Ericsson Extends Patent Lawsuit Against Apple to Europe
Ericsson has filed lawsuits against Apple in Germany, United Kingdom and the Netherlands after failing to reach a global licensing agreement with the company over both standard-essential and non-standardized patents.
Ericsson claims that Apple continues to sell the iPhone, iPad and other products that infringe upon its patented technologies, some related to 2G and 4G LTE standards, even though its licensing agreement expired in January.
Ericsson has been attempting to license its standard-essential patents with Apple on terms that are fair, reasonable and non-discriminatory (FRAND), but the two companies have failed to reach an agreement following over two years of negotiations. Unable to resolve the situation outside of the courtroom, Ericsson has since filed patent lawsuits against the iPhone maker in the United States, and now Europe, for mediation by the courts.
“Apple continues to profit from Ericsson’s technology without having a valid license in place,” said Kasim Alfalahi, Chief Intellectual Property Officer at Ericsson. “Our technology is used in many features and functionality of today’s communication devices. We are confident the courts in Germany, the UK and the Netherlands will be able to help us resolve this matter in a fair manner.”
Ericsson, the world’s largest provider of mobile network equipment, originally filed two complaints with the U.S. International Trade Commission and seven complaints with the U.S. District Court for the Eastern District of Texas against Apple earlier this year. In late March, the ITC agreed to investigate the patent infringement claims, involving 41 wireless-related patents.
Apple originally filed suit against Ericsson in January, arguing that it was demanding excessive royalties for patents not essential to LTE standards. Ericsson, which holds over 35,000 patents, countersued in a Texas courtroom just hours later, seeking an estimated $250 million to $750 million in royalties per year for Apple to continue licensing its patented wireless technologies.
Nintendo’s first of many mobile games is coming this year
Nintendo has revealed some new details about its plan to develop mobile games. Most notably, its first smartphone title will come out later this year, and it’s hoping to release four more before March 2017. That might sound fairly conservative — five apps in just under two years isn’t a particularly aggressive strategy. But Nintendo believes it’s paramount that it takes a considered approach. “When we aim to make each title a hit, and because we want to thoroughly operate every one of them for a significant amount of time after their releases, this is not a small number at all,” Nintendo chief Satoru Iwata said.
In an earnings briefing, he said the company’s chances of success were “quite low” unless the games maintain Nintendo’s normal level of quality. Although the console maker pioneered touch-based gameplay with the Nintendo DS, it understands that simply porting those experiences won’t be enough. To succeed, Iwata said the company will be “carefully” selecting franchises and characters to develop into smartphone games. He also emphasized that mobile will become a core “pillar” of Nintendo’s business. “If we did not aim to achieve a significant result, it would be meaningless for us to do it at all.”
Source: Nintendo
This $8.6 million mansion is actually a giant Faraday cage
If you’ve ever wanted to live in a fancy Faraday cage, here’s your chance. An $8.6 million condo for sale in San Francisco has walls thickly covered in semiconductive graphite paint, floors connected to the walls with wire tape, and walls connected to the ceilings with wire strips. Oh, and its windows are coated with EMF-blocking polymer. All these are courtesy of the people who snapped up the condo, which was then a fixer-upper, back in 2007. They basically wrapped the whole place in aluminum foil-like substance in order to keep out any EMF radiation emitted by phones, GPS devices, WiFi routers and other electronics.
Unless those alterations weren’t done properly, you can forget making calls from inside the three-bedroom, four-and-a-half bathroom property. After all, the owners specifically cite a 2011 World Health Organization study that said cell phone radiation was a possible carcinogen as the reason for their modifications. The topic’s still controversial to this day, but the WHO and the National Cancer Institute have since announced that there’s still no solid evidence that radiation from phones causes cancer. Now, while the condo’s looking more and more like a home fit for paranoid folks, Faraday cages do have benefits, such as keeping out high-tech thieves and spies.
[Image credit: 2170 Jackson Street]
Filed under: Science
Source: SFist
Xiaomi not slowing down, to start selling phones in Brazil in the next three months
Xiaomi has been very active in India lately, but the Chinese powerhouse is now looking to open shop in the first country outside of Asia, Brazil.
Over the past year, Xiaomi made the jump to its first markets outside China, and is now operating in Taiwan, Hong Kong, Singapore, Malaysia, Indonesia, the Philippines, and India. In India, Xiaomi launched in July 2014, and it soon managed to become an established name in the cutthroat market, having sold a million devices in the first six months.
- Xiaomi’s 2015 roadmap leaks out, details four upcoming devices
- Xiaomi launches the high-end Mi Note Pro, and it’s cheaper than anticipated
- Xiaomi Mi 4i closer look: picture gallery and videos
- Xiaomi Mi 4i official: 5-inch Full HD, Snapdragon 615 for just $200
- (Update: it’s a Guinness World Record) Xiaomi just sold 2.11 million smartphones in 12 hours
Now the $46 billion company is looking towards another large, dynamic market: Brazil. Talking to the press in Taiwan, Hugo Barra (a native of Brazil) said Xiaomi will begin selling its affordable devices in Brazil within three months. The company has had an office in Sao Paulo since August, but now it’s finally ready to open up shop in earnest.
Because Brazil has very high import tariffs for electronics, Xiaomi may even begin manufacturing some of its device in the country, said Barra.
“You cannot be in business in Brazil without manufacturing locally because you cannot import phones… the import tax is too high. The system is designed to force everybody to manufacture locally, so we have to abide by the system,” Xiaomi’s head of global expansion said.
With the Mi Note, Xiaomi is going upscale
By manufacturing devices in Brazil, Xiaomi would follow in the tracks of other mobile giants that operate factories in the South American country, with LG and Motorola being some of the best known examples. Xiaomi’s manufacturing partner, Foxconn, also has large phone factories there. According to Barra, Xiaomi could even prioritize Brazil manufacturing over India.
Brazil is one of the key markets that Xiaomi announced it would target first as part of its global expansion. Other countries on the list are Turkey, Russia, and Mexico.
Xiaomi is also establishing a presence in the US, through an accessories store, though the company said it’s not yet ready to sell smartphones here. Developed markets pose different challenges to Xiaomi, with rich and established competitors, as well as stringent IP legislation seen as the biggest obstacles.
Samsung Galaxy S6 and S6 edge receiving firmware update, said to fix the RAM management issues
It’s been common knowledge that the Galaxy S6 and S6 edge smartphones have suffered from RAM management issues that affect the handsets performance when users attempt to multitask. Samsung acknowledged the bug a while ago, and now we have news that the Korean company is in the process of pushing out a firmware update to rectify the problem.
The incoming update has build number G920FXXU1AODG and is around 138MB in size. It was first noticed on the Vodafone network in Italy for the Galaxy S6, although it has been reported that the Galaxy S6 edge is also receiving the update on the Vodafone network in the UK. 
As you can see in the image above, the changelog is a little vague but hopefully it will fix the RAM management issues causing the lag. While the update has only been noticed on the Vodafone network in the Italy and the UK so far, I’m sure it won’t be long until a more extensive roll-out is commenced. If you’ve received the OTA on your Galaxy S6/S6 edge, let us know in the comments if the update has improved your handset’s performance.
Source: GSMArena
Come comment on this article: Samsung Galaxy S6 and S6 edge receiving firmware update, said to fix the RAM management issues
Nintendo will make 5 mobile games by March 2017
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When Nintendo announced that they had partnered with DeNA to make mobile games, we got a bit excited, until they went silent for awhile. Well, it’s time to get excited again after Nintendo president Satoru Iwata confirmed that Nintendo will make 5 mobile games by March 2017. Sure, that might seem like a long time away, but unless Nintendo releases all the games right before March 2017, we’ll roughly be getting a new game every 5-6 months. We’ll be stoked as soon as one game is released.
If that’s not enough to get you excited, then you might be happy to know that the producer who worked on releasing Mario Kart DS/Wii/7/8 will be heading up Nintendo’s smartphone development, a sure sign that Nintendo is actually pretty serious about its smartphone endeavor. Mario Kart on Android anyone?
What do you think about Nintendo’s two year play to release five games? Let us know your thoughts in the comments below.
Source: Gamesindustry
The post Nintendo will make 5 mobile games by March 2017 appeared first on AndroidSPIN.
[VIDEO] Watch Macintosh II running on Android Wear
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Well, that was a weird title to write. If you’ve ever heard of Corbin Davenport, then you’ll know he’s known for all sorts of Android Wear wizardry, like getting Windows 95 running on his Samsung Gear Live or running a Gameboy emulator to play Pokemon, also on a Gear Live. This time, it’s a little less mainstream, at least, not in the last 28 years – Davenport has managed to get Macintosh II running on Android Wear, and he’s made a video to show you what it looks like:
Considering I hadn’t been born when Macintosh II was released, it’s even more amazing that something that was considered the cutting edge of technology back then can now be run on a device that’s strapped to our wrist. Not that you’d want to use Macintosh II everyday though – from the looks of it, the UI is much too small to be usable, but it’s always cool to see what legacy software we have that will run on our new devices.
What do you think about getting Macintosh II running on Android Wear? Let us know your thoughts in the comments below.
Source: YouTube
The post [VIDEO] Watch Macintosh II running on Android Wear appeared first on AndroidSPIN.
Bloomberg: Google improving controls for Android app permissions soon
It’s always a little concerning when a battery management app needs access to your location and contacts. According to Bloomberg, Google’s poised to ease that anxiety by improving control over what apps can access in Android. According to its sources, an update to the operating system — possibly coming ant Google’s I/O event this month — would allow users to switch off access to things individually, similar to how app management in Facebook works. Features like those described were discovered in Android, hidden, as far back as 2013. If you’re using one of Android’s most famous forks, you’ve had them since 2011. Google eventually removed the hidden controls, perhaps to prevent incomplete tools from interfering with apps not primed for the change, but now it seems they’re ready for prime time. How will your torch cope without knowing all your friends’ names, and where you are? We’ll just have to wait and see.
Filed under: Cellphones, Google
Source: Bloomberg
Huawei’s Nexus phone to feature 5.7-in screen and Snapdragon 810 – Chinese analyst

Confirming older rumors about an upcoming Nexus device manufactured by Huawei, a respected Chinese analyst reveal some key features of the device.
The analyst is Jiutang Pan, Research Head at the Shenzhen Huaqiang Electronics Research Institute specializing in the value chain of the electronics industry of China. Pan has authored several papers on the electronics industry and has accurately leaked details about upcoming devices from Chinese companies, including Xiaomi, Meizu, and Huawei. Most recently, Pan revealed the specifications of MediaTek’s next generation Helio X20 system on a chip.
Posting on Weibo, Jiutang Pan claims the Huawei-made Nexus will feature a 5.7-inch display of 2K (Quad HD) resolution and that it will be powered by Qualcomm’s Snapdragon 810 processor. The device is said to be slated for the second half of the year, though that’s not a hard prediction to make given we’re close to June already.
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If this is accurate, the Huawei Nexus shapes up to be a high-end affair, and one of a more manageable size, following the 5.96-inch monster that is the Nexus 6.
There’s a lot of sense in Google teaming up with a Chinese manufacturer for a Nexus device. Huawei, and its local peers like ZTE, Xiaomi, and even Lenovo, are the most dynamic Android OEMs right now. More importantly, they are the players that are winning market share in developing countries, where most new smartphone users are coming from. Plus, Google has a strong incentive to team with a Chinese player, as it hopes to return to the bustling Chinese market, potentially this year. Sundar Pichai himself said at MWC 2015 that Google plans to work with a local company to make this happen, and Huawei fits the bill perfectly.
How do you feel about a 5.7-inch Snapdragon 810 Nexus smartphone?
Beware of the benchmarks, how to know what to look for

As regular followers of the wonderful world of Android you have probably glanced through numerous benchmarks already this year, especially when it comes to stacking new devices up against one another. However, after numerous scandals, odd results and the closed nature of many benchmarking tools, many are skeptical about their actual value. At ARM’s Tech Day last week we were treated to interesting talk on the subject of benchmarking and a heated discussion ensued, and we think many of the points raised are well worth sharing.
Benchmarks as a tool
There are plenty of benchmarks out there, looking to score everything from CPU and GPU performance to battery life and display quality. After all, if we’re shelling out hundreds of dollars for a piece of technology, it better perform well.
However, it’s quite widely accepted that benchmark tests don’t often accurately reflect real world applications. Even those that attempt to imitate an average user’s demands don’t always follow particularly scientific and repeatable methods. Let me share some examples.

The graph above, collated by ARM, shows the compute and memory bandwidth required by a number of popular Android benchmarks, a selection of 2D and 3D games available from the Play Store, and general user interface requirements. The lines show the general trend of each group, depending on if they are leaning more towards bandwidth or compute workloads. More on that in a minute.
Clearly, the majority of the benchmarks are testing hardware far in excess of anything that users will experience with an actual app. Only three or four fall into the cluster of actual 3D games, making the rest not that useful if you want to know how well your new phone or tablet will cope in the real world. There are browser based suites than can vary widely based on nothing more than the underlying browser code and others that far exceed the memory bandwidth capacity of most devices. It’s tricky to find many that closely resemble a real-world scenario.
But suppose we just want to compare the potential peak performance of two or more devices, apps could always become more demanding in the future right? Well, there’s a problem with this too – bottlenecking and simulating higher workloads.
Looking at the graph again, we see a number of tests pushing peak memory bandwidth, but this is the biggest bottleneck in terms of mobile performance. We’re not going to see accurate results for performance metric A if the system is bottlenecked by memory speeds. Memory is also a huge drain on the battery, so it’s tricky to compare power consumption under various loads if they’re all making different demands on memory.
The Galaxy S6 scores highly in Antutu, but what does this score actually tell you about performance?
To try and sidestep this issue, you’ll find that some benchmarks split workloads up to test different parts, but then this isn’t a particularly good view of how the system performs as a whole.
Furthermore, how do you go about accurately predicting and simulating workloads that are more demanding than what is already out there? Some 3D benchmarks throw a ton of triangles into a scene to simulate a heavier load, but GPUs are not designed for solely that type of workload. In this sort of situation, the results are potentially testing a particular attribute of a GPU or CPU more than another, which will of course produce quite different results from other tests and can vary widely for different bits of hardware. It’s just not as reliable as a real world workload, which is what mobile processors are designed for, but testing basic games doesn’t always give us a good indication of peak performance.

Even if we chuck benchmarking suites out of the window we are left with issues when it comes to running test using existing games and loads. Screen brightness can have a huge effect in battery tests and not all 0% settings are the same and running different videos can even have an effect on power consumption, particularly with an AMOLED display. Gaming scenarios can vary from play through to play though, especially in games with dynamic physics and gameplay.
As you can see, there’s plenty of room for variance and loads of possible things that we can test.
The trouble with numbers
Unfortunately, testing is made even more complicated by simple score results and “black-box” testing methods that prevent us from knowing what is really going on.
As we mentioned before, if we don’t know exactly what’s been tested we can’t really relate a score to the hardware differences between products. Fortunately, some benchmarks are more open than others about exactly what they test, but even then it’s tough to compare test A to test B for a more rounded picture.
Not to mention that the increasing reliance on unrelated numbers has led to companies trying to game the results, by boosting speeds and optimizing for popular test scenarios. Not too long ago companies were caught out over-clocking their parts while benchmarks were running and sadly software is still open to trickery.
Benchmarks may not give us an accurate representation of real performance differences, but can be a helpful rough guide to rankings.
This certainly isn’t an issue solely related to benchmarking software, but it’s tougher for companies to get away with stressing their hardware when consumers might be running a game or task for a long period of time. However, there are still problems with “real-world” tests too. FPS for gaming is an overly generalized score, it doesn’t tell us about frame pacing or stuttering, and there’s still the amount of power consumed to consider. Is it worth grabbing a 60,000 AnTuTu score if your battery drains flat in less than an hour?
Is the situation hopeless?
OK, so up until now I have been quite negative about benchmarks, which maybe isn’t really fair. Although there are problems with benchmarking, there isn’t really an alternative, and as long as we are aware of the shortcomings then we can be discerning about the results and methods than we base opinions on.
A healthy sample of scores from a variety of sources is a good place to start, and ideally we take in a health mix of performance pushing benchmarks, understand any hardware weaknesses, and top it off with a good sample of repeatable real world tests. We should always remember that power consumption is the other half the argument. Mobile users constantly bemoan battery life yet demand ever faster devices.
Ultimately, we need to take in a good sample of results, from a variety of sources and test types and combine them together to form the most accurate assessment of a device’s performance.

One possible light in this otherwise dark and murky field is GameBench. Rather than creating artificial tests, GameBench uses real world games and applications to judge the performance of a device. This means that the results actually reflect what real users with with real apps. If you want to know if Riptide GP2 will work better on phone X or phone Y, then GameBench can tell. However there are some draw backs. As I mentioned above, gameplay tests aren’t repeatable. If I play a game for 20 minutes and keep failing to get to the end of level 1 then the results will be different to playing levels 1 to 5 in the same time frame. Also, for the free version at least, the main metrics is frames per second, which isn’t that helpful. However on the plus side, GameBench automatically measures battery life. This means that if phone X plays Riptide GP2 at 58 fps for 2.5 hours, but phone Y plays it at 51 fps for 3.5 hours, then I would pick phone Y even though its fps is slightly lower.
Benchmarking like a pro
If you want an extremely detailed example of accurate benchmarking, ARM’s Rod Watt took us through his impressive test-setup, which involves stripping down the phone and actually soldering in some current sensing resistors to the Power Management Integrated Circuit (PMICs) so he could accurately measure the power consumed by each component during testing.

From this type of setup it is possible to produce detailed results about exactly what component is drawing power during different type of tests and how much power is consumed by each component.
If gaming is stuttering or draining the battery we can see exactly how much power is being drawn by each component, to better access the work being performed by the CPU or GPU compared with other tests, or if the screen is sucking down all the juice.

While this may or may not be exactly what you’re looking for in a quick benchmark comparisons, it just goes to show the level of detail and accuracy that can be achieved by going above and beyond just comparing numbers churned out by a benchmark suite.
Where do you stand on the benchmarking issue? Are they completely pointless, semi-useful, or do you make your purchasing decisions based almost solely on them?









