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7
Nov

Sony testing Android 5.0 on Xperia Z1, Z1, and Z3


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I remember back in 2010 when I had a Xperia X10, I was really annoyed by the fact that everyone around me with an Android phone was enjoying their share of Android 2.1, while I kept hearing how Sony delayed the update again. In my opinion, that ‘delaying of update’ had a huge impact on Sony’s reputation, but now it is good to see that Sony is learning from their history. In the video below, you will see that Sony is testing the latest Android Lollipop 5.0 on the Sony Xperia Z1, Z2, and Z3.

If you are a developer, then you can give this AOSP version a shot on your unlocked smartphone. We will see the official version hopefully early next year.

Are you excited about this? Let us know in the comment box below.

Source: Sony

 


The post Sony testing Android 5.0 on Xperia Z1, Z1, and Z3 appeared first on AndroidGuys.

7
Nov

Apple Adds Uploading Capabilities to iCloud Photos on iCloud.com Beta Site


Apple has recently updated its iCloud.com beta site for developers, adding the ability to upload images to iCloud Photo Library for the first time. The standard iCloud.com site currently allows users to view all of their iCloud Photo Library images, as well as download and delete them, but there are no tools to allow for the uploading of photos.

On the iCloud beta site, it’s now possible to upload JPGs, but the site does not currently accept other image and video formats like .PNG, .MOV, .MP4, and more. When a file is uploaded to the site, it syncs instantly to all of a user’s iOS devices, much like a photo taken on an iPhone or iPad or added to iCloud Photo Library via the iOS Photos app.

The presence of an uploading tool on the beta site means that the feature will likely make its way to the main iCloud site in the near future, giving users a way to add to their photo libraries from their Macs and PCs.

icloudbetasiteuploadtoolToolbar on beta.icloud.com site at top, non-beta iCloud.com toolbar on bottom
Currently in beta and introduced with iOS 8.1, iCloud Photo Library is designed to store all of the photos and videos that a user takes in iCloud, making them available on all iOS devices and Macs. iCloud Photo Library images can be viewed in the Photos app on iOS or through iCloud.com on the Mac, and the upcoming Photos app that Apple is creating for Macs will also work with iCloud Photo Library.

While users now have the ability to upload all of their photos to iCloud Photo Library via the iCloud.com beta site, doing so uses iCloud storage space. Apple offers 5GB of storage space for free, with additional plans ranging from $0.99 for 20GB of storage space to $19.99 for 1TB of storage space.

After being tested on the iCloud.com beta site, the iCloud Photo Library upload feature will make its way to the official iCloud site, but it is unknown how long testing will last.

(Thanks, Konrad!)



7
Nov

Facebook CEO Explains Separate Messenger Download, Points Towards ‘Dedicated’ Experience [iOS Blog]


facebookDuring a public question and answer session held on Thursday, Facebook CEO Mark Zuckerberg answered a number of questions about Facebook, and finally explained why his company made the unpopular move of forcing users to download the separate Messenger app in order to use Facebook’s messaging capabilities.

As relayed by The Verge, Zuckerberg told the audience that messaging was removed from the main Facebook app because the company believes that a standalone messaging app is “a better experience.

Zuckerberg explained that when the Facebook team looked at other messaging apps, all of them focused on delivering just messaging alone, rather than a multitude of features. Facebook believed there were too many steps involved in sending a message in the main Facebook app, which is meant to be a News Feed, so it began requiring Messenger to cut down on friction.

Messaging is one of the few things people do more than social networking. In some countries 85 percent of people are on Facebook, but 95 percent of people use SMS or messaging. Asking folks to install another app is a short term painful thing, but if we wanted to focus on serving this [use case] well, we had to build a dedicated and focused experience.

We build for the whole community. Why wouldn’t we let people choose to install the app on their own at their own pace? The reason is that what we’re trying to do is build a service that’s good for everyone. Because Messenger is faster and more focused, if you’re using it, you respond to messages faster, we’ve found. If your friends are slower to respond, we might not have been able to meet up.

Zuckerberg went on to say that the company has its “most talented people” working on earning consumer trust and proving that the standalone Messenger experience “will be really good.”

Facebook first began forcing users to switch over to Facebook Messenger to send and accept messages back in July, a move that turned out to be highly unpopular. Before the change, Facebook users could chat through the Messages tab located on the bottom toolbar in the main Facebook app, but after messaging capabilities were removed, the tab began directing users to download Facebook Messenger instead.

As a result, Facebook Messenger began receiving hundreds of negative reviews from users who were unhappy they were forced to download the app, and even today, months later, the app continues to have a 1.5 star rating in the App Store.

Facebook for iOS can be downloaded from the App Store for free. [Direct Link]

Facebook Messenger for iOS can be downloaded from the App Store for free. [Direct Link]



7
Nov

Moto 360 metal bands arrive, gold option in tow


A few days before other retailers offer the option, and coming just after the goods appeared on Amazon, Motorola has officially put new bands on sale for its Moto 360. If you’ve already purchased one, or look to do so soon, the smartwatch now comes with your choice of silver or black metal bands for $299. Fancy the look of leather instead? There are the usual options in stone and black, with a congac hue on the way. In addition to those, stitched bands from DODOcase and silicone colors from TYLT are in the works. The gold model that broke from cover via the aforementioned retailer was properly outed as well in an 18mm width, but it’ll cost you a bit more at $329. The light silver metal band comes in the narrower option, too.

Thanks to a pending Motorola Connect update, you can build custom faces with the My Design tool. The background image and watch style are both available for tweaking. Moto Body is also part of the latest software version, tallying steps, distance, heart rate and calories. It’ll sort activity goals and offer a bit of extra motivation, too. And finally, Motorola is selling the Nexus 6, giving you an alternative to waiting for Google Play to restock and allowing you to pick up the pair — should you be tempted to do so. The site doesn’t show stock availability until checkout though, and the company has already warned that quantities are limited.

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Source: Motorola

7
Nov

Five questions about VR beyond gaming with three people making it happen


Looking at Facebook, Sony and Samsung, you might think the future of virtual reality is all entertainment and social interaction. While video games and movie watching are both primary components of the recent virtual reality wave, there’s much more to the field. Matterport, a company focused on 3D-mapping tech, and BeAnotherLab, the group behind interactive art installation “The Machine to be Another” — are each pushing forward virtual reality, and neither are focused directly on game-like interactive immersion. The medium of virtual reality is young, but it is already varied. So, what does the future hold? We asked five questions surrounding that subject to three people who are shaping that future: the panelists for our “Back to Reality: VR Beyond Gaming” panel at Expand 2014 (which starts tomorrow!). Head below for their answers!

Where is virtual reality today?

BeAnotherLab’s Marte Roel: It’s a very exciting time; while research and development in VR has been ongoing since the initial boom of the ’80s and ’90s, it has not been focused on consumer markets since that time. What has breathed new life into the field of VR, and caused a renewal of public interest, is the radical shift in the ecosystem of technological development. Previously, the tools and knowledge were the sole domain of large corporations and research institutions, but now you have a lot of very creative individuals and groups working outside of this system; with alternative funding like crowdfunding, rapid prototyping tools, easier access to cheap manufacturing and open knowledge contributing to accelerated development and adoption of technologies.

This tension between large corporations and the maker ecosystem has injected a tremendous amount of energy into the field, which has, as of yet, not coalesced into a mass market. We see a lot of the same VR concepts that existed more than 20 years ago, but this technology does not exist without context; instead it works to co-create context. As such, we face an important question: Do we want to continue building over what is provided by our current socioeconomic and techno-cultural context? We see the high-energy and fluid state of VR as an opportunity to work toward creating a more human-centered context, which addresses some of the shortcomings of the previous VR boom and information technology in general.

Matterport Co-founder/Chief Strategy Officer Matt Bell: It’s where the web was in 1994 or social media in 2003. People agree that it’s going to change the world, but they’re working out how and when the various markets and use cases are going to go big.

Linden Labs CEO Ebbe Altberg: It depends on what you mean by “virtual reality” — I’d argue that term means something beyond just the head-mounted displays and other hardware that are often associated with it. An important aspect of virtual reality is the level of immersion and impact it can have on a person. Part of what qualifies an experience as virtual reality is that it impacts you in the same way as if it had really happened in the physical world — your brain fails to distinguish the difference between the virtual and the real.

Virtual reality is still in its infancy, still niche, but we’re nearing a massive inflection point. Not only is the hardware, software, networking, etc. all improving, but people are also increasingly comfortable with digital experiences, from communicating to shopping, playing, learning, creating and more. The combination of technical and cultural advancements [is] leading us toward a point where a huge number of people will be able to experience virtual realities.

What is the greatest challenge that the medium of virtual reality must overcome in the next five years?

Roel: There are three different domains in which we may find fundamental challenges: social, research and design. In terms of the social aspect, which is perhaps the most important, we have to talk about what will fit within the bounds of our current context; there are many technologies that may affect our conception of what constitutes a “virtual experience” — from transcranial magnetic stimulation to psychoactive drugs — but these are not commonly bound within our current social context. On the other hand, there are many virtual experiences, or virtual tools that are used and becoming much more accepted. Look at Tinder for example; 10 years ago, it was not as accepted to go on dates using online tools as mediators for real experiences. Whatever future applications become widespread in the near future, they will emerge from their bounding to our current context and there is where energy and creativity must be applied.

As far as recent and near-future research is concerned, we believe that research in multimodal perception is fundamental for our understanding of how to build robust virtual experiences, and perhaps even novel perceptual experiences. Under the conception of perception as a sensorimotor faculty, if we are able to manipulate sensorimotor contingencies, we might be able to construct new forms of perception.

Lastly, the central challenge of design is how to integrate all this in a user-friendly, perhaps portable, and inexpensive product that at the same time is meaningful in a variety of different social and cultural contexts.

Bell: Making VR mainstream will require getting people to adopt a technology that’s very fundamental to how they look and how they act in public. This is often difficult; Bluetooth headsets have been successfully accepted into the mainstream, but Google Glass has not. The rest of the 3D ecosystem needs to mature. For example, 3D input devices are needed to make the UI work well, since you can’t easily use a mouse and keyboard in VR. Fortunately there are options under development, such as Sixense, Leap Motion and Nimble Sense.

Altberg: Ease of use remains the greatest challenge. In order to truly reach the mainstream, virtual reality experiences will have to be easy, natural and comfortable to create, interact with and consume.

What is your vision for the future of VR?

Roel: Our vision of the future is perhaps similar to others on the panel; i.e., pervasive across different industries, accessible to everyone, integrated into [the] fabric of social interaction, collective virtual spaces and experiences becoming as culturally meaningful as real reality, etc. But for us, this cultural and technological shift toward the virtual, in which social interaction is happening more and more at distance and its cohesion is mediated through centralized information systems, is not something we see as inevitably utopian or even optimal. In simple terms, it doesn’t matter how you look at it; you still have your face in a box, and we are concerned about what that means for human culture. As a result, our approach is somewhat in reaction to this anticipated future, where we attempt to address broad social issues and interaction paradigms in a critical manner and co-opt existing technologies to shift the focus back toward the human.

Bell: This is such a broad category that it’s hard to answer. (e.g., “What is the future of the internet?”) I expect broad interest, not just gamers. We’re showing Matterport’s VR models of houses to people in real estate, traditionally a very tech-phobic industry, but they’re very interested in it. There’s something fundamentally valuable when you put on a VR headset and it gives you a sense of place.

Altberg: As things advance, VR experiences will get much richer, more interactive and more natural — they’ll get closer and closer to “reality” with both the interfaces and the emotional impact of the experiences.

One key for the future of VR is that it won’t be just a consumer experience. Today, many VR experiences are more like 3D movies, or games, but directed and passive experiences are only part of what VR will be. In the future, one way VR will move closer to reality is in the types of experiences one can have that go beyond being a consumer — you’ll be able to create things, connect and interact with other people, share and trade, work, learn and more.

What is VR’s “killer app”? Gaming? Media consumption? Virtual travel? Something else?

Roel: Framing the potential of VR as necessitating a “killer app” holds back the industry, which already suffers from being narrowly concerned with monetizing applications and marketing them within established structures. What we have before us is a much broader cultural shift in how humans interact with and through virtual, remote and informational spaces due primarily to the affordances of new interfaces, which are becoming multimodal and immersive. We are, of course, at the beginning of this shift, and have been since the ’80s in terms of VR, but one of the key aspects is that this is a complex process of co-evolution of technology and our own human perception of reality. The “killer app” for VR will be something a lot more dynamic that is bound by our cultural conception of reality and capable of having a wide impact on the behavior of humanity, not a single-use-case scenario.

Bell: There’s a wide range of apps that I believe will be successful, but I expect social virtual worlds, in all their flavors, to be a significant fraction of this. This will include real places, digitally constructed places and everything in between. There’s a lot of potential for social gatherings in these virtual worlds for whatever purpose, whether it’s a game, a business meeting, shopping, a training session or casual social interaction. Social media brought increased interactivity and personal relevance at a cost of media richness and immersion, but VR will let the immersion side catch up.

Altberg: This is a tough question — it’s a bit like asking, “What’s the killer app for the internet?” I’d say the killer app for the internet is communication, and the key for VR is creating a context within which to communicate that makes the experience like a real one.

With virtual worlds, the experience can be as impactful as real life, but the context for those experiences can far surpass real life. You have complete control over the virtual world — you have the freedom to be whoever you want (including someone else), and create anything you can imagine, with other people — and so the experiences you can have in VR can go beyond the bounds of reality. In the future, we will create, play, work, travel, learn, teach, heal, socialize and find love in VR experiences.

What is your company or project doing to make VR a consumer product?

Roel: The ambition driving our project is to develop technologies which facilitate empathy and social good. While other companies are focusing on existing industry-wide technological or market challenges, we are taking a leap in developing and designing for future applications which we believe will become pervasive.

We do this through a distributed research and development network where we can explore niche applications in various fields through partnerships with key players, such as MIT and [the] United Nations, while simultaneously interconnecting these developments with the broader open-source community. Concretely, we work developing tools for conflict resolution, human-centered design, interactive art and storytelling experiences as well as scientific research in cognitive science, embodiment, pain perception, phobias, body dysmorphia and neurorehabiliation.

Central to our methodology is developing technology through a process of co-creation. We are passionate about working in collaboration with members of the public in many different cultural contexts and testing these prototypes “in the field.” We believe this contributes to a much richer and deeper understanding of the user experience of the people who will ultimately benefit from these technologies.

Bell: Matterport makes it easy to bring real-world spaces into VR. 3D content is very difficult to create from scratch, but we’ve used our computer-vision expertise to build the 3D equivalent of the camera. With Matterport, the public can use the Oculus Rift and Gear VR to explore real-world sites. This could be for tourism (e.g., museums, historical sites, famous places), virtual shopping, looking at places to rent or buy, etc. It also lets you view transformations to real-world spaces, such as remodels or furniture purchases.

Altberg: Linden Lab is currently building a next-generation platform that will allow people to create their own virtual experiences that will be accessible with VR hardware, as well as via other devices. It will be in the spirit of Second Life and will empower people to create their own places and easily invite others into them for shared virtual experiences. This ambitious project will make it so that not only can anyone easily enjoy immersive virtual experiences, [but] they can also create their own.

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7
Nov

​PlayStation 4’s SharePlay can be turned off by developers


Sad news, PS4 owners — that awesome new “virtual-couch” feature Sony added with the console’s latest update won’t work with the latest Call of Duty game. Users trying to use Share Play to digitally lend Call of Duty: Advanced Warfare to a friend have found the feature completely blocked. “This host’s game screen is not displayed because the current scene is a blocked scene for Share Play,” the guest’s screen will display. “Wait until the blocked scene is finished.” Unfortunately, the entire game is flagged as a “blocked scene.”

Sony designed the feature so certain elements of games (such as the licensed music in NBA 2k14) could be blocked, but Activision seems to be the first company to block an entire game. Before Share Play launch, Sony told Engadget that that was part of the plan too: Share Play access is completely at the mercy of developers. Its their choice, and it’s very probable that Call of Duty won’t be the last game to block the feature. That said, Activision says that Share Play might not be blocked indefinitely — the company recently told Polygon that it blocked the feature because it didn’t have enough time to test it before the game launched. “Once we’ve fully analyzed its performance,” the company said, “We’ll determine how to support it going forward.”

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Source: Polygon

7
Nov

iMovie for iOS Updated With Support for iCloud Photo Library [iOS Blog]


imovie.pngApple today updated iMovie for iOS to version 2.1.1, adding support for the iCloud Photo Library beta and introducing the ability to share videos with iCloud Photo Sharing. The update also resolves an issue that surfaced when a device was rotated while in the Video browser and it includes performance and stability improvements.

What’s new
-Support for iCloud Photo Library beta
-Share videos with iCloud Photo Sharing
-Resolves issues that could occur when rotating a device while in the Video browser
-Performance and stability improvements

Introduced as a beta service in iOS 8.1, iCloud Photo Library is designed to store all of the photos and videos that a user takes in iCloud, syncing them across all of a person’s iOS devices and Macs to make them available at all times.

Along with today’s iMovie update, Apple has also given several of its other apps minor updates with stability and performance improvements, including Beats Music, Pages, Keynote, Numbers, and iTunes Connect.

iMovie can be downloaded from the App Store for $4.99. [Direct Link]



7
Nov

‘Swype’ Keyboard for iOS Named App of the Week, Available for Free [iOS Blog]


swypeNormally priced at $0.99, Swype is one of the new third-party keyboard apps that was released alongside iOS 8, Apple’s newest operating system that enabled systemwide third-party keyboards for the first time.

Swype, from Nuance Communications, is a gesture-based keyboard that allows users to drag their fingers from key to key in order to create words quickly. The keyboard features a built-in predictive text engine that is able to determine what’s being typed, and it offers predictive punctuation to further speed up typing. As Apple’s App of the Week, the keyboard will be available at no cost for the next seven days.

Swype is the most accurate keyboard on the planet. Whether you type or Swype we enable you to input words faster and easier. It learns the way you type so the more you use it, the smarter it gets.

Product Features:
– Incredibly intuitive language models that accurately predict what you type or Swype
– Five beautiful themes – FREE on iPhone.
– Quickly enter symbols, punctuation and capital letters with Swype gestures
– Swype learns how you type. You can tell it to add or remove words from your personal dictionary
– You can Swype on your iPad as well as your iPhone

Swype, which has long been available on Android, also offers several different themes for custom looks and it will learn from its users to become more intelligent over time, offering improved text prediction capabilities.

In the App Store since September 17, Swype has proven to be one of the most popular third-party keyboards, garnering thousands of downloads. Swype is one of the few keyboards that does not require full access to an iPhone or iPad to function, but that also means it’s a slight bit more limited than other offerings, not offering cloud backups and syncing at this time.

Ahead of going free, the app was updated on November 4 to add 21 additional languages, intelligent emoji support, an improved iPad layout, customizable keyboard layouts, and more.

Swype can be downloaded from the App Store for free for the next week. [Direct Link]



7
Nov

NES makeover proves that punk is dead


Are the anti-authority stylings of Sunset Overdrive a little too hi-fi for your gaming tastes? Well friends, maybe the 8-bit aesthetic of Punktendo might be more up your alley. As the name implies, it’s classic NES games by way of NOFX and more. If you’re curious what type of Flash-based goodies await once you get home from work, Milo Fu is Kung Fu with The Descendents’ mascot, Super Mikey Erg! is Super Mario Bros. starring The Ergs’ frontman and Fat Mike’s Golf, appropriately, is the Fat Wreck Chords’ owner inserted into Golf. It’s the latest project from Jeff Hong, a Brooklyn-based storyboard artist who’s previous work includes stuff for Nickelodeon, Fox and Disney. As Vice points out, though, you might know him better from Grumpy Punk Cat or Unhappily Ever After.

The games work fine with a keyboard, but sadly the Racist’s Alley and Duckless Hunt Light Gun-based titles aren’t compatible just yet. But hey, you can always squint and play the Virtual Arcade version of Duck Hunt for that, can’t you?

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Via: Vice

Source: Punktendo

7
Nov

Study proves that we can control each other’s brains over the internet


A group of University of Washington researchers showed a year ago that brain-to-brain interfacing is possible in real life. Now, they’re back after conducting a more thorough experiment, proving that their initial success wasn’t a fluke. This time, the team performed tests using not just one pair, but six people divided into three pairs: one receiver and one transmitter. Just like before, the transmitters are hooked to an EEG machine (above) that can read brain waves, while sitting in front of a computer game. They need to defend a city in the game by firing cannons, but they cannot interact with it directly — they can only transmit thoughts via the internet to their partners seated somewhere across the campus.

Their partners, the receivers, wear a swimming cap with a coil placed atop the part of their heads where the brain controls hand movements. They can’t see the game themselves, but theirs fingers are poised on top of a touchpad that controls the cannons. The researchers found that the receivers act within a split second of the transmitters sending a signal, though the teams’ accuracy varied between 25 and 83 percent. Apparently, whenever the receivers failed to launch cannons, it’s mostly the transmitters’ fault for not executing the accurate thought that triggers response in their partners.

That said, the team has secured $1 million in fresh funding and plans to conduct tougher experiments, involving the transmission of more complicated thoughts and ideas between two people. They’re also looking into finding a way for pairs to influence each other’s alertness (something that could be very useful to two co-pilots, for instance), as well as to directly transfer knowledge from one brain to another. “Imagine someone who’s a brilliant scientist but not a brilliant teacher,” said one of the researchers, Chantel Prat. “Complex knowledge is hard to explain — we’re limited by language.” Since we’re likely far from being able to funnel knowledge between brains, you’ll have to pore over the researchers’ paper in PLOS One yourself, if you want to know more.

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Via: Slashdot

Source: University of Washington, PLOS One