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4
Jun

Tweetbot 2 for Mac Launches With OS X Yosemite Redesign and New Features [Mac Blog]


Following several months of development, Tapbots today released Tweetbot 2 for Mac with a major visual overhaul inspired by the flat design of OS X Yosemite and more consistent with the iPhone and iPad versions of the Twitter client. Tweetbot 2 for Mac is available as a free update through the Mac App Store for existing Tweetbot users and has been discounted to $12.99 from its regular $19.99 price for the first time ever.

Tweetbot 2 vs Tweetbot Mac

Tweetbot 2 for Mac (left) compared to original Tweetbot for Mac (right)
The major visual changes in Tweetbot 2 for Mac include flatter tabs and controls, redesigned user profiles with a new “Recent Photos” section, a new iOS-like user interface when clicking on or viewing the details of individual tweets, circular profile photos, profile photos for retweets and iMessage-like chat bubbles for direct messages. Overall, the software has a more simplified and clean appearance.

Tweetbot 2 for Mac also features a new timeline search option, verified account badges and improved list organization. There is a new three-pane toggle in the bottom-left corner that makes it much more convenient to open lists in a new window or column, view all of your lists or search Twitter. A list can easily be removed or detached into a separate window by right clicking its title bar at the top.

Tweetbot 2 Mac
My first impressions of Tweetbot 2 are overwhelmingly positive, as the updated Twitter client has provided a faster and more fluid experience during my testing. The original version of Tweetbot for Mac would occasionally crash on me, and resizing the app would sometimes result in choppiness or lag, but I have not been able to reproduce either of those issues using Tweetbot 2.

Tweetbot for Mac is on sale for $12.99 on the Mac App Store. [Direct Link]




4
Jun

Inside Taipei’s huge tech wonderland of a mall


Taipei isn’t really lacking in gadget shopping options, but, even so, the recently launched Syntrend Creative Park is noteworthy. A joint project between electronics supplier Hon Hai and Taipei’s government, Syntrend is a massive 12-story tech-focused mall covering more than two acres. And it’s got plenty of notable tenants, including storefronts from Intel, Samsung, Sony, Asus and Lenovo. For the most part, it’s a place for you to relax and check out new gear. Imagine an Apple Store-like experience for dozens of tech brands across a high-end mall, and you’ll get the idea. Now that we’ve pretty much seen all there is at Computex, we took a stroll through Syntrend to see if it really deserves to be likened to Tokyo’s Akihabara district.

After spending an entire morning at the mall, I came away mostly impressed. it was surprisingly barren (then again, I visited during a weekday morning), and there are plenty of small stores that just sell phone cases and accessories. But it was nice to be able to go to a single spot to see tech offerings from plenty of companies. There are also cafes and interactive exhibits throughout Syntrend, as well as an entire floor dedicated to activities for kids. It’s something that both nerds and families could turn into a day-long trip.

While only seven of the mall’s 12 floors were open when I stopped by, there was still more than enough to check out. All of the floors have different themes: the first, “Look,” includes Intel’s Concept store and a stylish HTC store, while the fifth floor, “Listen,” is devoted to audio gear. It’s kind of kitschy, but it was a nice way to conceive of everything happening in the mall.

Filed under: Misc, Samsung, Sony, HTC, ASUS, Intel, Acer, Lenovo, Canon

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4
Jun

Popular card game ‘Apples to Apples’ takes its deck of laughs to iOS


Enjoy the hilarity of making silly comparisons in Mattel’s Apples to Apples card game? Well, you can now play it on iOS devices too — and not have to futz with a handful of cards. For the uninitiated, the game centers on players selecting the card from their hand that they think best describes the clue card played by the judge. The judge then selects the winner for the round. What’s more, the role of judge rotates from player to player, so there’s a bit of strategy involved. And yes, plenty of potential for inappropriate jokes. In addition to playing solo, you can challenge up to five friends in real time. There’s also a selection of themed decks to choose from, covering topics like animals, dessert, geography and more. If you’re looking to give it a shot, the game is available for iPad and iPhone via iTunes now.

'Apples to Apples' iOS Trailer

Filed under: Gaming, Mobile

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4
Jun

‘Uncharted: The Nathan Drake Collection’ brings Naughty Dog’s trilogy to PS4


After Uncharted 4: A Thief’s End was pushed into 2016, PlayStation 4 owners hungry for supernatural-tinged archaeological adventure, adequate gunplay and roguish quips were braced for a disappointing year. Then with the easy charm of a cad with his shirt only half-tucked in, Sony made a reassuring announcement on Thursday. Uncharted: The Nathan Drake Collection will bring all three PlayStation 3 games in the series to the new console with a bevy of technological upgrades this fall, making the wait for Uncharted 4 that much easier.

Series creator Naughty Dog isn’t producing these touched up versions of Drake’s Fortune, Among Thieves, and Drake’s Deception. Remaster masters Bluepoint Games are on the job, sprucing up all three with improved textures, lighting and new character models to prepare the trilogy for a 1080p presentation running at 60 frames per second. For those not versed in this gaming jargon, Bluepoint is prettifying the old Uncharted games in a similar way to The Last of Us Remastered, another Naughty Dog fan favorite that jumped from PS3 to PS4.

Bluepoint, whose other remaster credits include the spectacular Metal Gear Solid HD Collection, Ico and Shadow of the Colossus, will also introduce other changes and improvements to the Uncharted games that remain unspecified in the trailer below.

Diehard fans that have already played these games so many times that a facelift won’t entice them, the collection won’t be entirely Uncharted 4-free. Anyone who buys the collection gets access to an impending Uncharted 4 multiplayer beta. Is that as appealing as a new adventure where Nathan Drake says, “No no no!” repeatedly while standing on a cliff edge? Certainly not, but it will at least be a chance to feel how Naughty Dog’s series feels on new hardware.

Uncharted: The Nathan Drake Collection will be released in the US on October 9th and Europe on October 7th.

[Images: Sony]

Filed under: Gaming, HD, Sony

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4
Jun

I smelled a little girl and I liked it?


Once upon a time, on a warm afternoon in May, I followed Goldilocks on her adventure, one smell at a time. As she made her way through the illustrated forest on the iPad in front of me, I tapped the screen and leaned over a small cylinder for a whiff of the woods. A few seconds and a whirring sound later, the smell of pines, faint but fresh, brought the classic children’s book to life. A lush green, mossy forest instantly popped into my head. And as the subtle smell started to wear off, so too did my skepticism toward olfactory technology. Or so I thought.

For my next scent rush, I quickly moved on to the smell of lemon taffy that was laid out on a bear’s bed and hovered over the second machine for a fruity whiff. But when I did, a potent shot of citrus made me nauseous instantly. I figured the smell of freshly brewed beans from a cup of coffee in the bear’s cottage would take away the uneasiness. This time, though, the device diffused an unrecognizable scent that felt completely artificial. Another pang of nausea kicked in, leaving me queasy and off coffee for the rest of the day.

Goldilocks and the Three Bears: The Smelly Version works with an oPhone to emit story-specific scents.

I inhaled all of this at the Museum of the Moving Image in Queens, New York, where the smelly version of Goldilocks and the Three Bears has been rewritten with tap-to-smell instructions for Sensory Stories, an exhibition of interactive narratives. In a space that’s dotted with virtual reality headsets and motion sensors, iPads that display a children’s book look almost obsolete. But with each screen hooked up to an oPhone, a silver boat-shaped olfactory device with a couple of protruding cylinders that emit digitized scents, the illustrations turn into an oBook, one that creates smells on demand in an attempt to make reading more immersive.

“[Scent] touches on things we’re not even conscious of. It’s like a soundtrack with dramatic music,” says Melcher.

“Immersion,” if you haven’t noticed, has been the media buzzword as of late, with virtual reality and lifelike 3D audio slowly becoming requisite tools for storytelling. While those two senses are being hacked one headset at a time, the exploration of olfaction (or the sense of smell) seems like a natural, even necessary, progression. “[It] taps into something that’s very primal,” says Charlie Melcher, founder of Future of StoryTelling and the curator of the exhibition. “It touches on things we’re not even conscious of. It’s like a soundtrack with dramatic music. We’re so in the movie that we don’t think about the music, but we feel it and it changes the way we experience the story. Olfactory [technology] can work the same way.”

Smells are evocative. Imagine sending a text that’s loaded with a scent to remind someone of a specific moment, or reading a book that’s laced with smells or even sending scent notes perfectly paired with music tracks. “We want to create a basis of communication through scent,” says David Edwards, professor at Harvard University and co-founder of Vapor Communications, the company that invented oPhones. “That’s really what our noses are made for. If we walk through a neighborhood, the scent story comes through. It’s a secondary signal, but it’s critical to what we think. It’s how we sense the world.”

The Sensory Stories exhibit at the Museum of the Moving Image in Queens, New York

Scientists and developers have made headway with visual and aural technologies that can replicate our natural world, but olfactory technology is still nascent. It’s largely restricted to research labs because it’s hard to pin down the ways in which the sense of smell works. Unlike the eyes, which primarily rely on three receptors — red, green and blue — the nose has about 800 to 900 receptors, which makes it possible to smell that many odors, but it complicates the process of detecting and recreating smells with precision. It takes a highly trained human nose (or a super-advanced electronic nose) and sometimes several thousand molecules to get it right.

Even when it’s done right, it can be incredibly hard to quantify smell. Scent molecules move a lot slower than light or sound waves. And even when they’re on the move, they tend to lose their vigor along the way. On the flip side, when they latch onto the surfaces they come in contact with, they can linger on for days. So you can smell like a restaurant long after you’ve walked away from it. But one of the lesser-known facts about smells is how stubborn they can be. They often bind with the receptors in the nose and don’t budge for a while. So a single scent changes the experience of the smells that follow. “You and I perceive scent differently over the course of a day, a week and a lifetime,” says Edwards. “There’s a variation in our abilities. It’s fascinating when it comes to science, but it’s confounding when it comes to telling a story with scent.”

Now every time I think of a strong citrus smell, the sight of a little, golden-haired girl follows a pang of uneasiness.

Despite those challenges, and sometimes because of them, smells create strong feelings — good, bad or the queasy kind. But it’s hard to gauge what that reaction is going to be because everyone has a different association with a smell. As such, the investigation of olfaction feels like an exploration of human emotions. “Many people have the misconception that encountering smell generates a particular memory,” says Christopher Brosius, a master perfumer and founder of bespoke scent studio CB I Hate Perfume in Brooklyn. “That’s not entirely accurate. What it does is, [it] registers a particular emotional experience and the power and profundity of that experience causes the memory to be generated.” When these smell-related feelings are recalled in an instant, it gets even trickier for the technology of smell. Now every time I think of a strong citrus smell, the sight of a little, golden-haired girl follows a pang of uneasiness.

A scent card from John Waters’ 1981 camp classic Polyester

Even though I now associate Goldilocks with the museum, smelling a book isn’t a new concept. Over the last century there’s been a smattering of similar scent experiments, especially accompanying movies. In 1960, Hans Laube devised Smell-O-Vision, a system that pumped scents to individual seats in a movie theatre for a screening of Scent of Mystery. Even though it was a revolutionary idea that introduced the concept of personal olfactory experiences, it was slammed for its syntheticity. It left the audience overwhelmed with a messy overlapping of scents that was hard to shake off. A couple of decades later, John Waters revisited that idea with Odorama. He created scratch-and-sniff cards so the audience could smell moments in his satirical film, Polyester.

The invention of the oPhone eliminates some of that scent messiness. The device works with an oChip, a small, disposable cartridge that contains a dry scent compound. When the machine gets the signal, the oChip twists and a waft of air delivers the scent in the close proximity of the user’s nose through the five holes along the axis of the cylinder. According to Edwards, the short scent note creates limited exposure to a fragrance so as to not overpower the nose. And since it deposits only a negligible amount of molecules in a person’s body, it rules out allergic reactions. So far, Edwards says no breakouts have been reported.

“In terms of a machine being able to recreate any possible scent at will, we’re a long way from being able to do that,” says Brosius.

Olfactory technology has come a long way since its historical experiments, but the inability to detect and predict the behavior of scent molecules continues to haunt its present. “In terms of a machine being able to recreate any possible scent at will, we’re a long way from being able to do that,” says Brosius. For creating a particular scent, a machine needs to house several thousand individual molecules and be able to combine them on the fly. “If you think about what a pain in the ass it might be to change the ink cartridge on a color printer, think about changing cartridges when you’re looking at say 4,000 molecules,” he says. “Unfortunately without that range of individual molecules you are never going to be able to capture anything other than simplistic, often unrecognizable scent.”

Brosius, who has recreated precise smells like fresh laundry, waffles and old books in a library, likens scent-making to art. He believes the success of an olfactory experience depends on aesthetics and the precision of the compound. “Oftentimes, when technicians or simple perfumers are creating scents, they fall back on thinking they can use three chemicals to create the smell of chocolate,” he says. “Yes, that can be done, but it smells like cheap chocolate.” Based on headspace technology, which is used across labs for scent analysis, chocolate emits somewhere between 1,000 and 1,200 molecules. “Humans will always rely on technology and think it’s better than what the brain can come up [with],” he says. “In many respects, it’s not. In terms of olfaction, it’s very useful, but to think it can do more than we can? Nope, not at all.”

“We’re interested in an iTunes of aroma that will allow you to create, store and share scent experiences,” says Edwards.

Olfactory technologies have the same challenges and ambitions that were once associated with virtual reality: the nausea, the disbelief and the confounding science. But even though Goldilocks and her smelly adventure overwhelmed my olfactory organs and laid bare the flaws of the technology, it also revealed its potential to change the way ideas are expressed and exchanged.

“We’re interested in an iTunes of aroma that will allow you to create, store and share scent experiences,” says Edwards. “Ultimately, you could curate your scent space in the way that you design your sound space. You can find a scent vocabulary that speaks to you. That’s where we’re going; we’re heading in a personal direction.”

[Image credits: Thanassi Karageorgiou, Museum of the Moving Image (museum images); Melcher Media (Goldilocks illustration); Odorama-geruchskarte, Gmhofmann (Odorama)]

Filed under: Science

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4
Jun

Sony pledges to be 30 percent ‘greener’ by 2020


Germany, Bavaria, Mid adult man planting tree on field

Like the epic vomiting session after a long evening in Las Vegas, climate change is inevitably coming for us all. Sony has decided to show off its greener side by pledging to shrink both its carbon footprint and the amount of power that its devices guzzle. The company has launched a “Green Management 2020″ project that aims to make its products 30 percent more efficient by the end of the decade. At the same time, executives are committing to a target of having no impact upon the environment at all by 2050.

We’re not sure how excited to be by that 30 percent target, since it’s going to be an average measure taken across all of the company’s devices. A cynic would suggest that, like the gas-guzzling truck company that makes a petite, eco-friendly ride as a “compliance car,” that Sony’s targets are easy to game. That may not be the case here, however, since it has pledged to put environmental concerns at the heart of its design process, so future hardware will all be built with an eye on sipping from the mains.

The Japanese mega-corporation also wants to green up its factories, promising to knock five percent off the emissions that each facility produces. It’ll also exert some light pressure on its third-party suppliers by monitoring their activity and asking them for a small (one percent) reduction in CO2 and water use. The company has also promised to use its vast entertainment division to educate people and promote green causes. As such, we’re giving it six months before Sony buys the rights to Captain Planet and makes it a starring vehicle for Channing Tatum and Jonah Hill.

Filed under: Misc, Sony

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Source: Sony

4
Jun

Lycos is making a comeback with a suite of connected devices


Lycos is synonymous with the ’90s. It was once the internet’s favored portal, long before Google, Bing and other search engines. Nowadays, we’re living in an era ruled by Silicon Valley giants and hungry startups, and Lycos wants to be a part of that. The company’s plan to get into the connected world begins with Lycos Life, a data-driven ecosystem of products for consumers. This includes, but isn’t limited to, wearables and home security devices — all designed to work in conjunction with each other, based on your personal data. To start, Lycos is launching an activity tracker and a “smart” ring, both scheduled to be available on June 8th.

We say “smart” because the Life ring is just a wearable with two NFC chips in it, which will allow you to do things like unlock your phone and share some contact information — though Lycos says more features are expected to roll out over the summer. The activity tracker, on the other hand, is a wristband that comes with a digital clock, the ability to track sleep and a heart rate monitor capable of providing a non-medical grade EKG (electrocardiogram) readout. If you’re interested, the Life ring and activity tracker will be $60 and $125, respectively.

Lycos is currently hosting a presentation online, so we’ll have more info as it comes in.

Filed under: Misc, Wearables, Internet

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Source: Lycos

4
Jun

Google’s Sergey Brin opens up about self-driving car accidents


Accidents happen, but that hasn’t stopped people being curious about the sort of scrapes that Google’s self-driving cars have gotten into. Sergey Brin recently conceded that there had been a 12th incident involving the autonomous vehicles, one more than the 11 reported at the start of May. The revelation came at the outfit’s annual shareholder meeting, where privacy advocate John Simpson needled the co-founder enough to get him to open up about the autonomous vehicle’s crashes. It turns out, however, that the biggest cause for these incidents hasn’t been hardware or software failure, but the general negligence of California’s drivers.

Brin said that seven or eight of the crashes were caused by human drivers rear-ending Google’s vehicles, presumably while at stop-signs. Another handful were side-swipes and other bumps that were sustained while Google’s pilots were in command of the vehicles. When Simpson asked why this information wasn’t previously made public, Brin basically said that it was to spare the blushes of the errant motorists involved.

He then went on to defend the aims of Google’s project, which isn’t to have “perfect” self-driving cars, but instead to simply be better than humans. The evidence supports Brin’s assertion, since he went on to say that the biggest thing he has learned is that “people don’t pay attention, even trained drivers.” If you want to catch the exchange, spool forward to 1 hour 7 minutes in the video below and watch how awkward the whole thing gets.

Filed under: Transportation, Google

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Via: ABC News, Autoblog

Source: Google (YouTube)

4
Jun

Rumored SM-G903F device resurfaces, could be a powerful player in India


Samsung_Galaxy_S_5_Main_TA

According to a GFXBench listing, the Samsung Galaxy S5 Neo project might not be dead after all, and it’s showing some impressive mid-range specs. We saw earlier rumors on this project late last year.

Rumored to hit Indian, Russian, and Brazilian markets, the Galaxy S5 Neo will allegedly sport a 5.1-inch Super AMOLED display, a yet to be announced Exynos 7580 SoC, 2GB of RAM, and 16GB of internal storage. It also is said to feature a 2,800mAh battery, a 16-megapixel camera on the rear and a 5-megapixel front-facing solution. It looks like it is sporting Android 5.1 Lollipop as well.

Read more: Samsung Galaxy S5 review: sticking with what already works

The device is showing up under model number SM-G903F, and will come in both single-SIM and dual-SIM options.

It’s certainly too early to begin talking about release dates, but if the device ever comes to fruition, it seems like it could be a powerful player in Indian and Russian markets.

source: SamMobile

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4
Jun

Microdia unveils the market’s highest capacity microSD card


 

gsmarena_001 (1)

Earlier today, Microdia took the wraps off its latest microSD card with its astonishing 512GB capacity thereby wiping the floor with competitor SanDisk’s current top offering of 200GB.

The card promises transfer rates of an eye-watering 300MB/s for SD 4.0-enabled devices, but for those who have older readers you’ll be looking at around 150MB/s.

All of this storage space won’t come cheap, though. The card is expected to launch next month with a price tag of $1,000.

If you’d like to find out more, hit the source link below.

Source: CNET

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