Registration for this year’s Samsung Developer Conference is open
Want to learn the best practices to build products and services with Samsung? Then you should attend the company’s annual developer conference. Today, registration opened for the Samsung Developer Conference 2016 that will be held April 27-28 in San Francisco.
Click here to view the embedded video.
Early bird registration, which costs $399, runs through March 29.
The Samsung Developer Conference (SDC) is designed for developers, for creators, for builders. For the curious. For you.
Samsung and our partners will showcase the technology and solutions that will disrupt the future and change the way we live – from healthcare to virtual reality to wearables and IoT. Check out the latest gadgets and tools at SDC 2016.
We invite developers from around the world to join us, to discover through learning and embracing new adventures. At SDC 2016 we will explore the future. Come join the fun!
Samsung is hosting the developer conference for two days at Moscone West in San Francisco.
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‘Alto’s Adventure’ is coming to Android on February 11th
Some of you may have heard of Alto’s Adventure since it has been available on iOS for a long time already, however, it is finally coming to Android. It will arrive on February 11th, and better yet, it’s free!
The game took a while before it came to Android, but since it’s free, unlike on iOS, I guess we will call it even. To make it free, the developers decided to add “opt-in bonuses”, which they say will not ruin the overall gameplay. Another reason they decided to make it free was because their research showed many people do not like to pay for games, or download pirated versions on Android, both of which take money away from them.
However, the game is basically a side-scrolling snowboard game where players must rescue runaway llamas. You can also unlock new characters, collect stars, and more, but its real claim to fame is its beauty and simplicity. As I am sure you can tell from the video, it looks gorgeous.
Click here to view the embedded video.
Source: Noodlecake
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AT&T’s Samsung Galaxy Note 5 now running Marshmallow beta
Samsung’s Galaxy Note 5 is now running the Android 6.0 Marshmallow beta for a select group of AT&T customers, demonstrating a much snappier user experience.
Screenshots sent to the team at Phone Probe by one of the website’s readers show a number of slight changes to the Samsung Galaxy Note 5’s interface. One of the most notable improvements is said to be the speed of the OS, which can only be good news.
Screenshots of Android 6.0 Marshmallow running on the Samsung Galaxy Note 5 aren’t too easy to get a hold of, considering the beta is said to have only reached around 200 people. Phone Probe’s reader was emailed instructions on how to install the beta build, which comes in at a rather chunky 1355.94 MB.
Whilst there’s slight differences between TouchWiz running Marshmallow on the Galaxy Note 5 and the Galaxy S6 and S6 Edge, the experience is the same for the most part. Just recently, we reported on news that the Samsung Galaxy S6 and S6 Edge are being updated with the Android 6.0.1 update to users in South Korea.
From what we can see from the screenshots colors pop nicely and the notification tray has been tweaked too. This latest beta update comes bundled with a February security patch that recently hit Nexus smartphones.
Take a look at the screenshots of the Samsung Galaxy Note 5 Marshmallow beta below and let us know what you think.
Via: Phone Probe
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Moto 360 (2014) and Sony SmartWatch 3 are no longer for sale in the Google Store
Smartwatches have only been around for a few years, but just like everything, what was once new is now old. The original Moto 360 and the Sony SmartWatch 3 are no longer being sold in the Google Store.
Their webpages are still active, but clearly state “no longer available for purchase”. The purchase button is also greyed out and only says “not available”.
However, Motorola has already released a 2nd gen Moto 360 a while ago, which consumers are more likely to purchase, and have a new Moto 360 Sport out too. It isn’t too much of a shock that the Google Store has stopped selling the 1st gen version. Sony, on the other hand, has not released a Sony SmartWatch 4 yet, but you can at least get the Sony SmartWatch 3 at other stores if you really want one.
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White House, Google partner to bring Google Fiber to public housing for free
On Monday, Alphabet’s Q4 2015 results showed that Other Bets weren’t profitable and the holding company was still leaning on other businesses to generate big revenue. The reason for Other Bets’ struggles could be because the cost of expanding Google Fiber and actually giving away its services for free, albeit the latter is for a good cause. A partnership between Google and ConnectHome, an initiative overseen by the White House and the U.S. Department of Housing and Urban Development, will be bringing Google Fiber’s gigabit internet service to residents in public housing properties throughout the United States.
The program is launching first in West Bluff, a housing complex in Kansas City. All one hundred homes have been wired with Google Fiber and families living there can sign up to get free gigabit internet access. Families needing equipment like a Chromebook can make purchases through ConnectHome’s partners and get special discounts. Partners also exist to teach families how to use computers.
Google is actively working to activate Google Fiber in nine additional public housing properties in Kansas City’s metropolitan area.
Here’s part of the official announcement:
For low income families, access to the Internet can mean the difference between thriving or falling behind. It can mean more children using computers in after-school programs and STEM classes, more students going online to finish their homework, more people taking advantage of resources like Khan Academy, and more families learning basic computer skills that help them be more connected.
The overall plan is to give all public housing properties in Google Fiber-ready cities free access to the service, but Google also wants computer labs and digital literacy instructors to benefit. So the two latter types of places will also get free gigabit internet access. Google is doing all of this because of broadband’s price in the United States and the lagging of it behind other countries.
Source: Google
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Grab a $10 Google Play Store coupon with any purchase of a Chromecast
The Google Chromecast and Chromecast Audio are a pretty sweet deal for the amount of device you get for your buck, but that deal just got better with any new purchase receiving a $10 Play Store voucher.
You can use the voucher to buy Apps, Games, or Movies for purchases made between February 3, 2016 and February 24, 2016.
You can use the Chromecast to connect to your TV using HDMI and cast video content from various supported apps on your Android device. Chromecast Audio is a similar concept, but specialises in streaming audio content to your connected speakers.
Presumably the promotion is only available to Chromecast units sold directly from the Google Play Store, so be sure to hit up the link below to grab yours.
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Nyko Cygnus Bluetooth Controller review: A great companion for your Android gaming needs
I don’t know about you, but I’m not generally a fan of gaming on a touchscreen. Like many gamers out there, my gaming roots are based on using a controller. The touchscreen is fine if it’s a strategy or puzzle type of game, but fuller 3D games (first-person shooters or racing games) are just not ideal to me without a controller.
Nyko is such brand that makes accessories to up your experience on just about any gaming device (even the Nvidia Shield). It reached out to us about the company’s latest crack at a Bluetooth Android controller, the Cygnus.
The company has a good foundation in building controllers for full-on consoles, so with the Cygnus, it wanted to bring full-sized control to demanding Android games. Let’s check out if it delivers.
Design
The Cygnus is…a controller. Most of us know how a full-sized controller looks/handles. I would say that Xbox owners would most feel right at home here, the design has a close resemblance to what Microsoft offers.
That isn’t a bad thing; the design works. But what caught me off guard (in a good way) upon unboxing the Cygnus is the feel. I love the material that Nyko chose. It’s a rubbery plastic with the softest finish, from head to toe. This means that it’s very grippy – something you want when your hands are sweating up a storm during those intense gaming moments.
What’s also great is that the handles are made even more grippy with pronounced ridges on the sides.
This design feature works as fabulously as you’d guess. This controller does not escape your grip.
The controls are all pretty much laid out just like the Xbox controller. You have your left and right thumbsticks, a directional pad, and four action buttons on the right. The thumbsticks have a ridged texture around the edges for added friction.
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Front and center are the Start, Back, and Home buttons. On the top we see the familiar bumpers and triggers, four in total. You’ll also see a micro-USB port. However, it isn’t for charging the controller (which runs on 2 AA batteries). The micro-USB support allows you to run a wired connection with the gaming device (i.e. if the controller is out of battery, or use on a PC).
Usability
Nyko says that the Cygnus is gaming-ready for Android. It uses the standard Android HID (Human Interface Devices) protocol, which essentially means that its functionality is compatible with loads of Android games that are optimized for controller use.
It’s easy to set up and pair. Simply hold down on the Home button for 2 seconds to make it discoverable (you’ll see the LED lights cycle quickly). Then find it on the gaming device’s Bluetooth settings.
As far as usage, the controller worked as advertised. Gaming was as responsive as it should be and the connection stayed active for the duration. All the design cues that address grip make for a nice in-hand experience in practice. The Cygnus is a pleasure to use.
However, I will say that I wish Nyko had engineered some phone attachment mechanism on the controller. As is, it’s not reasonable to game on a phone (unless you’re casting it to a bigger screen).
Final Thoughts
Nyko built a very solid Android gaming controller with the Cygnus. If you regularly game on Android, you should definitely think about a companion like this to enhance your experience. Bear in mind that it can also be useful for VR headsets.
The Cygnus retails for $25, and can be found on Amazon or Nyko’s online store. Head over the product page for details.
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Porsche chief is no fan of self-driving cars

Porsche might be embracing electric cars and hybrids, but it’s not about to welcome autonomous driving tech with open arms. Company chief Oliver Blume has utterly rejected the prospect of a self-driving Porsche, arguing that its owners are the sort who want to drive themselves. The executive doesn’t pull any punches, either — he says it’s about enticing as using a “Rolex for boiling eggs,” and adds that an iPhone (or rather, its technology) belongs “in your pocket, not on the street.” Tell us how you really feel, Oliver.
This isn’t to say that Blume is down on what others are doing. He’s “impressed” by the technology from companies like Apple and Google, and thinks Porsche has something to learn from what others are doing. With that said, he’s not exactly quaking in his boots at the prospect of an Apple car. Cupertino couldn’t build a Porsche of its own, he says, and it also wouldn’t want to.
Whether or not Porsche sticks to its guns is another matter. Remember, this is the same automaker that started making SUVs (the Cayenne), crossovers (the Macan) and sedans (the Panamera) when sports car sales alone weren’t cutting it — it’s no stranger to bending to market pressure. And Oliver, real talk: just because Porsche owners like to drive doesn’t mean they want to drive all the time. It’s fun to blast your 911 down a winding country road, but it’s not so exciting to crawl along in downtown traffic. Even if you’re down on the prospect of completely driverless cars, we suspect that some Porsche owners wouldn’t mind relinquishing control at those moments when driving is more of a pain than a pleasure.
Source: Presseportal (translated)
Google’s self-driving cars hit the rainy streets of Washington state

Google is expanding its self-driving car test to the rainy and hilly city of Kirkland, Washington. In fact, citizens of the Seattle suburb have probably already noticed one of the company’s Lexus RX450h SUV driving around over the past few weeks mapping the roads. The rest of the fleet of autonomous vehicles will be hitting the road next month.
Google says that Kirkland is an ideal place for wet weather and hilly road practice. The inclines can be used to test the vehicles’ sensors on different angles and inclines. Also, this is the opportunity to drop the cars in a different environment with a driving style that’s probably different than cities the vehicle is currently being tested in, Austin, Texas and Mountain View, California.
Kirkland Mayor, Amy Walen said of the cars’ imminent arrival, “we’re thrilled to have the cars here as they do more testing. It’s a great fit.”
‘Star Wars’ VFX Oscar nominees on making ‘The Force Awakens’

If there’s one thing you can be certain to find in a Star Wars movie, it’s glorious special effects. So after The Force Awakens opened last year, an Academy Award nomination for the film’s VFX leads seemed inevitable. Roger Guyett and Patrick Tubach will be going up against visual effects teams behind other big-budget sci-fi films, including Mad Max: Fury Road and The Martian, as well as a rare indie nominee, Ex Machina. We sat down with Guyett and Tubach ahead of the Oscars on February 28th to explore how they went about bringing Star Wars back to life. (Warning: This interview is naturally full of spoilers.)

How did you approach balancing classic Star Wars effects with the need for something new?
Roger: That’s exactly what was running through our minds. How do we balance those two things together? The feeling very strongly from J.J. [Abrams, the director] was to go back to the spirit of the first movies: see what were the fundamental qualities about it. A lot of it had to do with traveling to locations, building as many sets as we could. And that infused the movie with that sort of tactile quality, feeling like you’re really going to those places.
[It was] a lot of collaboration between the creature department and J.J. We came up with notions of using practical creatures where we could. At the same time, it was sort of a strange thing jumping to the other end of the technology meter and going full-out on using all of the most recent contemporary technologies to create what we hoped were very photorealistic effects. Essentially we’re marrying all of this together. What we’re hoping for is a much more visceral, tactile thing. It’s sort of like a combo platter of old school and new school.

Patrick: Specifically working on the Star Destroyer, we had these moments where we’re designing new ships and we’re really quite proud of them. There’s a lot of design work, with J.J., that went into the new Star Destroyer. It looked really cool and sleek, but there was a moment we realized we hadn’t put as much of an emphasis on the top of the ship, and I think it really lost some of that Star Wars charm.
And I remember that moment, Roger, where you actually said, it really was missing something. We went back into that ship and added something in, and I think it really was that marriage of looking at something new that looks cool but wanting to bring back a bit of that old Star Wars vibe.
Can you talk a bit more about the need to balance practical and digital effects? Is that more difficult than trying to cram a lot of special effects in?
Roger: It’s always one of those things where you’re watching the movie, you just want to create the best and most striking things you can to support that story. Basically, how you arrive there is interesting to discuss afterwards. But what we’re trying to do is make the whole thing a continuous experience. I wouldn’t say necessarily we had more digital shots than The Phantom Menace. Fundamentally, the makeup of that movie was quite different.
We’d often talk a lot about whether we should do something practically or not. And sometimes, digital work is very difficult. You could go through the movie and try to figure out the digital version of BB-8. Sometimes the guys did such a great job of it; it’s very difficult to tell. Fundamentally it doesn’t really matter how you get there. But the thing is, it’s how that image actually looks. And the technology where we are now, I think it’s just possible to do things to a level where you just don’t know the difference.

The first scene where I noticed special effects being used in a really interesting way was the Millennium Falcon escape from Jakku. It felt like I was watching something very different for a Star Wars movie. Could you talk more about how you designed that?
Patrick: Roger deserves a lot of credit for working with Paul Kavanagh, our animation supervisor on a lot of those camera moves. That chase being something that’s sort of born a little bit more in post[-production]. You know going in that yes, you’re going to a real location, and you’re going to film that desert, but in the end, you’re going to be creating camera moves and everything that require you to do more than a helicopter can do. I think the Falcon is flying at like 600 miles per hour most of the time. So going into that sequence, we had the idea from J.J. that this had to be an exciting chase, but you also want to ground it in that reality of the language of a chase sequence from a regular film that people are used to seeing, like a car chase or an air chase.
Roger: Fundamentally what that meant was that we were, along with Susumu Yukuhiro, who was in charge of our environments, we got to a place where we could rebuild that desert. Basically, from the first moment the the Millennium Falcon takes off to the end of that chase, it’s a digital sequence. And our feeling was that, clearly, in order to get there we have to do a lot of leg work in terms of recording the environment and scanning it. We needed to have the flexibility to be able to move the camera. There was no way we would ever be able to recreate those camera moves in the desert, with equipment we didn’t have access to.
In terms of designing that scene, how much of that came from you and how much from J.J.?
Roger: It was a big collaboration. That scene was one of the first ideas. It’s such a metaphor, isn’t it, of the old Star Wars you’re leaving that behind. It was a sequence J.J. had discussed, and it was in one of the earliest versions of the script that I ever saw.
We started shooting in May of 2014, and J.J. was very much writing that script with Larry Kasdan [The Force Awakens co-writer, who also wrote The Empire Strikes Back and Return of the Jedi] during that pre-production period. So we didn’t have the opportunity to do too much previz [previsualizations of special effects] on some of those sequences. But we did have some key moments that we knew we were going to be incorporating into that sequence.
It was very important for a number of reasons, but it really was sort of a collaboration. So there were ideas we started to incorporate into it. Like the notion that they fly off the edge of the Star Destroyer and drop down in height. J.J. would sometimes very specifically give us directions, some other times he would suggest an idea, and we’d take that and elaborate or come up with a version of it.

Did you always want to do BB-8 in a mostly practical way?
Roger: There were some things so fundamentally in the DNA of these movies, and one of those is obviously a droid. J.J. wanted to introduce new characters, and the notion of a new droid came up in one meeting. And actually, very early on, as he was talking about it, he actually pretty much drew BB-8 on a Post-It. And that essentially was what BB-8 turned into.
We did some tests on the size of the droid, the coloring. It’s a very complicated piece of mechanics to make it work. But fundamentally the notion of having a droid that could interact with the actors, that could be puppeted, essentially we were able to direct that character. You could see it come to life, you could see the idiosyncrasies of the personality of BB-8, you could see all that happening in front of you. It was an incredible blueprint of who BB-8 was. By building it, we could also scan it, we could measure the crap out of it. We could do everything we needed to do to build an incredibly accurate digital version of it.
And the other thing, when we started to animate it, we absolutely knew what the personality was because it had been defined by the puppeteer. Essentially, it’s probably digital in about a quarter or a third of the shots in the movie. It was clearly doing more complicated stunts digitally, where he was using his thumbs-up flame, or he fires the lines out to steady himself in the Millennium Falcon, when he pulls himself out of the hiding place. Things like this, and sometimes when he’s going through the desert in wider shots. But the [digital] guys got incredibly good at matching the spirit of the puppeteers’ performance.

The big thing all of our editors were wondering about: How did you go about changing the lightsaber effects?
Patrick: We definitely wanted to approach the lightsabers differently in this film. Having been on some of the other prequels — I started on Episode II — the technique for creating those was still very much stuck in the past, where basically we were just rotoscoping the sticks and applying a 2D effect. We knew that we wanted to both up the game on the production side and on the effects side.
On the production side, Roger and the practical effects team worked to create these amazing LED sabers that actually reacted to when they hit each other; you could change the color, the intensity and the temperature of the light. Of course, that gives you an awesome light source that really can service as your primary light. Then Daniel Mindel, our director of photography, could actually light some scenes very dramatically.
On the effects side, we were able to turn them into full 3D light sabers for the first time. That allowed us to have them actually clash with each other and see a reaction, and have effects that come as a result of that. That gives a sort of visceral, very brutal quality to that final lightsaber fight, where they’re hitting each other and there’s almost always something happening. It doesn’t just seem like a couple of glowing tubes touching.
Onto Kylo Ren, specifically, that lightsaber was an idea that J.J. had that was borne out of the original intent of the character, which was Kylo Ren being the younger, angrier bad guy.

Roger: It sort of reflects his personality. It’s a little tempestuous, a bit out of control. It’s also home-built, as well. I think that shows him as an undeveloped bad guy.
Some of the choices in having that kind of three-part sword came out of a dinner J.J. had with Apple. Jony Ive is a very big Star Wars fan, so he had plenty to say about lightsabers. There was an opportunity to do something different. The idea was [Kylo] lightsaber being wild and out of control.

Maz Kanata [Lupita Nyong’o’s character] feels almost as soulful as Yoda from Empire. Was that what you were going for with her?
Roger: For us, every choice that we were making was based on what we felt helped the movie. Trying to make sure that everything we did was specific and story driven; we weren’t just going for spectacle. For Maz, we rebuilt a lot of the motion capture stuff that Industrial Light & Magic is constantly updating. Really what she represented to us was the most up-to-date version of that system. If you think about how quiet her performance was, it was really a subtle performance.
Clearly, Maz’s facial physiognomy, her shape is obviously different from a human being, so we had to work very hard in translating Lupita’s action to her performance. It really resonated into Maz. Lupita did a very nuanced performance, and that’s what we wanted to capture. We wanted to make sure she was in the moment, so we’d always photograph her with the other actors so that they could see the way she was reacting to moments, and she could react to them. Part of that involved using more of an image-based motion capture for all the motion of her limbs.

How did you approach the 3D conversion? There was one scene, when a Star Destroyer was just floating in the middle of space, where it felt like it was in my lap.
Roger: The bottom line was we wanted to make the 3D version an experience for the audience. If you just want it to be very mild, then you’ve got to question why you’re doing these things. In other words, if people are going to pay more money to see this movie, what can we do to enhance that version, rather than making it so sedate? Sometimes, I’ve been guilty of this; I tend to like my 3D relatively mild. You want to give the audience an experience.
Just doing that kind of thing, the fun of seeing that Star Destroyer come out in the audience, I think for the fans, if you’re interested in that world, you’re just more inside it. I couldn’t get over the fact that all the cockpit shots suddenly became much more interesting when you’re in 3D because you really began to understand the space. It changed the way that you were able to look at that movie. We wanted to make sure it had a personality. J.J., as a fan of that world, realized with tests that by going a little stronger with 3D, the fans would just enjoy that. It’s always a delicate balance.
Patrick: There is something to keeping the VFX crew and director involved in that process, even if you’re doing a [3D] conversion. Obviously the technical process is one thing but then, having us sit there and consult on that stuff, and talk to them about sets not being that big … being able to mention that really makes the difference too. And then, having J.J. weigh in and say, I think this is an opportunity to have a moment, that isn’t going to break narrative continuity. Like that Star Destroyer scene, it doesn’t really take you out of the movie to have a bold shot in that moment.
Roger: We worked with those guys. We built the ships, we’ve been on all the locations, we built the set. I was there on all the sessions with the 3D guys. We had a great team at StereoD that was very amenable, and we’ve worked with them many times. They’ve worked on the last Star Trek movie. It’s about setting those moments, using the dimension appropriately.
Images courtesy of Lucasfilm. This interview has been edited and condensed.


























