NASA wants to explore Saturn’s biggest moon with drones
Despite brisk temperatures of -290 degrees F, Saturn’s giant Titan moon is of great interest to scientists, thanks to Earth-like geography, hydrocarbon “lakes” and even possible life. Though NASA’s Cassini-Huygens probe visited Titan some time ago, the space agency would like to return at some point — this time with a quadrotor. Using the latest drone and sensor tech, it would weigh less than 10kg (22 pounds), deploy from a recharging nuclear “mothership” balloon and acquire high-res images from close to the surface. With the benefit of that reconnaissance, it could land at promising spots, take microscopic photos and scoop up samples to be analyzed later by the mothership. NASA plans to develop the mission concepts further and design the drone in collaboration with AeroVironment — so we might one day see if Titan matches the insane artist concepts.
Via: Sploid
Source: NASA
Motorola showcases 10 best Moto 360 designs in Face-Off contest

Motorola today announced it has trimmed its Moto 360 Face-Off submissions down to the top 10. After kicking off in mid-May, the hardware maker received more than 1,300 entries which run the gamut of simple and clean to outright busy and cluttered. A post on Google+ today tells us that now it’s up to us, the fans,… Read more »
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Divemachine’s 3D audio tech adds motion-tracking sound to VR headsets
You slave over trying to match the 3D visuals of the Oculus Rift with its audio equivalent, and then what do you do for a promotional image? Someone in an Oculus rift and earphones, and a pair of rendered speakers. Job done. Fortunately, Divemachine is making good progress with its immersive audio system. While VR headsets continue to get better at movement detection and the whole visual-realization-of-a-3D-space thing, audio’s not had so much attention lavished on it. Genetec’s Divemachine platform involves collaboration with environmental sound designers, and connects Oculus Rift headset movements to audio, creating what it’s calling full 3D sound.
Our jungle-based demo wouldn’t make sense to show you on video — it involved us moving around with animal noises and other environmental sounds coming from various directions. Importantly, they matched our head movements too, combining audio output with (in this example) the Oculus Rift’s motion detection. Admittedly, the effect is subtler than the optical side, but we were able to venture towards a thundering waterfall, despite not being able to see it through the trees and undergrowth.
There’s been other 3D audio headsets, like this one which connects to smartphones, but the trick here is matching the visuals with the sound — and you’re (hopefully)already getting a relatively immersive experience from the headset. The company plans to bring a developmental platform to multiple VR headsets in 2015 (it’s not exclusive to Oculus), with the 3D sound talents aiming at more accurate replications of locations. Genetec plans to offer up dedicated contents globally in 2015 — it might want to wait for the consumer products to go on sale for a while.
Filed under: Displays, Wearables
Source: Genetec (Japanese)
Police say Apple’s anti-theft switches have dramatically reduced iPhone thefts
When mobile sales are booming, smartphone thefts are almost certain to rise. That’s something San Francisco and New York prosecutors George Gascón and Eric Schneiderman have been telling smartphone makers for over a year, but now they’re finally making some headway. After pressuring Apple to implement a “kill switch” inside its devices, the New York Times reports that police officers in London and San Francisco saw iPhone robberies in the cities fall by 24 percent and 38 percent respectively in the six months before and after the company implemented its Activation Lock feature inside iOS 7. Over in New York, robberies were down by 19 percent and those involving grand larcenies dropped 29 percent when the police compared data in the first five months of 2014 with the same period from 2013.
It’s clear to see those small changes are making a difference, and lawmakers have rightly commended smartphone makers for implementing tougher security measures. However, things will move forward significantly from July 2015, when all smartphones sold in the United States will come with an anti-theft tool set as standard. Apple and Samsung are on board, as are Google, HTC, Huawei, Microsoft (and Nokia), Motorola and the country’s biggest wireless carriers. It could save collective total of $2.5 billion a year in replacement costs and insurance fees, and some major headaches too.
Filed under: Cellphones, Mobile, Apple, Samsung
Source: New York Times
‘Games of Thrones’ Season 4 hits Google Play and Amazon just days after the TV finale
The fourth series of Game of Thrones came to its conclusion just a few days ago, but HBO isn’t leaving anything to chance. Knowing that single episodes are smashing piracy records on Bittorrent, the company has quickly made the whole season available to download on both Google Play and Amazon. As it stands, Amazon is the best place to get your Lannister fix, pricing the full season at £16.99 for a standard definition copy and £23.99 for an HD download. Google, on the other hand, has it up for £18.49 and £24.49 respectively. If you’re after individual episodes, prices start at £1.89 on both services, letting you witness some of the biggest battles (like the one pictured above) the seven kingdoms have ever seen.
Update: Tesco is hitting the launch hard too, offering Game of Thrones Season 4 for £17.99 in SD and £23.99 in HD. However, it’s also throwing in 1,000 Tesco Clubcard points and a free 10″ Finest pizza with every purchase.
Filed under: Home Entertainment, Internet, Google, Amazon
Via: Pocket-lint
Source: Game of Thrones Season 4 (Google Play), (Amazon), (Blinkbox)
FCC report checks if your internet speed lives up to the ads, and why that’s not fast enough
Since 2011 the FCC has collected data on the wired (there’s a separate report for wireless) broadband speeds US residents are actually receiving to release in its Measuring Broadband America report, and now the most recent one is here. First, the good news — based on its data (collected from “Whitebox” devices sent to around 10,000 participants that performed automated tests during September 2013), most ISPs were meeting or exceeding their advertised speeds even during peak hours. Four that couldn’t deliver 90 percent or more of their advertised rate during peak hours included Verizon, Frontier, Qwest and Windstream — all of which can expect a letter from the FCC asking why not, for whatever good that will do. So if ISPs are delivering 101 percent of advertised speeds, why are users still seeing buffering notifications and experiencing slowdowns?
[Image credit: Bloomberg via Getty Images]

There are a few reasons (not including the shameful state of U.S. broadband former commissioner Mike Copps called out in recent comments), and one that it looked closely at is consistency. The way the FCC’s report measures that, is by showing how many of the service’s customers get a certain percentage of the advertised speed, a certain percentage of the time. With the bar placed at 80 percent of the customers, 80 percent of the time, the only services pushing higher-than-advertised download speeds were Verizon FiOS and Cablevision. Another issue is that DSL lagged behind cable, fiber and even satellite in being able to meet its advertised speeds — averaging 91 percent of the promised download speeds during peak periods, as compared to 102 percent for cable.

Of course, as everyone has recently become familiar with, another issue is apparent slowdowns at “certain interconnection points” during the test period. The FCC didn’t include that info in this report, but says it will have new tests ready to measure the impact of network congestion by the testing period planned for later this year. It’s working with services like Netflix, YouTube and Hulu to analyze the data, and previously announced it was looking into the interconnection deals between Netflix and Comcast/Verizon. In a separate blog post, the FCC specifically called out drops in broadband performance during times when internet middleman Cogent was having its disputes, and says it will release the raw data it collected.
Also, data on interconnection congestion will be made public, & @FCC will work w. Netflix, Hulu & others 2 further analyze.
– Gigi Sohn (@GigiBSohnFCC) June 18, 2014
The million dollar question(s) however, are how this report will play into the commission’s actions on net neutrality, peering agreements and proposed mergers by communications giants. If DSL doesn’t measure up as a competitor to cable, does this mean the Time Warner Cable / Comcast deal shouldn’t go through, but maybe AT&T / DirecTV should? And who exactly is telling the truth between Netflix and the ISPs? The FCC is receiving more scrutiny than ever about its handling of all of the above — if you need some supporting info for your comments, just hit this link.
Filed under: Home Entertainment, Internet, HD, Verizon, AT&T
Source: Measuring Broadband America 2014, Internet Traffic Exchange, FCC (1), (2) (PDF)
YouTube won’t block music videos from Indie labels, but it won’t pay them either
There’s been some brouhaha about YouTube blocking a huge swathe of music videos before launching its paid Spotify rival. The truth, however, is a little more nuanced. Labels who haven’t signed up to the website’s new terms, the majority of which are independents like XL Recordings, will have their artist channels blocked in the next few days. It’s not a blanket ban, however, since clips released through Vevo will remain, as well as fan-uploaded copies of tracks from artists like Radiohead, Adele and The xx. The kicker here, unfortunately, is that labels who won’t sign up to the paid tier are also kicked out of YouTube’s ad-supported monetization scheme. So while we may still be able to find Lotus Flower on a Radiohead fan’s channel, the band itself won’t get a single penny.
Another downside of the ban is that YouTube won’t use its copyright algorithms to blacklist infringing content, leaving independent labels to hunt through the site and issue takedown requests on their own. According to a lobbyist operating on behalf of the indies, YouTube isn’t even playing fair, offering “highly unfavorable and non-negotiable terms” which undercut the fees paid to Spotify, Rdio and Deezer, as well as being less generous than the money paid to the major labels like Warner, Sony and Universal. Now, some of this is probably just the hardball tactics that accompany any big new service, but we wonder what the movie studios will do if YouTube does go ahead with its mooted Netflix rival at some point in the future.
Filed under: Home Entertainment, Internet, Google
These are the biggest third-party games at E3 2014
Sure, Sony, Nintendo and Microsoft all have their own internally-developed games but there’s so much more to E3 than what The Big Three show off for their respective platforms. Even better, almost every game from the likes of Activision and Electronic Arts will appear on PC, PlayStation 4 and Xbox One so there’s almost no need to choose which platform to buy if you want to play a specific title, either. Let’s get down to business, shall we?
THE WITCHER 3: WILD HUNT

Polish developer CD Projekt Red does one thing and one thing only: role-playing games. This year was The Witcher 3: Wild Hunt‘s second E3 and it still faces the same problems that it did in 2013. Namely, the game looks like a ton of fun when it’s condensed to short snippets onstage at Microsoft’s media briefing, but otherwise what makes the game special like story-affecting choices and scouring the map’s nooks and crannies just doesn’t demo well. I saw an uninterrupted 45 minutes of game-play during a private demo and witnessed monster-hunter-for-hire Geralt exterminate harpies, undead swamp people, werewolves and demonic tree roots (seriously), and while that was cool, he was mostly an errand boy in between battles. To me, this robbed him of any narrative weight or importance.
Tracking a gigantic, bleeding griffin through the forest using supernatural forensics, however, and then delivering a killing blow and carrying its head into town on the side of your horse looks unbelievably bad-ass. You’ll be able to check the game out for yourself come next February 24th.
METAL GEAR SOLID V: THE PHANTOM PAIN

“Let the legend come back to life.” At some point in the extended gameplay demo for Metal Gear Solid V: The Phantom Pain, those words are uttered in Big Boss’ direction… and then a horse shits. That’s just a partial taste of how Hideo Kojima has colored this new, open world of MGS.
MGS V: The Phantom Pain picks up nine years after Big Boss has fallen into a coma and shows the character severely scarred and brandishing a curious bit of horn-shaped shrapnel sticking out of his head. The gameplay doesn’t vary from the series’ typical blend of action and stealth, but thanks to Kojima’s Fox Engine, the environments (said to be roughly “200x the size of Ground Zeroes“) and character models are much more detailed. In fact, Konami reps said that a key game dynamic — the ability to fast forward time with a Phantom Cigar (e-cig) — is entirely possible because of this new engine. The resulting effect is not unlike that of hi-speed cinematography, where a static landscape is shown passing from day into night and back again. MGS V also throws in an entirely new element for long-time fans: the ability to visit a dynamically expanding Mother Base populated with all the characters, materials and artillery you’ve Fulton’d back. And yes, that even includes livestock.
DESTINY

I’ve gone on record saying that I was very much disinterested in Destiny, but that was until I actually got to play developer Bungie’s latest. Going hands-on with the former Halo studio’s game felt like a welcome trip home; damn near everything about the game just feels right for me as a Halo fan. Gunplay is tight and strikes a solid balance between the heft of a Killzone or Battlefield versus Titanfall‘s or, say, Call of Duty‘s feather-light locomotion. The environments I’ve seen are gorgeous, feeling lived-in and appropriately desolate and even in the early state I’ve played, the game feels incredibly polished.
Everywhere I turned, it seemed like I was seeing an idea that Bungie had wanted to put in its next game for the past 10 or so years. Whether the studio couldn’t due to hardware limitations or because its next game was always Halo-related, though, isn’t clear. Things like summoning vehicles on-demand to help get across the game’s vast expanses of geography, for instance are more than welcome. Or, even better, the way voice-chat audio subtly reflects your current environment (in a metallic tunnel, it sounded like my co-op buddy’s voice was echoing off the steel walls) was super neat. Tricks like this make me keep wanting to go back. I’m just worried that I’m not the only one who initially wrote it off as Just Another Shooter.
BATTLEFIELD: HARDLINE

It’s surreal to play a first-person shooter that’s based in the same city I’m currently visiting. In Battlefield: Hardline, I played cops-and-robbers on the battle-scarred streets of downtown Los Angeles. Since it was a war zone, no civilians were around to get in the way. I was one of the robbers wandering around parking structures, stairwells, hotels and office buildings, searching for loot and evading law enforcement with the rest of my team. Saying that the round was chaotic would be a gross understatement; cars and helicopters alike flew around corners, and thanks to the tech running the game, rubble, shrapnel and destroyed buildings were everywhere. If being a bad guy isn’t your style, you can also play as a cop that’s trying to prevent the opposition from snatching the booty.
While the game’s extreme levels of action are pretty awesome, this is a Battlefield game by name only. Seemingly, the sole aspect that ties the title to its namesake are the tools developer Visceral Games used to make the game and what you use to wreak havoc on the ground. Hardline is essentially a re-skinned Battlefield 4: cops kill the robbers, and robbers, well, they kill cops. Each side is essentially the same, despite their respective vocations, and are soldiers fighting a virtual war. And you’d be justified to remain cautious about whether the game will work as advertised at launch based on series history. There’s a beta test happening right now, well ahead of the fall release, should you be (morbidly) curious about how the game plays.
ALIEN: ISOLATION

Let me get this out of the way up front: Alien: Isolation is difficult. The developers at Creative Assembly not only nailed the atmosphere of director Ridley Scott’s sci-fi masterpiece, but they ensured that I respected just how fragile life in deep space is when the hulking monstrosity pictured above is out to murder you every chance it gets. My demo tasked me with few objectives, but most related directly to me making it toward the next area in one piece. That didn’t happen. However, with each successive go at it, I made considerably more progress toward my goal. On my first attempt, I tried sprinting down a desolate corridor with the intent to make it through the doors I imagined were at the other side. No dice; the xenomorph noticed me before I even knew it was there and the next thing I knew, its double mouth punched another hole in my face.
The next attempt I made it a little further, grabbing a flame-thrower before I exited the first room and figuring out how to use my motion tracker — the latter of which caused me to fail an optional objective. When I rounded the first corner and the alien spotted me, I darted back and jumped into a storage locker, figuring I’d be safe. Nope. The alien ripped me from my haven and murdered me. On my third try, I noticed a series of air vents big enough to crawl through. Huddling down, I crouched and made my way into the first one that I’d spotted. Hooray! Progress! That was short-lived. I got cocky and thought that I could traverse to the next one without paying attention to where the xeno was. I’d heard the thundering footsteps behind me but figured I’d be safe as the vent closed behind me. Not so much: the alien reached through and ripped me out of there, making my face a see-through in the process. I loved it.
BLOODBORNE

You’re a fan of the tough-as-nails Dark Souls series, yeah? Then you’ll likely feel right at home in its mastermind’s latest, the PlayStation 4 exclusive Bloodborne. Atmosphere and mood aren’t the only things the game is dripping with. As the title implies, there’s also a lot of blood. Buckets of it. Set in a 19th century gothic city, your task is to eliminate the blight plaguing it by any means necessary, be it with a giant straight razor or a hand cannon, and well, trying to not die too much in the process. As combat proceeds, the player character becomes covered in progressively more blood, and it never faded away during my hands-off demo. Getting a sense for how difficult the game is wasn’t particularly easy since the presentation had an invincibility mode turned on (staring at loading screens and repeatedly falling at the hands of nightmare creatures and undead townspeople isn’t exactly exciting), but I was assured that the game doesn’t stray far form its roots in terms of just how hard it is. This supposedly makes each victory that much more satisfying. You know, if you’re into that sort of thing.
HOMEFRONT: THE REVOLUTION

What would America feel like under North Korean occupation? That’s the question Homefront: The Revolution wants to answer. You might remember Homefront from a few years back as a hokey, underwhelming shooter from the now-defunct publisher THQ. From what I saw during a presentation, new developer Crytek London took what was good about that game (the concept of an invaded United States), married it with a sense of dread and hopelessness, and added a dash of fancy graphics. The brief demo I caught followed a citizen making his way through the streets of an open-world Philadelphia, passing brothers and sisters in arms who were figuring out how to ration off enough necessities to survive planning an uprising. The sequence reminded me an awful lot of the intro to Half-life 2, Metro 2033 and Resistance 3; the sense of despondency was palpable, thanks in large part to solid voice acting and environmental design. Once the combat started toward the end, Crytek’s other strength showed through: gunplay and weapon design, with the latter sporting an upgrade system with part-by-part modifications akin to the Crysis series. We’re still a year or more off from this game releasing, but it already looks and feels killer.

MORTAL KOMBAT X
I’ve got bad news for you: I don’t play fighting games. The last Mortal Kombat game I played with any sincerity was for PlayStation 2/Xbox, and even then I wasn’t that good at it. So what can I tell you about Mortal Kombat X, Mortal Kombat fan? This game focuses on a gaggle of new characters — somewhat expected given the fatality-laden ending of the last MK game — and Netherrealm Studios had three such new characters available to play at E3 2014. We got a look at all three, as well as returning favorites Scorpion and Sub-zero.
Here’s the good news: Mortal Kombat is still hella fun. Even with my vast ignorance of fighting games, it was a blast leaping around in that world once more, trying my best to avoid Cassie Cage’s utterly revolting “X-ray” move. Like the last MK, “X-ray moves” are back in Mortal Kombat X; one such move has Cassie pulling an homage to her father’s iconic split attack. Not clear enough? She does a split and punches her opponent in the genitals, which I watched explode in X-ray mode. It was the only demo at E3 where I turned to the demo assistant and said, “Really?” Even he, a Netherrealm Studios employee, was a bit bashful about it. Anyway, the other new characters I tried were neat as well, with Ferra/Torr standing out as a highlight (dude throws a person at you to attack — pretty serious!). The game is way early at this point, but it looks to be shaping up really well already.
Ben Gilbert, Brad Molen and Joseph Volpe contributed to this report
[Image credit: AFP/Getty Images]
Filed under: Gaming, Home Entertainment, HD
BlackBerry steadies the ship but smartphone sales continue to evaporate
BlackBerry’s plan to cut costs and shift to services is starting to pay dividends. While the company’s latest financial earnings report shows it’s still suffering losses, they aren’t as bad as expected. It certainly wasn’t thanks to its smartphones, which were once BlackBerry’s main source of revenue, as they fell to just 2.6 million units in the last quarter from 3.4 million in Q4. This time around, the Canadian smartphone maker didn’t divulge how many BB7 and BB10 handsets it sold, suggesting the newer OS just isn’t tempting consumers and businesses to part with their iPhones and Android devices. For reference: BB7 smartphone sales more than doubled those of BlackBerry 10 last quarter.
Again, BlackBerry saw the majority of its revenue (54 percent) come from its services, which CEO Jon Chen believes will help the company become profitable by 2016. But that all hinges on whether it can succeed in providing secure communications for large companies and government agencies. Right now, BlackBerry’s cost-cutting measures (and the sale of its Canadian offices) are helping to balance out this quarter’s mobile losses. But if it can’t boost income from the most profitable part of its business, BlackBerry could fit itself back at square one with no room to cut any more costs.
Filed under: Cellphones, Blackberry
Source: BlackBerry (MarketWatch)
X-Doria’s KidFit is a low-cost fitness wearable for five-year-olds

X-Doria is a company we normally associate with smartphone accessories, but now it’s decided to branch out into wearables. While the jury is still out on whether children should be introduced to the concept of the quantified self, X-Doria wants to help get kids moving with its new KidFit activity tracker. Targeted at children between 5 and 13, the multi-colored slappable wristband scores activities to reach a daily goal of 100 points. Parents are encouraged to set goals using the iOS or Android app, which connects to a smartphone or tablet using low-power Bluetooth and provides feedback on a child’s progress via its vivid “Results Cards.” The wearable is also splash-proof, holds a charge for up to seven days and like the FitBit or Jawbone Up, can be set to track sleep patterns with the push of a button. While it won’t track your kids in the literal sense (there are plenty of GPS-enabled wearables targeted at kids that can do that), it does offer a 24/7 overview of their activities. It’ll be available on August 15th for $50 in black, aqua, hot pink, yellow, and red variants. If you get in now (and are one of the first 1,000 buyers), you can pre-order the tracker for $40.
Filed under: Wearables, Mobile
Source: X-Doria KidFit











