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19
Mar

Pandora bumps subscription fee to $5 per month for new customers


Pandora will soon charge new subscribers a bit more to enjoy ad-free internet radio. Starting in May, anyone who signs up for the company’s premium service (Pandora One) for the first time will have to pony up $5 a month, a buck more than the current rate. The company explains that its operating costs have grown since it started offering ad-free radio in 2009, hence the price increase. As you’d expect, royalties are one of the biggest contributing factors despite Pandora winning in court against the American Society of Composers, Authors and Publishers’ demands for larger rates. In addition to upping its monthly price, the company’s also killing the annual $36 subscription option altogether. All current premium subscribers (3.3 million out of 250 million registered users) will be moved to a monthly rate after their subscription ends. The good news is that Pandora’s rewarding its loyal customers by continuing to charge them $4 a month — and yes, that includes last-minute stragglers who sign up before May.

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Source: Pandora

19
Mar

This is BlackBerry’s unreleased ‘Cyclone’ streaming box


In 2011, BlackBerry was rumored to be developing a media box to compete against the likes of Roku and Apple TV. While that device never made it to market, it looks like the company did manufacture some units, as proven by pictures posted on the CrackBerry forums. These photos were taken by user “isaac708,” who claims he got 10 BlackBerry Cyclones (the device’s code name) inside a box full of server stuff from a RIM liquidator. Half of those units came with a remote control, and some of them can actually connect to the internet via WiFi as well as stream videos to a TV using HDMI connection. One of the images he posted even shows the box’s user interface with the YouTube and Slacker apps in full view, though Netflix, which is also supposed to be part of Cyclone’s repertoire, is nowhere to be seen. While the device’s fate is likely up in the air (if it hasn’t been scrapped yet) due to the company’s ongoing struggles, the pictures after the break should give you an idea of how it looks.

[Thanks, Joel]

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Via: n4bb

Source: CrackBerry Forums

19
Mar

Grocery King releases free version, no coupon needed


If you’re tired of going to the store three times a week to purchase all the good stuff you forgot on your initial visit, Grocery King aims to end this with a new free version of its existing shopping list app.

Grocery King offers a highly customizable shopping list experience that learns from the user. The more you use it, the better it gets.

This list is also more than your average list, as it lets users create them by picking from hundreds of photos of everyday items in 24 different categories. Grocery King aims for a more visual and fun experience to give a more natural feeling to creating your shopping lists.

Many additional features help differentiate Grocery King from the other shopping list apps available. The app offers cloud-based sharing and syncing of lists to enable real-time coordinated shopping with friends and family, inventory control of current items within the app, price tracking across previous shopping history and price comparison between stores (managed manually) and the ability to store their retailer loyalty cards, coupons and gift cards within the app.

Available on the Google Play store for the past four years, Grocery King was the number one shopping app for two years in a row and still ranks within the top five paid apps in the “Shopping” category even four years later. The free version is ad-supported and has some feature limitations.

The post Grocery King releases free version, no coupon needed appeared first on AndroidGuys.

19
Mar

Samsung’s interchangeable-lens NX mini sports 1-inch sensor, fits in your pocket (hands-on)


Hey “style-conscious” men and women in your 20s and 30s, Samsung’s got a new camera just for you. The electronics giant is touting its NX mini as the world’s thinnest and lightest interchangeable-lens camera, and while it technically falls at the low end of the company’s NX line, this new cam comes along with a 1-inch (smaller) sensor and a scaled-down lens mount, which means new lenses, though you can use larger NX glass with a $150 adapter. Without a lens, the camera weighs 158 grams (5.6 ounces), making it lighter than “some bananas” (the fruit), as Samsung demonstrated with a PowerPoint slide during a presentation earlier today. There’s a 20.5-megapixel BSI CMOS sensor, WiFi, NFC, a 1/16,000 max shutter speed, 25,600 top ISO, 6 fps burst mode, 1080/30p video, a battery that can capture up to 650 shots with a full charge and a 3-inch HVGA flip-up touchscreen.

We spent a few minutes poking around the mini’s menu system and taking some sample shots (which we were required to leave behind). The camera performed well, with speedy focusing and accurate exposure (based on reviewing images on the LCD). It’s hardly the fastest mirrorless ILC on the market, but Samsung’s making no such claim — performance was what we’d expect from an entry-level model. Both the 9mm (24.3mm equivalent) f/3.5 pancake lens and 9-27mm (24.3-72.9mm) f/3.5-5.6 zoom are incredibly compact and lightweight. With the prime lens attached, the mini will fit in a jacket pocket. There’s also a 17mm (45.9mm) f/1.8 lens in the works, which should ship in July. The camera, meanwhile, will be available black, white, brown, green and pink sometime next month. A 17mm kit will retail for $450 while a version with the zoom lens instead (that also includes a tiny external flash) will be available for $550. Both pairings ship with a free copy of Adobe Lightroom 5.

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19
Mar

Daily Roundup: Sony’s ‘Project Morpheus,’ the Moto 360 smartwatch and more!


You might say the day is never really done in consumer technology news. Your workday, however, hopefully draws to a close at some point. This is the Daily Roundup on Engadget, a quick peek back at the top headlines for the past 24 hours — all handpicked by the editors here at the site. Click on through the break, and enjoy.

This is Motorola’s new Android Wear smartwatch: Moto 360

Motorola’s new wearable, the Moto 360, takes smartwatch form factor back in time (har), boasting a seriously eye-catching design and circular watchface. Powered by Google’s Android Wear, owners can utilize the power of Now from their wrists. What’s more, this isn’t the Moto 360′s only design. It’ll come in a variety of styles once it launches this summer.

‘Project Morpheus’ is Sony’s virtual reality headset for the PlayStation 4

Sony’s officially jumping into the VR realm with “Project Morpheus.” Now just a prototype, the two-part headset has a 1080p display and packs a 90-degree field of view. And though it’s still unclear how the device will work with consoles, the hardware you see above will double as a developer kit.

Google announces the Android Wear platform

Earlier today, Google unveiled Android Wear: a Nexus-like platform designed to power wearables, featuring contextual updates similar to Now and the same always-listening feature found on the Moto X. This mobile OS will focus on the smartwatch form factor for now, but Google says that’s just the beginning.

Apple’s new 8GB iPhone 5c now available worldwide

It looks like the rumors were true. An 8GB version of Apple’s iPhone 5c is available from several European carriers on multi-year contracts. And though the colorful handset has also arrived for Australia and China via Apple’s online store, we’ve yet to hear word of US availability.

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19
Mar

Chromecast officially available across Europe and in Canada starting today


Sure, a few eager Amazon shoppers might have been enjoying the Chromecast on the other side of the pond, more or less straight after it launched in the US. However, those Europeans (update: and Canadians) waiting for an official retail channel, (as suspected) your time has finally come. Google just announced that its popular media streaming TV accessory will be available for customers in the UK, France, Germany, Spain, Italy, Netherlands, Norway, Sweden, Denmark and Finland starting today and will cost £30. Naturally you can purchase via the Play store, but Amazon will be stocking also. If you prefer things a little more bricks and mortar, and live in the UK, they’re also coming to Curry’s — if you hadn’t already heard — and PC World. With the official release in new territories of course comes region specific apps, led by the BBC’s ubiquitous iPlayer which will now play nice with the HDMI dongle. All these new customers, just in time for the inevitable wave of apps, too. It’s almost like they plan these things…

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Source: Google Chrome Blog

19
Mar

Live from PlayStation’s ‘Driving the Future of Innovation’ panel (the VR one)


What is the “Future of Innovation”? Sony’s gonna tell us tonight, but we’re pretty sure we can tell you what it is right now: bacon-scented alarm clocks. Oh, right, the future of innovation is also the rumored virtual reality headset from Sony’s PlayStation team. At least we’re pretty sure that’s the case, both based on the rumor mill and our own cabal of sources on the ground here at GDC 2014. We’ll certainly find out soon enough, as the event kicks off shortly. Stick around, as we’re starting shortly.

March 18, 2014 8:45:00 PM EDT

Hey folks! We’re in and seated at Sony’s “Driving the Future of Innovation” panel at GDC 2014.

Joining me today is intrepid photog Michael Gorman, co-liveblogger Nicole Lee, social media man John Colucci and extra help Sean Buckley.

The room is packed! SCE Worldwide Studios head Shuhei Yoshida is in the house, as is PlayStation head Andrew House. Oh, and about 500 other folks.

Surprisingly — and somewhat amazingly — there’s no loud house music pounding.

You see that man in the image? He’s a delightful gentleman from the Moscone Center staff, where tonight’s shindig is going down.

Right now there’s a screen with images of Playstation symbols floating around. Just in case you forgot what the announcement will be about.

There’s also a SHROUDED device up on stage. WHAT COULD IT BE? (It’s probably the VR headset. Like, come on.)

We’d love to point you to a stream, but Sony isn’t streaming tonight’s proceedings. It is being filmed, though no filming by the press is allowed. So, ya know, we’ll probably see it soon!

And we’re beginning!

Shuhei Yoshida’s on-stage. “Good afternoon everyone, and thanks for coming to this cryptic Sony-sponsored session. You have no idea what we’re gonna talk about.” Big laughs!

He’s speaking to the inspiration he takes from GDC.

Shu’s moving quickly, from inspiration to innovation.

Speaking to PlayStation announcements, he’s naming 3D graphics, CD-ROM tech, Remote Play, and a wide variety of other PlayStation products.

Big announcement: Virtual Reality. Surprise surprise.

Shu is saying that immersive gaming is the focus. He says technology like 3D gaming and motion capture takes us there, but VR takes us further.

Another important point is “sense of presence,” which Shu says can only be realized by VR.

Shu is showing PS Move handhelds on the screen. He’s also showing pictures of himself wearing early heads-up displays back in 2010 and 2011, essentially pointing out that Sony was there in the beginning.

We’re currently looking at God of War 3 in “HMD mode.” It’s a first-person view and, well, it’s God of War.

The demo happened years ago, part of Sony’s (apparent) long-running VR project.

Another such example is being shown of indie game Datura, which used the PlayStation Move as the main form of input. It’s an incredibly silly video with panning shots of a guy with a Sony HMD (PlayStation Moves mounted to the headset).

Another headset is being shown that looks an awful lot like an Oculus Rift. It still has a Move piece attached to the top, but looks much more like a standard VR headset.

Shu is now showing the finished product of what will be the Sony’s VR headset. It’s a beautiful panning shot of a headset that showcases minimalist and clean design.

And it’s called Project Morpheus

Shu just unveiled the headset right here on stage to much applause. There are blue lights glowing above the visor and it looks like something out of a science fiction movie.

Shu is saying that Project Morpheus will work seamlessly with PS Move and the Eye with the PS4

Shu is seeking feedback from developers. That’s why they chose GDC to introduce Project Morpheus.

Shu namechecks Oculus Rift as one of the pioneers in the virtual reality industry. Indeed, he even says he has tremendous respect for them.

Shu’s leaving the stage and Dr. Richard Marks, who’s part of Sony’s R&D is coming up to talk about the development of VR with Sony.

Marks wants VR to be widely adopted, and is a huge advocate for it.

He’s showing a graph on stage that says VR has been rather flat for a long time, but is now gaining traction. He says that “presence is disruptive” and that VR will be disruptive not just in games but non-entertainment applications.

For example, Sony has been working with NASA’s JPL

One of the things that Marks has worked on is a Mars demo that let you feel like you’re actually standing on the surface of the Red Planet with images captured from the Mars rover.

Marks emphasizes that VR’s potential is pervasive. However, he identifies six main challenges of VR. Sight, Sound, Tracking, Control, Ease of Use and Content.

The first challenge is Sight. You need great optics, which he says Sony is already an expert in, so they were fortunate there. The graphics power of PS4 is also important here.

Equally important is Sound, and Marks namechecks Sony’s history with that (Walkman, Discman, remember those?). Having spatialized sound is really important, says Marks. The directionality of sound is key.

Next is Tracking, which is what makes VR, well, VR. When you move your head, it should all move as it should. Marks says that Sony uses the same sensor technology that’s in Move along with the Eye to create that position tracking.

Control is another key point, which is Marks’ special area of expertise. He says that control and VR is a key problem, which he hopes he can help improve. According to him, the controls in the DualShock informs that, along with the Move.

Ease of Use is also important. It can’t be difficult to use, without any special drivers. It also has to be comfortable and easy to put on without any serious adjustments.

Last but not least, Content is key. Which is why they’re here at GDC, to offer developers the tools to create games for this new headset.

Some of the partners that Sony’s working on includes Unity, Havok, Epic and Crytek. Those are some big names!

VR is still the “wild wild west” according to Marks. It’s still early days yet, and he’s excited to work in this new medium.

Marks is now leaving the stage and introducing Anton Mikhailov, one of his colleagues in R&D. He’s here to talk about the long-term plans for VR and how devs can get involved.

Mikhailov says that VR is a medium, not a peripheral. The rules are therefore different. Here, again, he points out that presence is the all-important holy grail. Developers and designers should focus in on that. Normal game art doesn’t apply, and player’s head motion is law.

An example Mikhailov gave is that third-person view works just as well as first-person, especially when it comes to cut scenes, which doesn’t work as well from the former.

Another point is that arm position in real life isn’t always the same in VR. Developers have to take into account depth conflict and clipping.

Again, Mikhailov hammers home presence as the killer app. Latency has to be low, framerate has to be high, 3D audio has to be high quality. VR is very demanding, it turns out!

Another key point is haptic feedback. Mikhailov says it would help for the controller as well as a seat to provide vibrations to further immerse the player in the game.

VR isn’t just for games, of course. Like with NASA’s JPL, you could potentially use VR for virtual tourism, interactive media, etc. But games are still the best, he says, clearly pandering to the GDC audience.

Why all the emphasis on presence? Emotion. Because most of your senses are so focused in another environment, emotions are impacted. Some of those include vertigo and even claustrophobia. But that could be a good thing! Maybe?

Multiplayer is also a consideration, both online and couch buddies. He adds that the hardware is comfortable and friendly, and the content is varied enough for everyone to share.

Specs! The current dev kit has a 1080p display and a 90-plus degree field of view. He emphasizes that this is not necessarily final, but it’s what they’re working with.

Other stats include 1000Hz, 3-meter working volume and a full 360 degrees for the position and rotation head-tracking. It supports forward prediction, and the PS4 and the PS Move work with the same camera.

He also promises true spatial sound, showing an image of how they tested it with a swivel chair in the middle of a large warehouse full of microphones.

The headset, he says, is highly adjustable, comfortable for prolonged use AND it supports custom headphones. It has an audio jack for wired headphones and you can use a wireless headset too.

There’ll also be a social screen that mirrors the experience onto the TV, so that others in the same room can share in the experience.

He’s showing a series of VR demos. They are The Deep (London Studios), The Castle and, surprise, EVE Valkyrie! Another demo that’ll use Sony’s VR is Square Enix’s Thief. Very exciting to see big-name developers already getting on board.

Now it’s Q&A.

Our own Ben Gilbert is asking whether it’ll be wired or wireless. Right now the dev kit has a 5-meter wire, but obviously they’re looking for a wireless solution as well.

Someone asked about latency. Marks says as low as possible, to big laughs.

Question: Will it work for PC as well? Sony then says that it’s focused on it as a PS4 peripheral.

Another question about mobile connectivity with PS Vita. Right now they’re focused on PS4, though technically it might be possible if it ever becomes wireless.

Marks says that haptic feedback is just one avenue for further enhancing the VR experience, and it’s not necessary for all applications.

Marks answers a question about non-gaming and educational applications for the VR. He says that it’ll certainly be useful for that, and gives the example of NASA JPL. He says that since it’s a consumer electronics product, it should be cheap enough for those uses.

Our own Ben Gilbert asked about the origins of the Project Morpheus name. Shu said they apparently chose the name last week, to laughs in the room. Marks says they chose the name because Morpheus is the god of dreams, and Sony’s headset will lead to a dream-like experience.

Question from the crowd: You can use your hands with the PS Move. Is there a way to use your feet? Mikhailov says not at the moment, but they’re open to looking for solutions.

And we’re done! Thanks so much for following along with us! We hope you enjoyed it, and please check out our site for more news on Sony’s VR headset as we get it.

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19
Mar

‘Project Morpheus’ is Sony’s virtual reality headset for the PlayStation 4


The rumors are true: Sony’s working on virtual reality. The hardware is called “Project Morpheus” and it’s headed to the PlayStation 4. The headset is two pieces: a closed display and what looks like a PlayStation Move sensor built in. SCE Worldwide Studios head Shuhei Yoshida unveiled it on-stage tonight at GDC 2014; he said the “prototype” is “by no means final.” It’s the culmination of over three years of work, Yoshida said, and the prototype unveiled tonight will also double as a dev kit.

As seen above, a subtle PlayStation-themed blue light is emitted by Morpheus. A single wire can be seen exiting the unit on-stage; it’s unclear how the device will work with consoles. Sony’s clearly drinking the VR Kool-Aid: there’s serious talk about “presence” on-stage (the term Valve coined as the target for “true VR”). What are the specs in the headset? It’s got a 1080p display and just over a 90 degree field of view. There’s positional head tracking, 1000HZ refresh rate, a 3-meter working volume with full 360 degree tracking — it looks like anyone who wants to use Morpheus needs the PS4 camera. In terms of sound, the device has “true spatial sound” using binaural audio — pretty neat! It’s also apparently “highly adjustable” and support custom headphones if you’d prefer your own audio choice (it plugs right into the headset). Head below for more!

The current dev kit is wired, though the wire is “very long” (around 5 meters, we’re told). The dev kit also has a “breakout box” between the headset and your television.

PlayStation R&D engineer Richard Marks dug into the nitty gritty a bit: he said Morpheus needs a high-resolution, high-quality screen (“no problem,” he quipped), great sound (SCE is developing binaural tech to produce sound, incorporating that into the experience), tracking (he pointed out that the PS4 camera is “almost custom-built for VR”), and control (Sony’s sticking with DualShocks, cameras and Move, apparently).

Marks admitted that VR needs to be easy to use — as in, as simple as picking it up off the coffee table and quickly jumping in. So, perhaps no wire then? That’s still unclear. He finished with a plea to devs to create content for Project Morpheus, “which is why we’re announcing this at GDC.” Sony’s already working with a handful of devs, including Epic Games and Crytek. We expect it won’t be too long before the large world of game devs jumps in.

Update: In a Q&A following tonight’s session, we were told by R&D engineer Anton Mikhailov that the headset was given its project name for “the god of dreams” (he’s not lying). In terms of first-party Sony studios working on content for Morpheus, the Sony trio on-stage stayed mum, pointing to the handful of titles revealed tonight as the first example.

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19
Mar

Sony’s new VR headset being shown at GDC 2014 with playable demos of EVE Valkyrie, Thief


What’s a virtual reality headset without software? Nothing — and Sony knows it, which is why the company is treating GDC attendees to four demos on the conference show floor, starting tomorrow morning. Some of them are familiar: when EVE: Valkyrie was announced as a playable demo, Sony’s GDC audience erupted into cheers and applause. Gamers stopping by Sony’s booth will also get a chance to play a special build of Thief created specifically for virtual reality. Although these traditional gaming experiences are likely to steal the show, Sony’s also trotting out two demos that sound more passive: The Deep and The Castle, which lets players experience at a shark infested lagoon and a medieval fortress, respectively. So, how do these games play? We’ll let you know as soon as the GDC show floor opens tomorrow.

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19
Mar

Apple Seeds Safari 7.0.3 and 6.1.3 for Mavericks and Mountain Lion to Developers [Mac Blog]


Apple has just pushed the first seed of Safari 7.0.3 for Mavericks and 6.1.3 for Mountain Lion to developers, asking them to focus on Push notifications, AutoFill and more. The betas are available through the Software Update mechanism in the Mac App Store as well as through the Mac Dev Center.

safariseed

– General website compatibility
– Safari Push Notifications
– Login AutoFill
– Credit Card AutoFill (OS X Mavericks only)
– Extension Compatibility

Earlier today, Apple seeded Mavericks 10.9.3 Build 13D17 to employees along with a new iTunes 11.1.6 beta that restores local contact and calendar syncing to developers, but the betas should be seeded to developers in the near future.