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10
Jul

PC shipments appear to flatten out after two years of steep decline


Both Gartner and IDC appear to have some good news for the PC industry — the seemingly never-ending death spiral may have come to an end. While the two research groups don’t agree completely on the numbers, it does appear that after two years of stead and sizable declines, the PC industry is seeing shipments flatten out. In total, according to Gartner, 75.8 million computers were shipped in the second quarter of 2014, a negligible 0.1 percent drop from the same quarter a year ago. While IDC saw a much more sizable 1.7 percent fall in PC shipments, that’s still a far cry from the 7.1 percent decline it anticipated and the smallest it’s measured in two years.

Two years ago the netbook market imploded and tablets started eating into laptop sales. Since then shipments of traditional computers have been falling at an alarming rate. IDC doesn’t necessarily expect this to indicate a longer term trend towards flat PC sales. Basically, the worst may not be over yet. Despite impressive growth from major players like Dell, HP and Lenovo smaller companies are still seeing tremendous drop off. And the declines are particularly steep in markets like India where the most potential for growth is. Instead the improvements during the quarter were carried primarily by the US and Western Europe, which might not be able to keep the industry from declining further in the long run.

Filed under: Desktops, Laptops, Apple, ASUS, HP, Dell, Acer, Lenovo

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Source: Gartner, IDC

10
Jul

The FTC is taking Amazon to court over its in-app purchase policies


Earlier this summer, the Federal Trade Commission (FTC) warned Amazon that if it didn’t adopt a more Apple-like policy about in-app purchases, it might wind up in court. Now, it has. Today the FTC announced that it’s seeking a court order requiring the online retailer to issue refunds to parents whose children ran wild with in-app purchases — unauthorized charges, the FTC says, that racks up into the millions. Much of the alleged blame is focused on Amazon’s past. According to the FTC, Amazon had almost no protection against unwanted in-app purchases in 2011, and has only implemented adequate consent framework recently. The government’s concern seems to lie squarely on customers left in the lurch: Amazon’s official policy says that all in-app purchases are non-refundable, and the exceptions to that policy are “unclear and confusing.”

In early July, Amazon told the FTC that it was disappointed with the government’s threat to file suit, claiming that it has always been quick to respond to refund requests for unwanted, child-sourced purchases. “Pursuing litigation against a company whose practices were lawful from the outset and that already meet or exceed the requirements of the Apple consent order makes no sense,” Amazon argued, “and is an unfortunate misallocation of the Commission’s resources.”

Filed under: Internet, Software, Amazon

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Via: USA Today

Source: FTC

10
Jul

Cuphead: Bringing 1930s style to 21st century games


Every June, the game industry descends upon the Los Angeles Convention Center for its blockbuster-focused trade show: the Electronic Entertainment Expo (E3). And traditionally, just ahead of that show, the big three console makers — Microsoft, Sony and Nintendo — hold press briefings focused on the Call of Dutys, Assassin’s Creeds and Halos of the world. They’re big, blustery affairs aimed mostly at the 18-35 male demographic. And hey, that’s totally fine: We dig shooting aliens just as much as the next 18- to 35-year-old.

But this year, we didn’t come away from Sony’s or Microsoft’s presentations talking about the next triple-A title from some huge studio. With Sony, the most important game on stage was from a small group of British devs: No Man’s Sky. With Microsoft, you’re forgiven if you missed the highlight of the presentation: Cuphead, a gorgeous game from a small Canadian studio, was only briefly teased during a clip of indie titles headed to the Xbox One. So, let’s fix that!

First and foremost, you need to put your eyes on Cuphead in action. The game is gorgeous:

Sold, right? It doesn’t take much of Cuphead to see it’s a standout. Yet, despite hearing glowing praise from nearly every journalist I spoke with at E3 2014, coverage of Cuphead has been surprisingly limited. “It is a little odd,” Studio MDHR co-founder and “the guy who draws Cuphead” Chad Moldenhauer told me in a phone interview last week. “We’re kind of an unknown; maybe that’s part of the problem.” He and his brother Jared lead the development team at Studio MDHR, the folks creating Cuphead.

Though the brothers Moldenhauer have been developing games for many years while working other jobs — Chad in web design, Jared in construction — this is their studio’s first official game. Together with a programmer friend in Romania (Cosmin Chivulescu), a childhood friend handling music (Kristofer Maddigan) and an additional animator in Brooklyn (Smo), the Moldenhauer’s are attempting 1930s-style animation in a 21st-century video game. And they’re nailing it.

ANCIENT HISTORY (The early 2000s)

Chad and Jared got started in game development back when the first Xbox came out. Here’s how Chad tells it:

“We’ve dabbled in games our whole lives, but mainly just for our own fun. And back in the early 2000s, when Microsoft first announced … I can’t remember what the program name was called, but for the original Xbox they had an indie program, and we just built a PC to the exact specs that they were sending out to devs, and started trying to make a few games. Back then, we still loved the idea of a run-and-gun, so that’s what we were working on.”

If you’re rubbing your face and wondering how Chad speaks so casually about “dabbling” in game development, rest assured that you’re not alone. He told me that it’s a measure of growing up around folks who were both “hardcore into games” and into films as well. “Since probably 13 or 14, we’ve been studying and analyzing within our own groups, critiquing games and trying to break them apart and understand why certain elements work and others don’t. And that just helps as we come into game design,” he said.

It also helps being friends with a “wicked” programmer. “Like it was painting a picture,” he said. “We just jumped into it, you know?” Uh-huh. Sure.

CREATING CUPHEAD

“There haven’t been any even medium-scale projects that use this style in the last 20 years.”

Chad and Studio MDHR’s contract artist, Smo, are creating all of Cuphead‘s beautiful art. The game looks the way it does in motion specifically because of how it’s being created. Chad specifically cited famed cartoonist and inventor Max Fleischer, and Disney’s classic Silly Symphony series. Here’s “Funny Little Bunnies,” from 1934:

Beyond the artistic influence, it’s the way those cartoons were drawn that Chad’s interested in. This requires some background on the history of cartoon animation. Chad explained:

“[In the 1930s], they didn’t know how to cut corners to make similar visual styles, so a lot of the older animation is actually 24 frames per second. When you make a fast drawing, you can do it on ‘ones,’ which means you draw one frame (one image per frame). To get one second of animation, you need 24 frames. But as they got smarter, in the late ’30s and ’40s, they realized you can get away with a lot of stuff on ‘twos,’ which means you halt that drawing for two frames, and then you only need to draw 12. But, there’s still something very weird and surreal to see every frame drawn, and that’s why it seems not traced, but almost like just a very surreal motion to their animation. And because we’re dumb, we’re copying that [first] style of … more work.”

The game is, of course, a game, so it’s being developed in the (very flexible) Unity game engine. Chad and Smo aren’t animating every single frame of animation by hand, but Chad says, “It still haunts me to think of how many frames are left to finish this game.” They’re targeting a 2015 launch.

‘TURBO SUPER MEGA’

While Cuphead‘s visual influences are more vintage than old-school, the game’s roots are in 8- and 16-bit run-and-gun shooters, like Konami classic Contra. The working title for the project that eventually became Cuphead was Turbo Super Mega — an homage to the hyperbolic adjectives of mid-’90s game consoles.

Early on, the idea for Turbo Super Mega was to create a run-and-gun game, focused on boss fights, with children’s art instead of a 1930s cartoon style. “You would start in kindergarten fighting three or four different bosses that were drawn very crude, and then you would work your way to grade one, two and, when you got to grade eight, it would be semi-detailed,” Chad said.

As a joke, he and his brother replaced some of their art with stills from Disney films, added in animation and showed a few friends. “They said we should never make our game unless we use that style,” Chad said. “Then I started crying, [because] I knew I had to attempt animation.” For the next half year, Chad studied cartoonist Richard Williams’ celebrated instructional book, The Animator’s Survival Kit, which he calls “pretty much the best thing in the world.”

PLAYING CUPHEAD

Beyond the clip shown during Microsoft’s presentation — Cuphead is currently console-exclusive to Xbox One — only bits and pieces about the game are known. First, it’s focused mostly on boss battles. These grandiose, highly animated creatures help to showcase the art style, but are also a particular passion of Chad and Jared.

“Konami and a few others have made run-and-gun levels that weren’t perfect, but near perfect. So, as we kept playing with the idea of getting back to run-and-guns, we just warped it mainly toward boss fights. That’s kind of what we love. We understand that the levels still provide a bit of easy filler for the most part, where you can just see a ton of destruction, but the core to us was always fighting a boss and that was the ‘on the edge of your seat’ gameplay.”

Second, there’s a Super Mario 3D World-style world map (seen briefly in the video below). “You can walk around and explore anywhere, so you don’t have to move from line to line,” Chad said. Which is also to say: The game isn’t linear. Cuphead “isn’t going to be boss one, boss two all the way to the end of the game,” Shadow of the Colossus-style, Chad said. You can try out harder levels, speak with various characters and explore for secrets. Not quite “open world,” but not as constrained as its run-and-gun forebears.

FUTURE CUPHEAD

The next steps for Studio MDHR are crucial. As previously stated, it’s just a small group of folks, and at least two members are investing their own savings into the project. Though Chad couldn’t go into the details of his studio’s contract with Microsoft for that console-exclusivity deal, it sounds like the agreement brings more help with press contact and event participation (think: bringing their game to E3) than anything else. “Up front is more still relying heavily on us,” Chad said, in reference to the cost of developing the game. “But we’re not as worried to dip into our savings and borrow money because there seems to be at least a decent amount of love for Cuphead right now.”

Chad and Jared are both still “semi-part-time” at their old jobs, and mostly full-time on creating Cuphead. I spoke with Chad over Skype from Brooklyn, on his first day of vacation in Saskatchewan, Canada. He was there with Jared. “We’ve kind of been talking actually while I’ve been here, and like we kinda now have to just jump in and just … there’s an opportunity here and we might as well take it.”

Filed under: Gaming, Software, HD, Microsoft

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10
Jul

Livestream the MLB All-Star Game next week thanks to FOX Sports Go


Boston Red Sox Vs. Chicago White Sox At Fenway Park

It doesn’t matter if you’re planning on getting cozy on the couch or watching next week’s Major League Baseball All-Star Game while in transit. Thanks to FOX Sports Go, the network that shares the same moniker will stream the game that features the best (or most popular) players from both the American and National Leagues. The app will offer both English and Spanish versions of the event, with the first pitch set for 7:30 PM ET on Tuesday, July 15th. If you’re looking for pregame coverage, FOX Sports 1′s broadcast will be beamed to your gadgets starting at 4:30 PM ET. Folks looking to tune in on the go can nab the FOX Sports Go app on Android, iOS, Kindle and Windows or access the action via the web.

[Photo credit: Boston Globe via Getty Images]

Filed under: Home Entertainment, HD

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10
Jul

Misfit Unveils ‘Beddit’ Smart Bed System for Sleep Monitoring [iOS Blog]


Misfit, the company behind the sleek Shine activity monitor, today unveiled its newest product, the Misfit Beddit Sleep System. Using a built-in sleep sensor that is described as “the world’s thinnest,” the Beddit monitors sleep cycles and sleep quality through heart rate, respiration, movement, snoring, and sound.

The “paper thin” Beddit sensor is designed to be placed under on a user’s mattress, just under the sheets. It displays collects data on sleep habits, measuring physiological signals and wirelessly transmitting them to a smartphone. The accompanying Misfit app then uses the data to draw insights on sleep habits, which are shared with the user.

misfitbeddit

“Shine delivered on the important function of activity tracking, but we saw that sleep tracking was one of the most engaging features because Shine does it automatically, unlike other activity monitors,” said Sonny Vu, CEO and founder of Misfit. “With Beddit, we’re making our sleep tracking functionality even more robust. Not only are we able to measure more, but even less is required of the user–a frictionless experience.”

The Beddit’s sleep tracking capabilities are designed to work alongside the Shine’s movement tracking abilities (and its own less advanced sleep tracking), with the combination of both apps offering a “comprehensive solution for 24/5 wellness monitoring.”

Beddit first appeared in an Indiegogo campaign back in 2013, which raised more than $500,000, but now the company has partnered up with Misfit.

The Beddit Sleep Monitor can be purchased from the Misfit website for $149.99.



10
Jul

Capo, an App to Help Guitar Players Learn Songs, Lands on iPhone and iPad [iOS Blog]


Capo Touch IconThe Apple Design Award-winning Capo, a Mac app praised by professional musicians that automatically generates guitar tablature from music in iTunes, has made the jump to iOS.

Developer SuperMegaUltraGroovy today released iPhone and iPad versions of Capo, allowing users to learn how to play songs on the go with chord and beat detection as well as a number of other features to help guitar players learn songs quickly and easily. The Mac version of Capo has been updated as well, with iCloud sync between all devices and improved chord detection accuracy.

Capo touch offers musicians the same power and versatility they have on the Mac with Capo 3 in an even more portable design. The app features the essential tools of instantly importing a song from your iTunes library, automatically detecting its chords, and showing how to play them using helpful guitar chord boxes. It can slow down the tempo without changing pitch while you learn, and transpose the song to any key with a simple pitch slider. Optional metronome, looping, EQ and “karaoke-style” voice reduction make Capo 3 and now Capo touch valuable tools for musicians whether in the studio, rehearsal or on tour.

Capo Touch
Capo touch is available for $4.99 for the iPhone and iPad from the App Store. [Direct Link]

Capo 3 for Mac is available from the Mac App Store for $29.99. [Direct Link]



10
Jul

MLB Rolling Out Second iBeacon Phase At All-Star Game, At Bat Updated With Live Streams


mlb.pngEarlier this year, Major League Baseball began installing thousands of iBeacons in ballparks around the country, putting dozens of the beacons in stadiums in Boston, Milwaukee, San Diego, and San Francisco, and more.

Considered to be one of the largest iBeacon rollouts in the world, the initial plan saw the beacons used in conjunction with the At the Ballpark app. Thus far, the iBeacons have been used in some cases to check fans in to stadiums and to send notifications and offers, but beacon usage is still in the early stages.

Major League Baseball is now entering its second phase of development with iBeacons, according to TechCrunch, and is planning to debut a special project at the 2014 All-Star Game at Target Field. Target Field will use iBeacons to provide content and interactive features to in-park exhibits.

With the introduction of interactive ballpark attractions at Target Field for the All-Star Game, MLBAM will debut its second phase of iBeacon technology at MLB ballparks. Fans attending All-Star events at Target Field with At the Ballpark on their iPhone (iOS 7 required) will be able to use iBeacon when visiting these attractions, offering a unique mobile perspective through original content automatically delivered to their iPhone. The locations in Target Field are: The Golden Glove; Twins Digital Clubhouse; 2 Gingers Pub; Target Field Ballpark Model; 573 and Herb Carneal Pressbox; Kirby Puckett Atrium; Rod Carew Atrium; The Townball Tavern; and Target Plaza.

MLB has expressed a desire to expand iBeacons to be able to provide point of interest information, concessions, in-stadium directions, loyalty and rewards programs, shopping, and more, with individual teams having significant input and control over what fans will see. It appears that Target Field will be the first major experiment with interactive iBeacon features.

MLB has also introduced new updates to its At Bat and At the Ballpark apps, with At Bat gaining live streams of the All-Star Game, the All-Star Futures Game, and the Home Run Derby for MLB.TV Premium subscribers.

MLB At Bat is a free download from the App Store for iPhone and iPad, but requires a subscription of $2.99/month or $9.99/year. [Direct Link]

MLB At the Ballpark is also a free download from the App Store for the iPhone and iPad. [Direct Link]



10
Jul

Two years to Tango: the race to finish Google’s 3D-mapping tablet




Speck Design’s clientele has ranged from Apple to Samsonite to Fisher-Price in its history, and now it can add Google to the list of high-profile companies. But Google — or its Advanced Technologies and Projects (ATAP) division, to be more specific — is no ordinary client. The group is modeled after DARPA, which divides its agency into teams, with each one given a limited time to solve a pressing issue. Nearly a year and half ago, ATAP reached out to Speck, led by industrial designers Jason Stone and Vincent Pascual, with one such task: Build a tablet like no other.

The project is known as Tango. Its goal is to create technology that lets you use mobile devices to piece together three-dimensional maps, thanks to a clever array of cameras, depth sensors and fancy algorithms. As if that isn’t enough of a challenge, Tango’s team only has two full years to make this tech a reality. Those two years will be up in less than five months.

Several early models designed by Speck to get an idea of how the tablet would look and feel.

ATAP focuses on cutting-edge projects that push technology forward at a rapid pace, and Tango is a prime example of this. Through a combination of hardware and software, the project aims to give mobile devices a sense of scale and an understanding of space and motion. You could potentially create a three-dimensional mockup of your office building or home just by walking through every room with a Tango-equipped smartphone or tablet. If the project is successful, it means you may someday use an app to hunt down hard-to-find products at the grocery store, the same way you’d locate a house using GPS. You could play Plants vs. Zombies or Portal with your living room as the backdrop, or envision how that IKEA couch would fit in front of your entertainment center. It opens up a lot of new options that, until now, haven’t been technically feasible.

Two years isn’t much time to develop bleeding-edge tech from the ground up, let alone two pieces of hardware (a smartphone and tablet) and an entire software platform; heck, even the original iPhone took over three years to blossom from a sparkle in Steve Jobs’ eye to a final product release. But what’s more impressive is the fact that Speck cranked out a tablet in 16 months. That’s similar to a standard development cycle for a regular device. But the Tango slate is nowhere near normal, and it’s not just different in its curvaceous appearance. For starters, it’s a high-end Android tablet with 4GB of RAM, 128GB of internal storage and an NVIDIA K1 chip (the first in the US and second in the world) that features desktop GPU architecture. It also has a unique design that consists of an array of cameras and sensors near the top and a couple of subtle grips on the sides. It packs 3D-mapping features previously reserved for professional equipment worth thousands of dollars, and it even looks good enough to pass as a consumer device.

Two years isn’t much time when you’re working on a first-of-its-kind product.

In case it sounds like an easy process, Stone insists it’s the complete opposite. Tango and its partners worked at a breakneck pace. The project vision was evolved daily, and the team worked with several different companies simultaneously on various aspects of the product’s development. Working on multiple things at the same time isn’t uncommon, but the vast number of parties that were involved is; Tango recruited engineers, researchers, universities and manufacturers to help mold what would eventually become the hardware and software we see today.

“It’s like they were starting to form a vision on how this thing should actually work while we were doing the industrial design in parallel,” Stone says.

Speck was hired in March 2013 to come up with a “shotgun blast” of ideas and conceptual designs, but Stone and Pascual soon realized they were in for a far bigger challenge than they’d expected. Oftentimes clients will have specific design languages or standards for their brands, but because ATAP operates as a separate entity from the rest of Google, there were no established guidelines or rules to help Speck narrow down design options.

“They didn’t tell us a lot about what they were doing [with Tango] at first,” Stone says. “They didn’t really explain about the applications or tech at that point.”

Equipped with little more than a high-level understanding of the project, Stone and Pascual crafted dozens of rough, handmade prototypes. “We’d cut out a block and lay some dimensional paper down to make sure it’s the right screen and body size,” Stone says. “We’d make around three before picking one to take to Google.” Some of the more interesting models included a flagpole-shaped option and a tablet with a transparent frame around the edge.

One of Speck’s first handmade design prototypes.

While Speck’s clients are typically armed with a strict budget, Google had no cost restraints. Price simply didn’t factor into Tango early on; to Google’s Johnny Lee and Ryan Hickman, it was essential to use the best components, such as cameras, sensors, chipsets and speakers. That became a huge challenge for the designers because blank checks mean even more options.

“Sometimes those restraints around cost can help you make decisions easier and faster,” Stone says. “You’re like, ‘Well, we can’t do this so we’ll have to do that.’”

Speck wasn’t the only company working with Tango on potential designs at first. ATAP, eager to leverage its connection with Motorola and somehow utilize its supply chain and other resources, asked Moto’s User Experience Design (UXD) group to experiment with some conceptual designs. Tango even reached out to Google’s Nexus team, which wanted to focus on making affordable devices like the Nexus 5 instead.

Speck designed several mockups detailing how Tango could be used.

Soon, Speck received more responsibility. The company was asked to put its Photoshop skills to work by drawing up visualization mockups — screenshots depicting various use cases for Tango. These mockups helped ATAP sell its vision of Tango to potential hardware partners and Google. Thanks to the project’s time constraints, immediate partner buy-in was crucial to its success. Thus, this job was given the same priority as the designer’s other tasks; it had to be done as soon as possible.

Pascual said the team came up with hundreds of use cases. For instance, virtually trying a new carpet in your house; seeing how a new pair of glasses would look before a visit to the optometrist; rendering a 3D map of what’s under your car’s hood; or calculating a route through a crowded museum.

While overwhelming, the exercise gave Speck a greater understanding of Tango’s grand vision for the user experience. Thanks to the designers’ newfound knowledge, they concluded that the slate would be more effective in landscape; users wouldn’t hold the device in portrait mode while mapping out their house or office building.

Determining the tablet’s orientation helped narrow down the design options, but Speck still had to figure out how the baseline — the term for the array of Kinect-like cameras and sensors that measures all three dimensions — would factor in. Should the user hold the device directly in front of their face? Or does it make more sense to hold the screen parallel to the ground, with the cameras pointing forward? Stone and Pascual needed to find the optimal angle, so they began working on user tests.

There was just one major problem with testing a device like this: Neither company had performed these kinds of tests before.

There was just one major problem with testing a device like this: This was new territory and there wasn’t an existing model to replicate. The designers had to formulate the tests themselves, so they worked with ATAP to determine what needed to be tested and how. Since the tablet’s industrial design wasn’t finished at the time, Speck fashioned a special prototype using plywood, a built-in digital protractor (to quickly adjust camera angles between tests) and a sample camera array.

The process of building and conducting the tests, as well as quantifying the results, began in August and lasted roughly a month. Testers numbered fewer than 100 and came from within Motorola and Google. They were given a series of five tasks, each performed at two different camera angles, chosen at random. Tests consisted of simple activities like taking photos of a few objects, snapping an image over a short wall and navigating the office by following arrows that appeared in the viewfinder. After each run, testers would rate their experience on a scale of one to five.

Stone and Pascual discovered the camera angle mattered — a lot. Testers had difficulty holding the device directly in front of their faces while avoiding obstacles. As Pascual points out, “It’s tough to navigate around the house without knocking stuff off the table or couch.” Holding it close to the user’s waist didn’t work either, because testers constantly moved their heads (and eyeballs) up and down. So it had to be somewhere in between. The solution that testers liked best: Tilt the camera so users could hold the tablet at a slight angle while walking.

Speck designers putting the final computerized touches on the Tango tablet.

After some tweaking for economics, Stone and Pascual’s next adventure was a trip to visit Tango’s supplier in Asia to iron out some finite details. They had to make a lot of trade-offs at this stage: making sure the antennas were positioned correctly, getting buttons and components locked down to precise locations, color studies to determine the best shades to use for the final product and a few other details involving fit and finish. Now, Speck’s primary task is to help support ATAP anytime the group needs them to resolve issues.

“It always feels like it’s going to be a clean handoff,” Stone says, “but it’s never as clean as you’d expect.”

With five months remaining before the project ends, Tango is now making the final preparations before shipping the tablet out to a large (though unspecified) number of developers. And although ATAP will move on to other projects, Tango will live on through the technology it created, along with a set of standards that manufacturers can use to offer a consistent experience to users. LG, for instance, has already committed to releasing one such device next year.

If Project Tango was an audition, Speck Design did well enough to make the cut. ATAP has several other unannounced projects in the works, and Stone quietly mentions that his company’s involved in at least one or two of them. “We’re working with Google on another project that’s too early to be discussed publicly,” he says, but given ATAP’s time constraints, we’ll likely hear about it sooner than we expect.

[Image credits: ATAP]

Filed under: Tablets, Mobile, Google

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10
Jul

Misfit offers insight on your insomnia with the Beddit sleep monitor


Misfit tackled activity tracking with its Shine offering that looks more like a fashion accessory than a sensor. Now, the data gathering outfit is looking to wrangle sleep cycles with the Beddit sleep monitor. Claiming to be the “world’s thinnest sleep sensor,” the unit resides on your mattress as opposed to being tucked in between the sheets. From there, the gadget keeps an eye on heart rate, movement, snoring and ambient sound in order to gauge the quality of your slumber. Collected info is then beamed to your smartphone of choice for analysis within the Misfit app. If you’re looking to quantify those Zs you catch, Beddit is available now for $150 — half the price of Withings’ Aura bedside system, but without the added sound and light show.

Filed under: Household

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Source: Misfit

10
Jul

Accessory of the Day: iKross 3.5mm Stereo Earbuds with Microphone


ikross

Face it, you’ve misplaced those headphones that came with your smartphone. Or, maybe you got your device second-hand and never got a pair to begin with. Why not pick up a spare set of headphones? This way you can toss them in your bag and have them ready to go on the next trip. Or, keep them with your bug out bag and have a pair with you in the event of an apocalypse or zombie pandemic.

The iKross Stereo Earbuds work with any handset you’ll find, including those from HTC, Samsung, Motorola, and Apple. Features include tangle-free flat cables, extra ear gels, on/off control, and noise reduction for the microphone.

The post Accessory of the Day: iKross 3.5mm Stereo Earbuds with Microphone appeared first on AndroidGuys.