, unquestionably, "closed" - it's insanely expensive to develop a title for the Xbox 360 or the PS3 and you need permission from a platform holder, probably via an equally restrictive publisher, to do so. At the other end of the spectrum, Ouya is open; buy one, build something, release it. (In the middle, you get all manner of things being labelled "open" or "closed" based on rhetorical convenience rather than any truly useful definition - witness iOS and WP7 being labelled "closed" despite occupying a space at the "open" end of the spectrum so close to Android's own policies that most consumers couldn't make a meaningful distinction between them.)
So poor Ouya, now, is going to be a stalking horse for the hopes and dreams of the "open" crowd. This beautiful, well-intentioned, achingly hip piece of technology is going to go out into the world with the expectation of actually winning over a meaningful audience of consumers who will knowingly choose an "open" platform over the "closed" ones currently on offer - who will buy into the Ouya vision of a future where entertainment exists without gatekeepers or curators.
Let's put this in a little bit of perspective. First, hard numbers. Ouya, as I write, has raised $4 million from around 31,000 people. That's a big number of consumers to some people. If I wrote a book on Kindle and sold it to 31,000 people for a fiver each, I'd be very happy. For a console with an F2P business model, though, it's barely even a test market, let alone a viable consumer base. Remember that even the most successful console games rarely sell to 10% of the console installed base (misfits like Wii Fit aside) - even if we assume that F2P ensures a wider group will sample the game, remember that only around 1 in 20 people who play F2P games actually pay (the figures fluctuate and are tough to pin down, but that's not a bad ballpark). Now, Ouya will hopefully sell to a lot more than the 31,000 people who backed it, but the point remains - what we've seen so far is a sliver of a fraction of a niche, not a workable market and not an indication of guaranteed success.
Secondly, a brief exploration of why consumers buy consoles. One word - games. Consumers buy consoles because those consoles have games they want to play. A handful buy consoles due to platform loyalty, and go on to make a lot of noise about them on the internet, but they're not an important market overall (even Nintendo's consoles sell, ultimately, because of Nintendo's games, not because of the Nintendo name itself). I doubt that any human being in history has ever walked into a games store and bought a console because they like the market philosophy behind it ("an Xbox 360 and a copy of Atlas Shrugged if you would please, shopkeep!"), although if someone has, I'm sure they'll pop up in the comments below to prove both my wrongness and their own loneliness in the world. On mobile, a handful of noisy Internet types choose Android specifically because of the open/closed debate, but again, they're not a particularly important market segment - one of Android's greatest problems is that most people who choose Android phones do so simply because they're cheap, and go on to spend no money whatsoever in the Google Play store.
"Those creating huge expectations for the console are going to be disappointed; the internet opinion machine will take that disappointment and turn it into failure"
This is the reality facing Ouya. You convince consumers to buy a console by having top-flight software available for it. You convince developers to create top-flight software by either paying them (first party), or by convincing them that there are going to be tons of consumers around to buy their software at launch. The way you achieve the latter is by injecting enormous amounts of money into both first party software and launch marketing. Ouya, which is launching a console on a budget less than that of most console software releases, let alone hardware launches, cannot afford to do that - and all the Boing Boing posts and Kickstarter magic dust in the world doesn't change that.
To me, the saddest thing about this situation is that Ouya is brilliant. It's a great idea, and I think it's going to do something really interesting in terms of creating a community that's very small, very rough and tumble but utterly buzzing with creativity. I've backed it (not least because in a week when people seem to have decided that throwing money at an existing, profitable publication through Kickstarter is a reasonable use of the site, giving some money to an actually innovative, creative project seemed like the best riposte) and I'll buy one, and I'm intrigued to see what comes of it. But it's sad, because Ouya is going to be judged a failure. Those creating huge expectations for the console are going to be disappointed; the internet opinion machine will take that disappointment and turn it into failure. Ouya will do some great stuff, but it's not going to disrupt the console business (which is already pretty disrupted already) or initiate a revolution against closed platforms. I fear that the hype will make it impossible to enjoy the platform for what it is - an idea that's simply too lovely to survive in the real world.
http://www.gamesindustry.biz/article...tions-for-ouya
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July 15th, 2012, 18:51 Posted By: wraggster
Veteran journalist Chris Morris tackles the major reasons why Ouya could be a revolution or a mere footnote
Any time a start-up makes $4.5 million in four days through crowdsourcing, it's bound to raise a few eyebrows. And Ouya has certainly done that.
Enthusiasts are dreaming of a dark horse console that will bring gaming back to its roots, ending the cycle of sequel-itis and injecting some fresh new game mechanics into the industry. Skeptics, meanwhile, say those Kickstarter supporters could be throwing their money away on a product that will never find a significant audience.
Ironically, they could both be right.
Ouya will be a case study in marketing and PR in the years to come. The campaign has been orchestrated to perfection, with opinion maker- and mass media coverage of the system hitting the day the Kickstarter launched. It preached to the choir on Reddit. And it had a number of respected industry names lending their support (though some a bit less enthusiastically than it initially appeared).
It's a system that currently straddles the lines of potential greatness and historical footnote. And which way it will go is anyone's guess. Here are a few arguments for both sides:
Why Ouya could work
Magical price point: Price matters - especially when it comes to gaming systems. (Don't believe me? Ask Nintendo to tell you the story of the 3DS.) And when it comes to the sweet spot with consumers, you can't do much better than $99.
"Wii U hasn't energized the base yet... Ouya's plans to launch in the first quarter of 2013 give it a pretty clear field for at least six months"
Sub-$100 is a level where the mainstream is willing to take a chance, even if a system is unproven. If Ouya can hit its goal of a $99 console - especially one with a robust series of offerings (including the standard Netflix, Hulu, etc. applications), it could rope in people from the mainstream world, which would go a long way to achieving sustainability.
Indie love: Independent game makers rarely seek the spotlight, but that doesn't mean they don't want their work to be recognized. Ouya might be a perfect showcase for their games - and there's a growing contingent of gamers who are eager to check those titles out.
Indie games are typically niche products - and would never stand a chance when pitted against major franchises. There have, of course, been exceptions (and Ouya's eager to get them on board), but you don't have to look too far beyond Xbox Live sales numbers to see that most smaller games don't make a mint.
http://www.gamesindustry.biz/article...e-next-phantom
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July 14th, 2012, 22:58 Posted By: wraggster
So you need to debug a circuit and you don’t have an oscilloscope. That’s not a problem thanks to [retronics] $0 Android oscilloscope, made with parts he just happened to have lying around.
The heart of every modern oscilloscope is the ADC – the chip that takes analog input and outputs a digital signal. Every Android device has one of these converters connected to the microphone port. All [retronics] needed to do was solder up a 3mm headphone jack, wire in a few resistors, and attach a pair of alligator clips. After installing an oscilloscope app, [retronics] had a half decent ‘scope.
Yes, this is truly a poor man’s oscilloscope, and [retronics] probably won’t be debugging high frequency RF circuits with his Android microphone jack anytime soon. Low frequency stuff such as audio is where this ‘scope really excels; even more so if a small preamp is thrown into the mix.
You can check out [retronics]‘ build after the break. Sure, it’s not something for precise and calibrated measurement, but sometimes you only need a tool that will do the job.
http://hackaday.com/2012/07/14/andro...laying-around/
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July 14th, 2012, 22:49 Posted By: wraggster
New submitter TheUni writes with news that XBMC has been announced for Android. Quoting:"Not a remote, not a thin client; the real deal. No root or jailbreak required. XBMC can be launched as an application on your set-top-box, tablet, phone, or wherever else Android may be found. The feature-set on Android is the same that you have come to expect from XBMC, no different from its cousin on the desktop. Running your favorite media-center software on small, cheap, embedded hardware is about to become a hassle-free reality. And as Android-based set-top-boxes are becoming more and more ubiquitous, it couldn't be a better time. ... We will begin releasing apks for interested beta testers in the coming weeks. But for those who are up to the task, as you would expect from XBMC, the source code is available. We have decided not to push to Google Play until we are satisfied that users with all kinds of devices get the same great XBMC experience."
http://news.slashdot.org/story/12/07...ted-to-android
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July 14th, 2012, 22:41 Posted By: wraggster
Probably dribbling over topless footage of Ryan Gosling.
New data from mobile video service Vuclip shows that 78 per cent of US women reckon they're spending more and more time viewing mobile content.
In fact, 55 per cent spend more than 30 minutes a day viewing mobile videos, while 60 per cent use the tech primarily for entertainment.
Specifically, 50 per cent are watching movie clips, the most popular form of content ahead of news, sports and celebrity gossip.
Judith Coley, VP of marketing, Vuclip, said: "Today's woman is busy, engaged and full of life. She wants to make the most of every moment and when she takes a break, she's increasingly turning to her mobile phone for entertainment."
In comparison, 70 per cent of men turn to entertainment, with movies and sports at the top of the mind.
http://www.mobile-ent.biz/news/read/...-phones/018627
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