Samsung’s Galaxy S6 Edge is just as bendable as the iPhone 6 Plus and will crack under pressure
Do you remember the #Bendgate drama that unfurled last year as a result of iPhone owners bending their new handsets when placing them in the front trouser pockets? As an Android user it was worthy of a good laugh or two wasn’t it? Well, maybe it’s time to stop giggling quite as much now as one of our own has been shown to be just as bendable as the iPhone 6 Plus. I’m talking about none other than Samsung’s Galaxy S6 Edge.
That’s right, Samsung’s Galaxy S6 Edge has been put through its paces by SquareTrade, the guys who provide protection plans for all sort of electronic devices. In the test, SquareTrade put the Galaxy S6 Edge, iPhone 6 Plus and the HTC One M9(review) up against a hydraulic press. The HTC one M9 came out the best, bearing up under a 120 pound load before bending. The Galaxy S6 Edge managed to withstand 110 pounds of force before bending, the same amount as the iPhone 6 Plus. However, because of its dual edges, the S6 Edge’s glass broke straight away while the other two handsets managed a higher load before cracking up. You can watch the inhumanity of the test in the video below.
The takeaway from all of this is that no matter which handset you buy, you should still be careful with them. Putting them in undue danger will likely result in the handset becoming tragically damaged. It should go without saying, whether you own a Galaxy S6 Edge or not, you should not be performing bend or drop tests on your device at home.
Click here to view the embedded video.
Source: SquareTrade
Come comment on this article: Samsung’s Galaxy S6 Edge is just as bendable as the iPhone 6 Plus and will crack under pressure
‘Grand Theft Auto V’ at 60 frames per second looks incredible
I know, I know: The PC version of Grand Theft Auto V seems like it’s been delayed at least a dozen times, but maybe the snazzy new 1080p, 60FPS trailer below will help heal those old wounds. Predictably, it looks gorgeous and should give the PC master race something to antagonize console gamers with for just a bit longer — last fall’s current-gen re-releases couldn’t hit that silky frame rate or quite that level of detail. The sun reflecting off those slow-mo shell casings is pretty great, right? Come April 14th you’ll be able to see that sort of thing first-hand, and then regale us with your tales of glory when we stream it on Twitch the following week.
http://www.rockstargames.com/videoplayer?id=11267
Filed under: Desktops, Gaming, Home Entertainment, HD
Source: Rockstar Games
The iPad and its impact: Five years later
Five years ago Apple once again revolutionized personal computing — and shipped the iPad.
The iPad was the first tablet that made sense. Some accused it of “just” being a big iPhone — and that was its genius. As I said at the time, it was the iPhone gone IMAX: The big screen allowed for a greater sophistication. It gave us a larger window into the Internet and apps and made them both bigger and better. It was also just the beginning…
Magical and revolutionary
On January 27, 2010, Steve Jobs put sneaker to stage at an Apple special event to give what was to be one of the most important keynotes of his life — and one to go down in the history of consumer electronics. The Mac had been introduced decades before, the iPhone only a few years back; yet, on that stage, at that event, Jobs made the case that there was room for a new category of device in-between them both. There was room for the iPad.
The tablet project had began at Apple even before the phone, and following the release of the iPhone, Apple was ready to move ahead. As a product, Steve Jobs reportedly said it was one of the most important of his life — a life filled with important products.
As a device, the iPad had a 9.7-inch 4-by-3 display, came with both fast Wi-Fi and cellular options, and astonishingly, the company’s first branded chipset — the Apple A4.
Like the iPhone, there were a dozen built-in apps on the iPad — familiar, but redesigned to take advantage of the bigger screen and the two-column view it allowed. Jobs sat in his chair, on his stage, and showed them all off. Unlike the iPhone, however, the iPad was also announced along with an App Store, so that developers could optimize their own apps for the bigger screen.
To make sure it set the very best example, Apple started the ball rolling with a 10-inch Multi-Touch version of the company’s own iWork suite — Pages, Numbers, and Keynote.
Roundtable: First iPad impressions
To get a grandeur sense of the iPad’s place in history, we asked some of the original developers, analysts, and members of the media to share what they thought about the iPad when they first saw and experienced it back in 2010.
Carolina Milanesi, Kantar Worldpanel ComTech: For me the iPad was one of those devices that got my interest more based on its looks than its brains at the start. In other words, I wanted it, but I could not really say why. The first few days with it were interesting, but not life changing, as force of habit drew me to my smartphone or my laptop more often than not. Then, after about a week, I went on a business trip for two days and I decided not to bring my PC. That is when the lightbulb went off and I truly saw the value of the iPad. Being able to balance work and play while away from the office was my hook. Once back from my trip, my reliance on the iPad had already grown.
Loren Brichter, Atebits: I was blown-away excited by the iPad. I knew from the moment I saw it that these things were going to replace laptops, and in a few years I was going to be doing 99 percent of my work on one. The ergonomics and potential of the hardware was immense — 10-finger multitouch on a huge screen, I could tuck it under my arm, and use it while standing.
Ken Case, The Omni Group: The moment iPad was introduced on that Wednesday morning, we knew we wanted to build apps for it. We quickly adjusted our plans, and had already started work on OmniGraffle for iPad by 5pm that same day. Two days later, I posted our “iPad or Bust!” plans to our blog, letting all of our customers know that we felt the iPad was important enough to set aside many of our previous plans for 2010 to focus our attention on bringing all five of our productivity apps to iPad.
Jason Snell, Six Colors, formerly Macworld: I think we were all a bit curious about where the iPad would fit into our lives, if anywhere, and wondered if there was a market for it. The idea of a bigger iOS device was always intriguing, but once the final details of the iPad’s size and weight and price all fell into place, it turned into a puzzle for us to ponder.
Then I finally got my hands on one — a day or two before the product launch — and I was immediately impressed with the quality of the hardware. Unlike all future iPads, that first one was truly chunky–it had sides, not just curved panels that connected the back to the front. But it truly did feel like a product that had fallen through a wormhole from the future, all screen and solid aluminum. By today’s standards, it’s already an antique after five years, but in the moment Apple’s strength in hardware design really shined.
Don Melton, former Director of Internet Technologies: I always wanted a bigger version of Mobile Safari. I just found the Web so limited on the iPhone. These were not 6 Pluses back then, and my farsightedness — the eye problem, not the prophecy problem — made it damn difficult for me to use. So when Scott Forstall told us we were actually going to build a tablet, I was excited — just for selfish reasons.
I did know that customers would benefit from and enjoy a bigger Web experience on a Multi-Touch device. I have to be honest though, I had no idea Mobile Safari would be the first “killer app” for the iPad. It was just insanely popular. For some people, it was the reason they bought an iPad. Even if they didn’t always know it: For example, in the initial version of iBooks on iPad, WebKit rendered every page.
Jeannie Yang, Smule: Oh, there were no questions or hesitation when it came to the iPad, more like salivation to get our hands on it. We didn’t know what to expect, but knew it was no doubt going to force and inspire us to think differently. Magic Piano was released with the first iPad and we’ve not looked back since.
James Cuda, Procreate: The iPad unveiling was the catalyst for starting Savage Interactive, and I instantly wanted to develop for it. Until that time, we had only flirted with the idea of developing iPhone software. The iPad was so radically compelling that it completely changed our thinking. Apple introduced a beautifully designed machine with no fans, no cords, and completely mobile with a gorgeous 9.7-inch screen. The custom made A4 chip was astonishing at the time, and it’s what we targeted to develop the Silica painting engine. We saw the iPad as the first real 21st-century personal computer.
Jim Dalrymple, The Loop: The iPad launch was interesting because it was just Steve sitting in a chair casually using the iPad. You had an immediate feeling of comfort with a device that companies like Microsoft tried, and failed, for years to make popular. You just got it, right away.
The iPad launch
The iPad immediately seized the attention of popular culture. Comedian Stephen Colbert even pulled an iPad out to show up entertainer Jay-Z during the 2010 Grammy Awards. Sensational headlines and cartoons likened its launch to Moses bringing the ten commandments down from the mountains.
Lang Lang, the famed Chinese concert pianist, played Flight of the Bumblebee on an iPad during his first encore at the Davies Symphony Hall. DJ Rana Sobhany became known as the “first iPad DJ”. Even before it shipped, it felt like the iPad was everywhere.
On April 3, 2010 people lined up in the U.S. outside Apple Retail Stores and select resellers to get their hands on it. Some 300,000 the first weekend alone. By May 3, after the introduction of the Wi-Fi + 3G model, they’d sold 1 million. By May 31, Apple had sold 2 million iPads. All in less than sixty days.
As product launches go, it was escape velocity. It was faster than anything else in consumer electronic history.
Culture continued to follow. Wired magazine went digital on the iPad that May. Oscar de la Renta designed and debuted an iPad clutch on the runway at Resort show. Paintings made on the iPad by British artist David Hockney went on exhibition in Paris
Barack Obama, President of the United States, autographed an iPad. Talk show host Oprah Winfrey called the iPad the best invention of the century. And Time Magazine named the iPad Gadget of the Year.
The iPad wasn’t just a phenomena, however. It was changing lives. Shannon Rosa wrote early on about how the iPad was a “near-miracle” for her son on the autistic spectrum. Cedar Schools of Excellence in Scotland launched a 1:1 iPad:student program. Chicago emergency room physician Dr. Richard Watson detailed how the iPad was and would continue to change healthcare.
When the display increased in size, but the device remained portable, it let more people do more things under a wider range of conditions, and more and more uses were being discovered every day.
Roundtable: The iPad experience
Jeannie Yang, Smule: The iPad most certainly was not a bigger, glorified iPhone. We have to consider that different people use it in different contexts, place and time, than they would with an iPhone. For Smule, it goes beyond the size of the screens as the location of the mic and speakers also change the interaction and something we have to consider in product design with audio. I remember us experimenting with the number of touch points it can handle when developing Magic Piano. We found 11, ten fingers plus your nose. ![]()
Allen Pike, Steamclock: The original iPhone’s constraints made designing simple, clear software much easier than ever before. Presenting every view full screen seems obvious in retrospect, but it was a opinionated choice. Developing for iPhone is all about presenting a series of full-screen view controllers and modals, and designing within that constraint feels great. The iPad’s screen size repealed a lot of those constraints, bringing back many of the tradeoffs available to web and desktop app design. Suddenly we could fit almost anything into our apps, for better and worse.
Loren Brichter, Atebits: With the iPad, you had to consider every interface in multiple ergonomic contexts. It’d be easy to design something that worked if you had the thing propped up on a table like a laptop, but it’s much more difficult to build something that worked while you were standing and had to have at least one of your hands clenched holding it. If you were lucky you could leverage that thumb, it would have very limited mobility but could be useful for something.
James Cuda, Procreate: In a way the iPad was liberating. A 9.7-inch screen with a resolution of 1024x768px gave us a standardised ratio of 4:3, which meant that as an interface designer, we had predictability. The most captivating aspect of the screen, however, wasn’t so much the early iPad interface paradigms. The most exciting aspect was the possibilities of the large 9.7-inch multitouch screen. It might seem obvious now, but at the time this was a big deal we were immensely excited by the freedom of a multitouch screen that size.
Ken Case, The Omni Group: It’s hard for me to believe now (when we’ve just finished bringing all our apps to the iPhone — and one to the even smaller Apple Watch!), but in 2010 many of our apps didn’t even fit well on 17″ laptops! We were used to thinking of interfaces which made use of every inch of our 30″ cinema displays, and were really proud of some of the great features that made use of that space. But if we’d tried to bring all that to a 9.7″ iPad screen, it would have been a recipe for disaster.
We had to distill each of our apps down to their essence, and rebuild each app’s interface from the ground up. We had to think not only about how to make the apps work on the iPad’s smaller screen, but also how to make them work without a cursor for precise positioning and mouse-over tips, without a keyboard for navigation and data entry and shortcuts.
Since we didn’t have iPads yet, we spent weeks carrying hand-made iPad prototypes around the office, thinking about how we’d use our apps on them — How we’d hold the iPad in our hands and where our fingers would land on the touch screen.
Mark Kawano, former user experience evangelist, currently Storehouse: The larger sized touch screen had two major impacts. First, the ability to use two-hands on the device. This probably had the biggest impact on music and gaming apps. Second, the ability for two or more people to look at and, in some cases, use the device at the same time. With phones and laptops, it’s often considered rude to look at somebody else’s screen. With the iPad, it is great and often the purpose of many apps.
Nitin Ganatra, former director of iOS apps, currently Jawbone: My first thought on the iPad was: YES! We can now make apps that don’t require as much navigation to perform common tasks. My second thought was: Holy shit! How are we going to balance this work with everything else? Luckily there were very talented engineers throughout the org to help out.
We believe
The iPad became one of the biggest Christmas gifts of 2010, but it wasn’t just growing in the home. It was still growing in schools as well. Same with popular culture, as Hip Hop star P. Diddy used an iPad to sail a superyacht.
By March 2, 2011, over 15 million iPads had been sold. And that’s exactly when Apple debuted the iPad 2. It was thinner, lighter, and faster, but Apple’s message was that technology alone wasn’t enough. It was when technology disappeared, when only the experience remained, that it became truly magical.
Other vendors had been trying to compete by providing what they thought the iPad was missing — a more traditional desktop environment. That turned out not to be a feature on tablets, however, but the opposite. It turned out to be a detriment.
Apple continued to focus on tablet-specific software, both first and third party. By then, there were 65,000 iPad apps on the App Store, and over 350,000 that could run in boxed mode. To go along with the previously introduced iWork for iPad suite, Apple presented iMovie and GarageBand, once again raising the bar when it came to mobile software.
The iPad 2 shipped on March 11 and, by March 25, the Guinness Book of World Records proclaimed the iPad the “fastest-selling consumer electronics device” in history.
There were lineups at Apple Retail again, just like the year before, but this time it wasn’t just the young, tech-saavy early adopters. It was people of all ages, young and old, veteran computer users and first time buyers.
President Obama confirmed he had an iPad. The TV show Modern Family set an episode during the iPad launch. The Gorillaz released The Fall, an entire album recorded on Damon Albarn’s iPad during a previous tour. And the Queen of England ordered an iPad after seeing her grand-princes using their own.
The iPad transcended popular culture. It became part of the mainstream.
Roundtable: Retrospective
Carolina Milanesi, Kantar Worldpanel ComTech: As much as some of the coverage on tablets remains gloomy, the impact that the iPad has had on the PC industry has been incredible. ironically, given Apple is a consumer company first and foremost, the impact has been greater within the enterprise segment than the consumer one. Many organizations open the door to Apple for the first time via the iPad. Th iPad took, in many instances, the place of a notebook, but in many more took the place of a paper notebook and pen – it brought digital into areas that were not – from meeting rooms to airplane cockpits. What consumers knew about computing and the many aspects of it that they learnt to tolerate was turn upside down: boot time, anti virus, limited mobility. there is no turning back from there and testament to that is Windows 10.
Loren Brichter, Atebits: In retrospect I think iPad-the-hardware was much more important than iPad-the-ecosystem. I’m reminded of Steve Jobs’ insight about television.
The App Store is just giving people what they want. And it’s super depressing to think that lot of potential has been squandered — but maybe it hasn’t, the hardware is still immensely powerful, and software is easier to change — the really interesting stuff will only appeal to a super small sliver of the population at first. The trouble is all apps have to incur the friction of going through the App Store, and it’s much easier to amortize that over apps with huge user-bases. So it’s a recipe to encourage a kind of boring mass-appeal.
I’ve lost hope that App Store restrictions will loosen in any meaningful way in the near-term, so recently I’ve been very excited about the possibilities of the web as a software platform. So many people have been trying to make the web “catch up” to native, but I see no reason why it can’t completely leap-frog native in every important way. And the iPad has a great browser, so maybe that’s the way to sneak something onto the hardware that’s actually new and different and interesting.
Jim Dalrymple, The Loop: The iPad was an important launch for Apple. It really gave people a new platform to embrace and fit into their lifestyle, which they did. Older people, business people, students, teachers, kids and every other group saw the wisdom of what Apple was doing with iPad. Its competitors still haven’t been able to figure out the secrets of that device.
Allen Pike, Steamclock: The excitement – and terror – of seeing your software demoed on stage at an Apple event is a singular experience. So personally, it was a huge moment. For the industry as a whole though, I’m conflicted. While the iPad has unquestionably had a huge impact on the industry, and has been a big success for the Apple, I don’t feel like the iPad App Store has had yet had the impact it could have. Five years in, iPad apps still are substantially more work to make than iPhone apps, and for the most part sell substantially less. For now iPad lives in the shadow of its spectacularly successful older brother.
Jason Snell, Six Colors, formerly Macworld: Extending the idea of what a touchscreen device could be was vitally important. These days big smartphones are common, but back then they were at least less so. Exploring what could happen when you had much more real estate to build touch apps was something that developers finally could do. When I got the iPhone, I started performing many tasks that I used to do with a Mac with the phone instead. The iPad and its associated apps peeled stuff away from both the Mac and the iPhone. It immediately found a place in between the quick glances of the phone and the deep dives of the Mac. If touchscreen devices are truly the future of computing, we need to figure out how larger interfaces work within that future. I’ve used a few apps that try to replicate the functionality of high-end Mac audio and video software on the iPad, and it’s clear that there’s much more work to be done on the interface front. Throw in the rumors of a possible larger-screened iPad pro and the progression continues. Five years on it’s still a work in progress.
Mark Kawano, former user experience evangelist, currently Storehouse: The iPad changed everything. It was something entirely new, unlike the iPod or iPhone which were just the best versions of that category of device. Tablets had so much less traction than smart phones or mp3 players at the time. I think this novelty inspired a lot of people to do all kinds of amazing things and also confused many people.
It’s the hardest device to design for and this has made traction tough in a tech climate where mobile developers and designers are already super scarce. It has huge enterprise opportunities, but the lack of innovative product thinkers in that space has made adoption slower but I’m still very bullish and don’t think we will really know the impact for another few years.
Kids are growing up with these things and are learning faster because of them. It’s an education tool and a babysitting device sometimes. This is going to have crazy implications as these kids grow up.
Nitin Ganatra, former director of iOS apps, currently Jawbone: The iPad was the fourth Holy Grail of Computing — at least! — that Apple made commercially successful: First was a computer with a GUI that normal people can buy and use (Macintosh). The second was UNIX on the desktop (OS X. The third was rich apps and non-proxied Internet in your pocket (iPhone). The forth was tablet computers (iPad).
Jeannie Yang, Smule: I think the iPad changed the industry because it converted people to believers and opened up access to more people from kids to the elderly. Before that, the tablet wasn’t on anyone’s radar as a gift they would consider buying for grandma. That was important to us as it introduced more people and a different demographic to Smule. Without the iPad, we wouldn’t have built some of our most memorable products like Magic Piano or Magic Fiddle.
The iPad’s legacy
Over the years, the iPad has brought us digital magazines and comic books, it’s been taken into the skies with pilots and into the depths of the ocean with divers. It’s been used to perform concerts and shoot movies. It’s become a platform for gaming and for productivity. It’s been used in sports and medicine, education and enterprise, entertainment and engineering. It’s been used when privacy and security matter.
The iPad has gone mini, and it’s gone Air. It’s gone Retina and it’s gone gold. It’s gotten Touch ID and Apple Pay. With the Apple A8X chipset, it’s become as powerful a laptop from not that long ago, and yet with constant hardware and software revisions, it has become even more portable and personal than ever.
The App Store now includes over 650,000 tablet-optimized apps, still dwarfing every other platform on the planet. IBM and Apple have started to expand Apple’s enterprise deployment from breadth into depth. HBO Now will soon help the iPad show Game of Thrones day and date with cable. It’s deployed by airlines and by restaurants, taken around by real estate agents and entrepreneurs. It accounts for unprecedented amounts of e-commerce and customer satisfaction scores that are literally close to being off the charts.
At the same time we’ve gotten apps like the aforementioned iWork and iLife suites from Apple, but also Flipboard and Microsoft Office, Pixelmator, and Infinity Blade, the Google catalog, Facebook and Pinterest, Monument Valley and Storehouse, Procreate and Letterpress, Diet Coda, Paper by 53 and djay, Flight Control and Star Walk, and many, many more.
The iPad has become that blank canvas, that tabula rasa that any developer can make for and any customer can make their own.
Roundtable: iPad then and now
Jason Snell, Six Colors, formerly Macworld: It’s become fashionable to bash the iPad because tablet sales aren’t really growing, but like Tim Cook I’m bullish on the future of the iPad. It’s never going to have a smartphone-like growth curve, but my iPad is my favorite view into the Internet. When I’m at my desk writing I’m using a Mac, and when I’m out and about I’ve got my iPhone, but when I’m in my house with the choice of all of these devices, I use my iPad mini and I love it. Is the iPad going to crowd out every other computing device on the planet and turn all those PC trucks into touchscreen cars? Nope. But every day I am grateful that I’ve got one, and I can’t imagine going without.
Carolina Milanesi, Kantar Worldpanel ComTech: A few months ago I wrote an article about how tablets aren’t smartphones. It was in answer to many articles that were coming out about how iPad was failing and tablets were dying. You might find it interesting.
I also think it is worth pointing out that the iPad was Apple’s trojan horse in the enterprise. While there are more iPhone than iPads the level of engagement users reach on iPad is much higher raising the stickiness long-term. Penetrating the enterprise via the iPad has considerably accelerated Apple’s opportunity in this segment.
Ken Case, The Omni Group: For decades, I assumed that I couldn’t really use a computing device productively unless it had a keyboard attached and a windowed screen environment that let me see multiple activities at once. From my perspective, one of iPad’s lasting legacies is that it has freed us from those keyboards and windows, demonstrating that we can do much of our work without them.
It’s hard to predict what computing will look like in another five years, but no matter where we end up it’s clear to me that iPad was an important step along that path.
Jeannie Yang, Smule: In retrospect, the iPad re-defined the concept of “mobile” or expanded it. It changed our relationship to mobile devices, and being mobile became less about a “mobile phone” and more about being always connected. Given the impact we now realize it had on the PC market, the iPad is also more than just a mobile device and has replaced the desktop device in many cases. So, I think that the iPad had a profound impact on people’s lives and I’m looking forward to seeing what happens in the next 5 years as screen sizes converge and our connection to the devices evolves.
James Cuda, Procreate: The iPad has undeniably influenced many industries and changed peoples lives, but the most interesting story for me is the arguments that sprung up five years ago about the purpose of this new device.
Some people may not remember, but when the iPad was first released the industry decried it as a device only for content consumption. We felt very strongly that the iPad could be an amazing content creation device. We never publicly entered into those debates. Instead, we poured our energy into Procreate, making it more and more powerful year over year. Half a decade later, and customers have access to incredibly powerful content creation apps like Procreate, Coda, GarageBand and a slew other products. Just recently we’ve seen Apple turn the spotlight onto content creation with the Start Something New campaign. It’s safe to say that the debate has now been settled, and everybody wins.
The next five years
Five yeas later and the iPad continues to get lighter and faster, making it even more accessible as the biggest — for now — multitouch surface in Apple’s product lineup. It also continues to get better. Yet it faces bigger phones on one side and thinner, lighter MacBooks on the other.
Meanwhile, Apple has introduced a range of new technologies, from Force Touch to Taptics, size classes to remote view controllers. We’re on the eve of the Apple Watch, and who knows what may come in the years that follow.
Yet through it all, to many people, the iPad remains the most usable, most accessible computer they’ve ever owned. It remains their first, best window into the world of the internet and apps.
That makes this the most fascinating time in the iPad’s history, and it makes the biggest question — what happens next?
Inside the UK’s first dedicated eSports arena
The sound of gunfire echoes across the room, followed by an approving roar from the crowd. A five-man team called “Ninjas in Pyjamas” has taken the lead and fans can hardly contain their excitement. Another counter-terrorist suddenly drops to the floor and the noise from the crowd rises again, as two suit-clad presenters babble feverishly into headsets about the tactics at play. There’s no time for celebration though. The players remain fixated on their PC monitors, fingers dancing across keyboards and mice as they guide their virtual characters around an abandoned warehouse complex.
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Welcome to “eSports,” the highest level of competition for video games. Players around the world practise tirelessly in the hope of making the upper echelons of their favourite title, where professional teams, lucrative sponsorships and huge cash prizes await. Inside the new “Gfinity Arena,” on an overcast Friday afternoon, four teams face off in a new tournament for Counter-Strike: Global Offensive, a tactical shooter developed by Valve. On a normal day, these teams would be competing online, from the comfort of their bedrooms or dedicated squad houses. But the popularity of eSports has given birth to physical tournaments where players compete side-by-side, with adoring fans celebrating every kill.
Gfinity is an eSports organiser based in the UK, catering for some of the biggest games including League of Legends and StarCraft II, as well as British favourites such as Call of Duty, FIFA and Halo. It’s only been operating for a couple of years, but already management has decided to take the plunge with the UK’s first dedicated eSports venue. A permanent fixture is incredibly rare for eSports; the biggest and most reputable competitions, such as Evo and The International, are annual affairs that represent the pinnacle of their respective games. An “arena” that stays open all year round is a far riskier proposition. The number of people watching eSports online continues to grow, but no-one knows if that huge volume will translate to consistent audiences in the real world.

“The demand is there,” Neville Upton, CEO of Gfinity says. “If we want to raise our game and get a higher level of quality and production, having a fixed site makes a big difference. If you’re always moving around and setting up kit, it’s hard work and it’s more difficult to focus on quality. Now we can just focus on the players, the spectators and the experience because everything is rigged up and ready to go. So every time we do an event, it’s going to get better and better, because we’ll be focusing on the quality of the output.”
The “Gfinity Arena” isn’t a stadium like Wembley or the Bernabeu. The company partnered with Vue, one of the biggest cinema chains in the UK, to convert part of its theatre inside the Fulham Broadway shopping centre. It’s still a cinema, first and foremost, but Gfinity has turned three of the screens and some of the adjoining rooms into a professional gamer’s paradise. Two of the screens have been set aside for the competitions themselves; each one is fitted with two glass booths, where up to five players can sit inside with monstrous desktop PCs. A huge screen overhead gives an overview of the action, while smaller monitors underneath track the individual players. Bright spotlights sweep across the crowd and commentators chatter in front of a small backdrop at the side of the room.
It’s like a boxing match, music concert and film premiere all rolled into one. Presenters in a separate studio preview each game and offer their best post-match analysis, culminating in a show not too dissimilar to Match of the Day. Gfinity doesn’t have the history of a legacy broadcaster, so the production is a little rough around the edges, but none of the fans in the theatre seem to mind. They’re here to watch their favourite players duke it out and the action alone is enough to sustain their enthusiasm. As the players begin a new round, the crowd hushes while each team disperses from their respective corner of the map.
“At this point, everyone on our team isn’t really in it for the money,” Sean Gares, a member of the Cloud9 Counter-Strike team says. “We’ve all played this game for so long, and had dry spells where there was no money, so we understand what it’s like to not have Counter-Strike be the source of income that it is right now. It’s about winning, and about making sure we’re on top of our game and doing the most we can to succeed.”

Cloud9 is sponsored by a host of companies including Logitech, Alienware and HTC. All of their Counter-Strike players are professionals, which means they’re earning a respectable living from video games alone. Counter-Strike is one of the oldest franchises in the eSports scene, and doesn’t attract the same level of funding as League of Legends, Dota 2 or StarCraft II. While the latest instalment, Global Offensive, has given the game a new lease of life, players know their time in the spotlight will eventually come to an end.
“If I really wanted to go get a job in the eSports industry now, I could probably work in product development for one of my sponsors or something. But that’s not how I view it,” Jordan Gilbert, another member of the Cloud9 team says. “I just know that I could make a living if I needed to support myself. But the whole point of doing this is that we’re at the forefront of eSports, something that’s developing right now. It’s an honour to be a part of that and obviously I did it for a while without being able to make a living. But now it’s not crazy for me to say I can make six figures in a year if I work hard and do a good job.”

Gilbert and Gares are keen to support the new Gfinity Arena in London, and with good reason; any Counter-Strike tournament, no matter how big or small, could raise the profile and develop the community around their favourite game. If there’s prize money involved, it’ll obviously benefit the professionals in particular, but any organised competition could attract new viewers and players at the grassroots level. And all of that ties into Gfinity’s vision. The company has a six-month season planned with regular competitions for all of the top games. An organised tournament is set to take place every weekend, but the company wants to go further with corporate and community-centric events.
“We’re going to do charity events and ‘Play like a Pro’ style events so people can come down and see what it’s like,” Upton says. “We’re going to do corporate events too. Companies have five-a-side football teams, so there’s no reason why they shouldn’t have FIFA teams, Call of Duty teams, Counter-Strike teams and Hearthstone teams.”
The new Gfinity Arena isn’t without its problems. Outside of the screens themselves, the decor isn’t particularly impressive. The walls and doors are plastered with Gfinity posters and branding, but it still feels like a temporary venue. The press room is effectively an empty cinema screen and beyond the two main stages, there’s little for spectators to see and do. The tournament on Friday night was also overshadowed by technical difficulties during the first match. It’s a rocky start, but a start nonetheless. Gfinity has plenty of time to build on this foundation and make its eSports venue a best-in-class experience.

But that’s no easy feat. Just like real sports, each eSports game is drastically different. The players’ equipment, the competition formats and the rules vary dramatically from one title to another. Gfinity has to be experts in all of them, and attract the relevant commentators and players that will make each tournament a success. Without this level of expertise, the company risks the trust of the community and, as a result, future ticket sales.
Serving the audience is one thing, but Gfinity knows they need to make their arena accommodating to players, too, if they want to be considered a leader in eSports. “The top players are professional sports people,” Upton says. “They train incredibly hard and they put a lot of commitment into coming over here, training and playing, so you need to look after them. Both in terms of giving them the right platform to play on, and a competitive environment, but also just the basics. So we made a few mistakes to begin with, like you always do. For instance, giving players the wrong food — you suddenly realise that what they really want is pizza, as well as peanut butter and jelly sandwiches.”

The UK is a small figure on the global eSports stage. But a venue like the Gfinity Arena, if successful, could help the region to raise its profile. Attracting the best players from around the world will give British teams better access to top-level competition, so they might improve their positions in the world rankings. Each tournament will also raise public awareness of eSports, and hopefully encourage new players to join competitive teams.
But for now, it’s early days; an ambitious idea with enormous potential. There’s plenty of ways that Gfinity could improve its first eSports arena, but already the company seems to be nailing most of the fundamentals. I’ve never played Counter-Strike: Global Offensive before, but within minutes of taking my seat I was captivated by the firefight between “Ninjas in Pyjamas” and “Gamers2.” That has to count for something, right?
Filed under: Gaming
Ahead of G4 launch, LG unveils its new Quad HD display

LG’s display making unit officially introduced the new Quad HD LCD display that will equip the G4, due at the end of the month.
Like the display on the G3 before it, this new panel is a 5.5-inch IPS LCD display of Quad HD resolution (2560 x 1440 pixels, 538 ppi). However, LG Display claims that, despite the similarity to last year’s panel, this new one is a “quantum jump in terms of key features, including color gamut, brightness, contrast ratio, touch function, power consumption and thinness.”
These advancements have been made possible by three key features of the new panel: high color gamut LED, Advanced In-Cell Touch (AIT), and photo-alignment.
More about G3
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High color gamut means that the display on the LG G4 will feature 120% of the sRGB gamut, which in layman’s term means the display will be able to render more colors and hues compared to other devices. Red and green colors in particular will be more true to life, boasts LG Display.
Advanced In-Cell Touch is LG’s evolution of the conventional in-cell touch technology. LG is not providing any details on what makes this version “advanced,” but the company claims it will provide a slimmer design and great responsiveness.
Finally, photo-alignment means that LG is using UV rays to better align the liquid crystals making up the display, which prevents light leakage and improves contrast ratios.
LG claims that the new display features 50 percent higher contrast ratios compared to other Quad HD LCDs, a well as 30 percent higher brightness, without an increased power consumption.
While LG Display has not specifically named the G4 in its press release, it all but confirms it, by calling it “LG’s forthcoming flagship smartphone to be unveiled at the end of the month.” LG will introduce the G4 on April 28 with multiple worldwide events, including one in New York that Android Authority will attend. Check out more details about the G4 in our G4 rumor roundup.
What do you hope to see in terms of display technology in the new G4?
LG Display Launches 5.5-inch QHD LCD Panel for Smartphones to Achieve aQuantum Jump in Color Gamut and Brightness Display incorporates Perfect Touch Sensitivity
Seoul, Korea (April, 3 2015) – LG Display, the world’s leading innovator of display technologies, announced today that it has launched a QHD (Quad High Definition) LCD panel for smartphones that represents a quantum jump in terms of key features, including color gamut, brightness, contrast ratio, touch function, power consumption and thinness. The company has started the mass production of the 5.5-inch QHD LCD panel with IPS technology for mobile devices that will be used in LG Electronics’ forthcoming flagship smartphone to be unveiled at the end of the month.
The display provides richer and more accurate colors with a 120 percent color gamut, exceeding the 100 percent gamut offered on conventional panels, for mobile devices (based on sRGB*).The QHD display has 1,440 x 2,560 resolution, four times higher than HD resolution (720 x 1,280), and the number of pixels per inch is 538 PPI (Pixels Per Inch) on the 5.5-inch panel size.
The new panel also adopted Advanced In-Cell Touch (AIT) technology which offers excellent touch sensitivity so that it can respond to touch commands even with water drops on the screen. The display boasts advancements in other major image quality features, with a contrast ratio that is 50 percent higher than conventional QHD LCD panels, while the brightness has increased by 30 percent without any increase in power consumption. A brighter screen and higher contrast ratio makes it easier for users to view the smartphone display in bright outdoor conditions.
The company received certification from Intertek, the leading provider of product safety testing and certification, for the superiority of the color gamut, brightness, and contrast ratio in the 5.5-inch QHD LCD panel.
LG Display employed three leading technologies to achieve the superior specifications of the new display: high color gamut LED, Advanced In-Cell Touch (AIT) and photo-alignment.
The high color gamut LED technology provides more accurate colors in red and green by combining a blue LED chip with red and green phosphors instead of combining the blue LED chip with a yellow phosphor used in conventional LED backlights. LG Display has achieved a 20 percent improvement in color gamut with this technology.
Developed by LG Display, AIT represents an improvement over conventional ‘In-Cell touch technology’. Instead of placing the touch panel on top of the LCD, the touch sensor is embedded within the LCD. This results in a slimmer design and an excellent touch response as the thickness of the panel is reduced by eliminating the need for an additional space for touch functions.
The photo-alignment technology uses UV light to form a liquid crystal alignment layer in the display panel, which helps achieve a higher contrast ratio by aligning the liquid crystals evenly to reduce light leakage. The higher contrast ratio contributes to deeper blacks and brighter colors that create a sharper picture quality.
Mr. Byeong-Koo Kim, Vice President of the IT/Mobile Development Group at LG Display said, “The company has maximized the essential display functions for mobile devices from touch to color gamut by using the latest technology and accumulated expertise.” He added, “LG Display will continue to develop products that can offer the best user experience not only for smartphones, but also for tablets and notebook PCs.”
Video: S6 Edge bends at same load as iPhone 6 Plus, One M9 is slightly stronger
The iPhone 6 #bendgate ruckus has left a persistent mark on the mobile ecosystem: the advent of the “bend test.” Done manually or with well-calibrated testing rigs, bend tests are now de rigueur for any hot new device, and these days it doesn’t get any hotter than the Galaxy S6 Edge.
The folks at phone insurance company SquareTrade took it upon themselves to check just how well the seemingly fragile Galaxy S6 Edge holds under pressure. For good measure, SquareTrade also tested the original #bendgate victim and the other high-profile Android flagship of the moment, the One M9.
Watch now
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To… break it down for you, the Galaxy S6 Edge and iPhone 6 Plus both suffered permanent deformations at 110 pounds of force, while the HTC One M9 did a little better, bearing a 120 pound load. However, because of its curved construction, the glass on the Galaxy S6 Edge broke right away, while the glass on the two other devices broke at a higher load. That shouldn’t be a surprise: the dual-curve of the sheet of Gorilla Glass 4 covering the S6 Edge induces stress points that simply don’t exist on a flat pane.
The moral of the story is just one: treat your devices with attention, regardless of the brand or model. Sure, the Galaxy S6 Edge may withstand some pretty intense full frontal shocks, but let’s face it, that thin profile and eye-catching curved screen come at a price. And, please, don’t try to bend test your device at home.
Bending or not, we absolutely loved the Edge, with the device scoring a 9 out of 10 score in our Galaxy S6 Edge review, the same as Galaxy S6.
AltConf 2015 offers speaker list, venue details, more
Even if you can’t get in to WWDC, there’s another event right next door that caters to Apple developers — AltConf. What’s more, it’s free.
AltConf is set to return to San Francisco at the same time as (the as-yet unannounced) Apple Worldwide Developer Conference (WWDC), and will happen nearby at a bigger venue than last year. Some speakers have already been announced, too — even though no one is quite sure when, exactly, WWDC is going to happen.
Tickets to WWDC are always hard to get: They’ve sold out in mere minutes in years past. Apple even put in place a lottery program to help assure a fair distribution of tickets last year.
If you’re going to be in SF for WWDC and you can’t get tickets or don’t want to bother, the nearby AMC Metreon (right across the street from the Moscone West location that serves as WWDC’s home) will host this year’s AltConf — the free alternative to WWDC that’s run by volunteers.
AltConf features talks and panel discussions that run the entire week. This year’s venue is three times the size of last year’s, with room for over 1,000 people in three auditoriums.
AltConf plans to offer two simultaneous tracks of talks as well as live streaming from WWDC in the Viewing Room. That live streaming will include the keynote address, State of the Union and Apple Design Awards (assuming, of course, that Apple live streams the events this year as they did last year). Breakfast will even be provided during the keynote.
AltConf remains free, but for the first time since its 2011 inception, the event will also offer a limited number of paid tickets. $300 guarantees seating and a swag bag. Proceeds from the tickets fund Altconf’s ongoing efforts. Guaranteed tickets will also be given away to community groups and individuals. More details are available at the web site.
Can’t make it to San Francisco for either event this year? Don’t worry — AltConf’s YouTube channel will sport a live stream of the event, with videos automatically saved for later viewing.
Confirmed speakers include:
- Brianna Wu of Giant Spacekat
- Jay Freeman of Cydia
- Mike Lee of New Lemurs
- Laura Savino of Khan Academy
- Uri Baghin of Facebook
- Peter Steinberger of PSPDFKit
- Natasha (the Robot) Murashev of General Assembly
- Ben Sandofsky of Twitter
- Justin Spahr-Summers of GitHub
- Greg Raiz of Raizlabs
- Joe Cieplinski of Bombing Brain Interactive
- Aral Balkan of ind.ie
If you’re interested in presenting at AltConf this year, the Call for Speakers is open until April 6. Volunteers are welcome to apply too.
Lollipop update for T-Mobile’s LG G3 is now available via LG’s mobile support tool
If you are the owner of an LG G3 from T-Mobile you’ll be pleasantly surprised to learn that the Android 5.0 Lollipop update has become available for download via LG’s mobile support tool.
The Lollipop update is based on Android 5.0.1 with build number LRX21Y, and is not yet available via OTA (Over-The-Air). If you want to update your G3 you will have to connect your handset to a PC that has LG’s mobile support tool installed and follow the instructions. Besides the normal Lollipop features, the update also enables VOLTE (Voice-Over-LTE) functionality, with settings placed in the menu.
If you’ve already updated your T-Mobile LG G3 to Lollipop let us know if you’re happy with the new firmware and if there are any bugs you’ve noticed.
Source: tmonews
Come comment on this article: Lollipop update for T-Mobile’s LG G3 is now available via LG’s mobile support tool
Filmmakers hack drone to carry 1,000 fps 4K camera
There are 4K cameras and drones, and then there’s the Phantom Flex4K and the Aerigon drone –products that top the bad-assery charts in both categories. Drone cinematography outfit Brain Farm decided to pair them up, resulting in a video exactly as impressive as you’d expect. The company (which has done work for clients like Nike and Mercedes) said it’s been dreaming of getting the Flex4K into the air ever since it arrived. The problem is that it weighs in at a bulky 14 pounds without a lens, putting it outside the lifting capacity of most UAVs.

Phantom’s Flex4K camera mounted on a modified Aerigon drone
To pull it off, Brain Farm teamed with Swedish drone maker Intuitive Aerial, known for its Black Armored Drone. They boosted the power output of the company’s $50,000 or so Aerigon drone system by 40 percent so it could handle the 30 pounds of a fully-rigged, $100,000 Phantom Flex4K. The team said the result would either be “the most technologically advanced drone flight of all time… or a quarter million dollar crash.” Luckily, it went off with a hitch, resulting in some of the best pickup-splashing-water footage we’ve ever seen.
[Image credit: Brain Farm]
Filed under: Cameras, Robots, HD
Via: Gizmodo
Source: Brain Farm
Sony is “here to stay”, doubles down on Xperia Z3 marketing with global campaign starting today

Sony’s faith in its mobile business seemed to be severely shaken, as the storied Japanese company announced in February that it doesn’t see mobile as a growth area in the following years. But even if all options are on the table (including a sale or spinoff), Sony is not giving up on mobile just yet.
“Sony Mobile is here to say, we are absolutely going to focus on delivering profitable growth,” said this week Catherine Cherry, Sony Mobile director for the UK. In order to drive profitability, Sony is doubling down on marketing, with a new global ad campaign for the Xperia Z3 and Xperia Z3 Compact. The new “#iCan” campaign starts today and focuses on key selling points of the two devices, like water resistance and great low light photo performance.
The campaign, running on TV, billboards, and online, creates an “intentional sense of ambiguity” by alluding that Sony devices give users super powers like “I can see in the dark” or “I can stay awake for days.”
Without disclosing figures, Cherry said that Sony is investing heavily in this new campaign, with total spending matching the Xperia Z3 launch campaign from last autumn.
More Xperia Z3 videos
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While marketing is not the miracle drug that will heal Sony’s mobile ailment, it’s encouraging to see the company sending out a signal of stability and confidence. Above all, it’s good to see Sony actually trying to sell its excellent Xperia devices, which can hold their own against any flagship, but are invariably outshone by competitors when it comes to marketing and buzz.
Focusing on upscale devices like the Xperia Z3 and Xperia Z3 Compact is part of Sony’s strategy to shift focus towards the high end of the market in order to increase profits. Another step is to move back to longer release cycles; initially expected at MWC last month, the Xperia Z4’s launch seems to have been pushed back towards autumn.
Released at IFA in September 2014, the Xperia Z3 remains a prime choice, while the Xperia Z3 Compact is still included on our list of best unlocked Android smartphones.














