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31
May

Watch PlayStation’s E3 2016 event in a movie theater


It’s almost E3 time, and that means something big for theater-going PlayStation fans: Sony’s PlayStation E3 Experience is back. This year, you can watch the company’s gaming presentation on June 13th at over 85 theaters in not only North America, but Latin America as well. Everyone who gets in will walk out with some obligatory swag, including a currently-mysterious digital “gift basket.” Tickets will be free when they’re up for grabs on May 31st at 1PM Eastern, so you’ll want to move quickly — there will be plenty of gamers curious to see Sony’s future products on the biggest screen possible.

Source: PlayStation Blog

31
May

Caltech Accuses Apple of Violating its Patented Wi-Fi Technologies


Apple and Broadcom have been jointly named as defendants in a legal complaint filed by the California Institute of Technology last week over alleged infringement of its various patented Wi-Fi-related technologies.

Caltech’s patents, granted between 2006 and 2012, are highly technical and relate to IRA/LDPC codes that utilize simpler encoding and decoding circuitry for improved data transmission rates and performance. The technologies are implemented in both the 802.11n and 802.11ac Wi-Fi standards used by many Apple products.

In the court filing with the U.S. District Court for Central California, Caltech accused Apple of selling various iPhone, iPad, Mac, and Apple Watch models, along with other Wi-Fi products, that incorporate these IRA/LDPC encoders and/or decoders and thereby infringe upon the four asserted patents in question.

Apple manufactures, uses, imports, offers for sale, and/or sells Wi-Fi products that incorporate IRA/LDPC encoders and/or decoders and infringe the Asserted Patents. Apple products that incorporate IRA/LDPC encoders and/or decoders and infringe the Asserted Patents include, but are not limited to, the following: iPhone SE, iPhone 6s, iPhone 6s Plus, iPhone 6, iPhone 6 Plus, iPhone 5c, iPhone 5s, iPhone 5, iPad Air, iPad Air 2, iPad Pro, iPad Mini 4, iPad Mini 3, iPad Mini 2, MacBook Air [and] Apple Watch.

Apple has at least temporarily pulled stock of its AirPort Extreme and Time Capsule Wi-Fi base stations from its U.S. stores, but it’s unclear if the move is related.

Broadcom, as one of Apple’s main suppliers of Wi-Fi chips, is also named in the complaint. Apple currently uses Broadcom chips in the Apple Watch, iPhones, and iPads, as well as its line of Macs that support 802.11ac, including the MacBook Air, Retina MacBook Pro, and iMac.

Apple is one of Broadcom’s largest customers. In 2012, 2013 and 2014, sales to Apple represented 14.6%, 13.3% and 14.0% of Broadcom Corp.’s net revenue, respectively. […] During this timeframe, Broadcom’s Wi-Fi products that incorporate IRA/LDPC encoders and decoders and infringe the Asserted Patents were incorporated into Apple’s key products including iPhones, iPads, and Mac computers. […] Broadcom and Apple are jointly and severally liable for infringement of the Asserted Patents.

Caltech has demanded a jury trial against Apple and Broadcom, along with a preliminary and permanent sales injunction in the U.S. against the aforementioned products. The university also seeks “adequate” damages, and other relief that the court deems “just and equitable,” but it did not provide a specific settlement target.

The asserted patents include U.S. Patent No. 7,116,710, U.S. Patent No. 7,421,032, U.S. Patent No. 7,916,781, and U.S. Patent No. 8,284,833.

Tags: lawsuit, wi-fi, Apple, patent, Broadcom, Caltech
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31
May

India Turns Down Apple’s Request to Sell Used iPhones


In March, Apple submitted a formal request to the Indian government in relation to selling refurbished iPhones in the country. Today, however, Commerce and Industry Minister Nirmala Sitharaman said that she is “not in favor” of accepting that proposal (via The Economic Times).

On Apple’s proposal to import refurbished phones and sell in India, Sitharaman said, “We would not be in favour of whatever you may call them — used but refashioned, remodelled, updated… used goods. We are not in favour of bringing them here.”

The decision comes just days after the Indian government decided not to exempt Apple from a local rule requiring that 30 percent of goods sold by foreign companies be manufactured or produced within the country. India last year exempted retailers selling state-of-the-art goods from the rule, prompting Apple to file a new application in hopes of opening single-branded retail stores in India.

Apple is opportunistic about increasing its presence in India, where its market share is estimated to be only around 2 percent. Apple CEO Tim Cook, who visited India earlier this month, said the country provides a “really great opportunity” for growth, particularly after sales in the U.S. and China have slowed. Apple’s revenue grew 56 percent in India last quarter, passing the $1 billion mark for the first time.

India has price-sensitive consumers, however, so Apple’s inability to sell refurbished iPhones in the world’s second most populous country may hinder it efforts to grow in the region. Cook has admitted that iPhones are too overpriced in India, compared to equivalent U.S. pricing, due to local tariffs.

“The duties and the taxes and the compounding of those takes the price and it makes it very high. Our profitability is less in India, it’s materially less — but still I recognize that prices are high,” said Cook, in an interview with Indian network NDTV. “We want to do things that lower that over time, to the degree that we can … I want the consumer in India to be able to buy at a price that looks like the U.S. price.”

At least for now, those plans will seemingly not involve the sale of refurbished iPhones.

Tag: India
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31
May

The Frog Who Travels is too difficult for its target audience [Review]


When I first saw The Frog Who Travels I was hopeful that it would be a throwback to Frogger. Not so much. What I did find was a cute little jumping game that is much too difficult for its target audience.

Gameplay

This game is a side-scroller that has you controlling a frog who leaps from column to column trying to avoid falling into the water. Why a frog needs to avoid water is beyond me. We receive no background or storyline to follow and have no real goals to accomplish, although it does have achievements for Google Play Games.

Home Screen

Home Screen

Level Selection

Level Selection

Timed Mode

Timed Mode

The game mechanics are simple to understand but very difficult to put into practice. To make the frog jump simply press down on the screen and hold, then release when you have charged the jump to your liking. I know what you guys are thinking, “Seriously? How is this hard?” but I’m telling you, this mechanic does not make it easy at all to tell if you have charged the jump enough to make it anywhere near the next pillar.

There are three different game types to choose from: easy, which is portrayed by a baby bottle; normal- the large “play” button at the center of the home screen; and timed- portrayed by the clock icon to the right of normal.

Easy mode gives you a charging icon above the frog so you know just how much jump he has, but in my experience, this is not as useful as it might sound because the height and distance of every single pillar are different. Normal mode just allows you to play the game as intended, an endless sea of pillars to jump to, and you can obtain points and coins along the way. Timed mode is just what it sounds like, play the game with a timer and see how far you can get.

Graphics

The graphics of this game are my favorite part by far. The fabulous 2D backdrops of cityscapes and grassy hills are great. The developers used bold color choices in the foreground and some more muted colors to display backdrops. The animations are great here as well, from the subtle movement of the water to the jumping action of the frog.

Score

Score

Nice Backdrop

Nice Backdrop

Conclusion

To be clear, I do enjoy the theme and gameplay that the author is reaching for, I simply feel that the learning curve is a little steep to capture the attention of what I feel to be its target audience, pre-teen children. If you have a child that enjoys a challenge in the games you let them play by all means give The Frog Who Travels a download.

Download The Frog Who Travels

30
May

Hands-on video with ASUS ZenBook 3: so, so thin


We didn’t expect much from yet another ASUS ultraportable, but the ZenBook 3 is seriously impressive. Weighing in at 2 pounds and 11.9mm thick, it’s both thinner and lighter than Apple’s already crazy portable MacBook. It also packs in speedy Core i5 and Core i7 processors, so you won’t have to worry about it being underpowered. Above, check out our hands-on video of the ZenBook 3, and you can read deeper impressions on the announcement post.

30
May

Can ‘Warcraft’ break the curse of the video game movie?


There’s a special place in cinema hell for video game movies. From 1993’s cringeworthy Super Mario Bros. — a high-profile abomination that even Nintendo wants to forget — to the basic-cable-worthy schlock that was Mortal Kombat and even the underwhelming Jake Gyllenhaal-vehicle Prince of Persia: The Sands of Time, games have failed to make the big screen translation. But that’s precisely why director — and son of the late, great David Bowie — Duncan Jones (Moon, Source Code) agreed to tackle the theatrical debut of developer Blizzard’s massively multiplayer online real-time strategy game Warcraft.

“There’s been a rough track record of movies based on video games,” says Jones. “I do like the challenge. I like the idea of maybe making a film which is way better than anyone expected it to be because I know the expectations are all over the place.”

Set mostly in the Earth-like world of Azeroth, Warcraft follows the premise set forth by Warcraft: Orcs and Humans, the franchise’s first release for PC in late 1994. Having destroyed their own planet with dark magic, the Orcs attempt to take over the world of humans, setting off an epic clash of clans. What follows onscreen is a live action/CGI mashup visually reminiscent of Avatar that opts for a kinetic pace of nonstop battles over deep character study and plodding narrative.

Jones wasn’t originally attached to this Warcraft adaption — Sam Raimi (The Evil Dead) was. But, having been a longtime fan, he jumped at the chance to pick up where Raimi left off and build a film that lets audiences decide who the good guys are.

In advance of the film’s US release June 10th, I sat down with Jones to talk about his love of PC gaming, how spaghetti Westerns informed Warcraft’s battles and his early sci-fi and fantasy inspirations.

Had you been a PC gamer? What was your experience with Warcraft?

I’ve been a games player, a PC gamer for a long time. I had an [Intel] 386, then got a 486. [I] upgraded through the Pentiums. And I was playing all of the original real-time strategy Warcraft games and the Command and Conquer games, which were kind of happening around the same time.

But I was playing video games since the Atari 2600. Then the Commodore 64; then the Amiga and Atari IIe. Basically, everything … ever since I first could play games, I was playing them.

What attracted you to this as your third feature film, especially with the challenges of translating a video game to film?

I like the puzzle-solving nature of making movies. With Moon, my first film, I had Sam Rockwell performing mainly against himself. I mean, he really is the only actor that we see on screen most of the time. So there was the challenge of that. In Source Code, I had this small piece of narrative that I was sort of repeating multiple times, sort of Rashomon-style. And I wanted to make sure each time it felt original and new. So there was the challenge of that. And, obviously, Warcraft, it’s breaking the curse of games movies. But also structurally, it’s kind of interesting. It’s not what you would expect. It’s a war movie where the audience gets to empathize with both sides.

How did this come about? Did Blizzard approach you? Were they seeking someone to bring this to the screen, or was it a personal passion?

No. This is a film which I think Blizzard and Atlas and Legendary, who are involved in it, have been trying to make for quite a few years now. And my involvement originally was as a fan who was incredibly excited that Sam Raimi was on board to direct that movie. You know, I love Evil Dead 2 and I love a lot of his movies, but that one in particular. And I just got really excited about what he would do with Warcraft. And when he eventually dropped out to pursue The Wizard of Oz, there was no one attached and it seemed like the film had stalled. I had just finished Source Code around that time, and it had received good reviews. And I was able to talk my way into getting a chance to pitch what I would do with that project if I had the opportunity to do it.

And fortunately, being a long-term fan, my pitch was very much in sync with what Blizzard were hoping the movie could be.

What was the research process like? I mean, getting it just right so you don’t alienate fans, but also…

How many days of this [mimics playing on a PC] were involved? I mean, I think the fact that I was a fan meant that there was already a real synchronicity between what I thought the film could be and should be, and what Blizzard were hoping the film could be. Blizzard have this amazing history and legacy of taking things that people are already fans of and putting on that little twist that makes them kind of unique and allows you to see them in a different way. And [with] Warcraft, it really is sort of that idea of taking Tolkien, where humans and hobbits and cute creatures are the good guys, and then the creatures and the monsters are the bad guys. That was kind of the standard for fantasy. And they kind of turned it on the head by saying, “No, you as the player can be the hero on all sides.” And that’s what we wanted to bring into the movie — the idea that heroes come in the most unexpected places.

Were there any guidelines of dos and don’ts from Blizzard?

Well, I mean they do have a legacy. They have 20 years of digital folklore that they’ve made up, and it served them very well. … I’ve always worked very, very closely with them throughout the process, from the beginning right through to the end. And it was always about making my case. If there was ever a point where we weren’t completely already in agreement, I would make my case as to why for a movie there were changes that would be necessary. And sometimes they’d push back and sometimes they’d understand and agree.

In terms of the visuals, how did you set on the exact style you wanted without going too believable, but also not too cartoon-y?

I mean, there were kind of two big challenges in making Warcraft. One was to take the aesthetic of the game of Warcraft, which is very stylized and kind of comic book-y, and where the characters are drawn both narratively and aesthetically in these big, broad strokes and find a way to give it a bit of three dimension and realize it in a live-action way.

And that was really just a matter of spending a lot of time in preproduction working with Blizzard and with our own artists and just finding a way to strike that balance between the oversized armor and weapons of the game and something which feels that way but works in a live-action environment.

The other big challenge was how are we gonna make our Orcs, which are really more than just monsters. They’re not monsters in our movie; they’re characters. And we spend a lot of time with them and we get to know them. We get to care about them. And the technology for that was really something where ILM came in with this next-generation motion capture that they’ve been working on. I think body-motion capture is now at a pretty good state. But facial-motion capture, there was room for improvement. And they, at the time, had just come off from doing The Incredible Hulk and the first Avengers movie. And Jeff White and Jason Smith, who I talked to at ILM, were basically both Warcraft fans as well. So it was kind of a nice synchronicity there. And they talked about this new facial capture that was going to have such a fidelity that it would capture all of the nuances that, in previous generations of mo-cap, had kind of had characters slip into the Uncanny Valley. But now, with all of those details there, you really believe these creatures exist.

As for taking those battles from the game and bringing that to the big screen — how did you approach those shots, especially when you’re filming in 3-D?

Well, this was my first 3-D experience. So there were certainly some suggestions and some rules of thumb that I was given early on. [I] got to watch some footage from other films, obviously, and talked to people involved in shooting 3-D.

But just as far as how you frame, how fast you pan the camera — things like that where you don’t want to, in a way, draw the audience’s attention to the edges of the frame — it’s kind of a weird thing, because whenever you frame something, there’s always going to be something on the edge. But it’s always about not making the eye be drawn too much to that because that’s where things start to mess with your head, especially when you’re panning or something like that. So there were some framing elements that we sort of were keeping in mind.

But as far as the scale of the battles, it might seem like an odd homage, but one of the things I really wanted Warcraft to reflect were the old Sergio Leone Westerns, in particular Once Upon a Time in the West, because we have so many duels. We have these kind of one-on-one battles. And we have guys jumping off balconies onto their horses or griffins … onto their flying horses. So they’re all of these kind of Western-feeling things, these big operatic moments in our movie. So that was something that I wanted to pay homage to. So on some of the framings, Sergio Leone really sort of became a touchstone.

I know we were joking before about Mortal Kombat and the Street Fighter movies, and how video games movies can go so wrong. So when you decided to start working on this screenplay, how did you make sure there was enough story there?

There was a pre-existing script that I worked on top of. So I think the best way to describe my work was an aggressive polish. There were some structural issues that I changed. And there were some characters that I made more of than what was in the previous script.

I think as a filmmaker, I try and switch off my game-fan hat … but really sort of think about it as a filmmaker. Who are the characters that the audience are gonna care about? How can I get them to care about them? And then, what is the story which is gonna draw the audience through with it? … That you would do in any kind of film. And the fact that it’s based on a game is really not as big an issue.

I noticed there were one or two moments in the film where myself and the rest of the audience cracked up. Was that intentional on your part? Did you look to break the tone?

Yeah. Absolutely. Where you can mix the operatic, high drama — the Sergio Leone duels and the big, wide-scale battles scenes up with a bit of humor, I think it makes you feel like you had a full meal.

Going back to your body of work, what is it about sci-fi and fantasy for you … from your youth, what were some of the first things that you fell in love with?

Yeah, Moon and Source Code were kind of sci-fi. One’s sort of more speculative future sci-fi, and Source Code is more kind of contemporary playing with potential technologies. And then obviously, Warcraft is more fantasy-based. But both fantasy and sci-fi were just really important to me, and things that appealed to me when I was growing up. There was a British comic book called 2000 AD, which was a huge influence. That’s kind of like the Heavy Metal of the UK. It’s been around for decades, and it’s where the character Judge Dredd comes from. So I was a big fan of that. I was a big fan, obviously, of Blade Runner and Star Wars and all of the expected ones. But also, you know, 2001.

I remember my dad showing me Metropolis and things like that as well when I was growing up. So, I kind of had a mixed diet on film. J.G. Ballard and Philip K. Dick as far as literature goes. And lots of games, as well. I was playing game since I was a kid.

Image credits: Universal Pictures / Warcraft

30
May

Australia to auction off confiscated bitcoins this June


Australia has plans to sell off a considerable amount of bitcoins, the cryptocurrency favored by shady online folk, this June. 24,518 bitcoins confiscated by police will be auctioned off by financial services firm Ernst and Young in 2,000 blocks, an amount that equals just over a million US dollars given the current conversion rate. Australian authorities wouldn’t specify where the bitcoins come from other than to say it was in conjunction with a crime. However, as the BBC points out, reports from 2013 indicate a similar quantity of bitcoins were seized in an online drug bust in Victoria. The upcoming auction will be open to bidders worldwide and could help set a precedent legalizing the currency for use in Australia, where it’s still undergoing regulatory approval.

Source: BBC

30
May

Real-world ‘Pong’ might just beat the video game


If you miss the days of playing Pong with old-school dial controllers but would rather not track down a vintage console or arcade cabinet, today’s your lucky day. Daniel Perdomo and crew have built a real-world Pong machine that replicates the pioneering game with physical parts. Despite what it looks like, it’s not just an Atari-themed air hockey table. Instead of letting physics take over, the machine maps virtual ball and paddle movements to objects. All the eccentricities of Pong gameplay are intact, just in a more tangible (and arguably, far more immersive) form. LEDs track the score, while the controllers are rejiggered hard drives.

Perdomo doesn’t just want this to be a one-off project. He’s hoping to find a hardware manufacturer to produce further tables. If that happens, there’s a real chance that you could have a Pong table in your rec room — perfect for those moments when a round of darts or pool isn’t enough to captivate your house guests.

Via: Gizmodo, Popular Mechanics

Source: Daniel Perdomo (YouTube)

30
May

Apple May Introduce Next-Gen Natural Language API in its Amazon Echo Competitor


Last week we reported that Apple is said to be readying an Amazon Echo competitor that could be used in the home for features like listening to music, asking for information and getting news headlines.

The product is thought to include a camera with facial recognition capabilities and said to learn over time about its users, which interact with the device via an enhanced version of Siri. Meanwhile, Apple’s virtual assistant is expected to be opened up to outside developers via a soon-to-be-released software development kit in order to facilitate this integration.

Now, Tech Insider claims that a natural language outfit bought by Apple late last year could play a central part in the company’s plans for the upcoming smart home device.

In October 2015, Apple acquired VocalIQ, a UK-based startup that had spent the last 10 years researching natural language, belief tracking, decision making, and message generation, in an attempt to develop a next-generation natural language API.

Speculation at the time suggested Apple hoped to use the technology in its car project, codenamed “Titan”.

However, according to a source familiar with VocalIQ’s technology who spoke to Tech Insider, Apple is likely to introduce the API in its Echo competitor because of its ability to go beyond the “session-based” contextual responses touted by the likes of Viv. VocalIQ achieves this feat by retaining semantic context between conversations and permanently remembering the preferences of its users.

Apparently the company had been testing VocalIQ against Siri, Google Now, and Cortana, and found it to be vastly superior in dealing with complex natural language queries, such as asking for “a nearby Chinese restaurant with open parking and Wi-Fi that’s kid-friendly”.

[But] What if you change your mind an hour later? Simply saying something like “Find me a Mexican restaurant instead,” will bring you new results, while still taking into account the other parameters like parking and WiFi you mentioned before. Hound, Siri, and any other assistant would make you start the search session over again. But Vocal IQ remembers. That’s more human-like than anything available today.

VocalIQ can also filter out extraneous noise to figure out exactly what you’re saying, thus making it more accurate than Siri is today. It’s able to take in all the noise in an environment — the TV, kids shouting, whatever — and determine with a high probability which sound is actually the user’s query. It can even learn to adapt to different accents over time to improve accuracy.

While the report’s source doesn’t claim to have any hard evidence that Apple plans to include the technology into its upcoming smart device, the possibility is an intriguing one. It also feeds into the expectation that Apple’s decision to open up Siri to third-parties indicates that the virtual assistant will receive the necessary enhancements to prevent it from being overtaken by recent advances in competing products.

Tags: Siri, VocalIQ, Amazon Echo
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30
May

Asus Announces ZenBook 3, a Retina MacBook Lookalike That is Thinner, Lighter, and Faster


ASUS today at Computex 2016 in Taiwan announced a wide range of new products, including the ZenBook 3, its third-generation ultraportable notebook that is thinner, lighter, and faster than Apple’s lookalike 12-inch Retina MacBook.

The 12.5-inch ZenBook 3 has an ultra-thin 11.9mm aerospace-grade aluminum alloy chassis that weights just 2 pounds and is “50% stronger than the standard alloy” used in competing notebooks. Comparatively, the Retina MacBook is 13.1mm thick and weighs 2.03 pounds.

ZenBook 3’s display is crafted from edge-to-edge, scratch-resistant Corning Gorilla Glass 4, with a 1,920×1,080 pixels resolution and wide 72% NTSC color gamut. The notebook has a slim bezel design that provides an 82% screen-to-body ratio for a maximum viewing experience with a minimal footprint.

The Windows-based notebook is powered by up to an Intel Core i7 processor and features 16GB of 2133MHz RAM, up to 1TB of PCIe 3.0-based flash storage, and quad-speaker audio by Harman Kardon. Like the Retina MacBook, the ZenBook 3 has a single USB-C port for charging and connecting peripherals.

ASUS includes a dongle with USB 3.0, USB-C, and HDMI ports in the box, while a larger universal dock is available with additional connectivity options.

ASUS-ZenBook-3-trio
ASUS sacrificed a fanless design like the Retina MacBook has in favor of increased performance, but the ZenBook 3 has an innovative cooling system that features the “world’s thinnest fan design” at just 3mm. The notebook delivers up to 9 hours of battery life with fast-charging technology for recharging up to 60% capacity in 49 minutes.

ZenBook 3 is available in three spun-metal finishes, Royal Blue, Rose Gold, and Quartz Grey, based on a two-phase anodizing process that creates golden highlights on the diamond-cut edges. Whereas the Retina MacBook’s keyboard is always black, the ZenBook 3’s keyboard matches the color of each finish.

The full-sized backlit keyboard also has 19.8mm key pitch and a slightly deeper 0.8mm key travel, compared to 0.5mm on the Retina MacBook’s ultra-thin butterfly mechanism keyboard that some have contested. Next to the keyboard is a glass trackpad with palm-rejection technology, Smart Gestures, and handwriting support.


An optional built-in fingerprint reader with Windows Hello support enables users to sign in and unlock the ZenBook 3 with one finger tap, in lieu of having to type their password or PIN. Similarly, the 2016 MacBook Pro may feature Touch ID as Apple works on an unlocking-via-iPhone feature for OS X 10.12.

ZenBook 3 will be available in the third quarter of 2016, starting at $999 in the U.S. for the base model with an Intel Core i5 processor, 4GB of RAM, and a 256GB SSD. A 512GB SSD model will sell for $1,499, while the top-range Intel Core i7 model with 16GB of RAM and a 1TB SSD will cost $1,999.

ASUS also announced the Zenbo home robot, the ZenFone 3 Series, the ASUS Transformer 3 Series, and multiple other new products.

Tag: Asus
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