Pilot a disembodied head on July 26th with ‘Headlander’
Headlander, the Adult Swim game with a ’70s science fiction vibe, comes to the PS4 on July 26th. First announced last December at the PlayStation Experience, it puts you in the head of the “last organic life left in the known universe,” according to the PlayStation blog post. Even though you’re just a disembodied head, you do have a spacesuit helmet and rocket booster. That lets you dock your dome on any object with a “universal docking ring,” including humanoid shepherds, robot dogs and even vacuum cleaners.
After that, you visit levels in the “Pleasure Port” with help from your personal assistant Earl, blasting enemies with increasingly powerful lasers or deflecting fire with a bounce shield. All the while, you’ll be trying to figure out who you are and why you’re the only human around. The trailer (below) captures the look, fun and nonsense of classic films like Dark Star and Westworld, and if the side-scrolling game can live up to that, it should be a hoot to play. It arrives on the PS4 and PC on July 26th.
Source: Sony
Google’s first indie gaming festival comes to San Francisco this fall
Indie game developers, Google wants to hear from you. The company has just announced the first Google Play Indie Games Festival, and you can submit your game for consideration now. The festival, which will take place Sept. 24th in San Francisco, will highlight 30 upcoming and recent games that will be available in the Google Play Store to Android users, with prizes going to the top submissions.
“Google Play is the largest store for digital content; 65 billion apps and games were downloaded over the past year,” says Google’s Jamil Moledina, a strategic lead for Play Games. “It’s an immense platform that we have, and along with that is an opportunity to better support the indie games community.”
In this case, that support looks like better “discoverability” for indie game developers, something that’s an issue for just about anyone publishing apps on Google Play. There’s well over a million apps in the store at this point, and standing out in this crowd is incredibly difficult — especially when you’re competing with high-profile, prolific developers like Glu, EA, Gameloft and others.

The Indie Games Festival won’t solve that, but it’s another way for Google to try and highlight entertaining and unique games. Moledina said the reach of Google Play makes the company want to make the store diverse as possible. There’s a place for the mass-market, free-to-play games like Candy Crush, but there’s plenty of room to serve gamers who want more unconventional or in-depth experiences as well.
That’s where this human element of picking out the cream of the crop for the Indie Games Festival comes in. “It’s incumbent on us to help people find games that are not only ones that they would naturally be interested in,” Moledina says, “but also to highlight from a human tastemaking point of view what’s truly standout now.” With the amount of content available in the Google Play Store, human curation is a must. There’s already an “indie corner” in the store, and it goes without saying that the 30 finalist games will be highlighted as well.
As to how those 30 finalists will be picked, Moledina says it comes down to fun and innovation. “Ultimately, we’re looking for fun games that have truly innovative and artistic elements,” he says. On the innovation side, Google is expecting to see a lot of indie developers take advantage of the company’s augmented-reality and virtual-reality games to craft new experiences. “These are areas that are really important trends for everyone, but specifically for indie developers,” Moledina says. “They have a natural agility and focus that can help them jump into areas like VR and AR.”

Games must have been released in 2016 or be published by the end of the year. And they need to come from studios or publishers with fewer than 15 full-time employees; no public companies allowed. Moledina admits the guidelines are a bit arbitrary, but Google needed to draw a line somewhere.
Lastly, the festival is open only to developers in North America — at least this time. “We’re starting with North America,” Moledina says, “but we could [hold festivals] in other regions to focus on local developers who are more comfortable pitching in their own language and can highlight games that make sense for their countries.”
Submissions are open from now until Aug. 14th, at which time Google plans to quickly narrow the field, to allow the 30 contenders as much time to prep for the September event as possible. Come Sept. 24th, those 30 games will be shown off, with consumers and developers alike getting a chance to put them all through the wringer.
Attendees will have the chance to vote on their favorites, and developers for the top 15 games will have a chance to formally pitch their games to a panel of judges. Seven semifinalists will come out of that group and all will win a prize; three of them will take the top honors. Google says prizes will include Tango devices, I/O 2017 tickets and ad support for their creations on Google’s networks. If you’re a developer and want to get a chance to show off your game in San Francisco this fall, you have a month to get it in. And if you just want to attend and see what’s on display, Google should have more details on the festival itself in the coming weeks.
Twitch’s HTML5 player is available to subscribers today
Twitch is taking steps to improve its video streaming experience by bringing viewers a closed beta of its HTML5 video player. Anyone with a Turbo subscription will be able to join the beta beginning today and can test out the new player before other users later this summer.
The HTML5 player promises smoother streaming, faster load times and more consistent frame rates than the Flash player that’s currently in use. Anyone who participates in the closed beta doesn’t have to switch over permanently just yet, however. They can continue to toggle between the new player if they’re not quite ready to make the switch.
Twitch is following in the footsteps of YouTube as it plans to eventually retire its Flash player, something the streaming giant already took steps to do back in January 2015. It’ll no doubt resonate well with viewers as well as streamers. If you’re interested in checking it out and are a Turbo subscriber you should be able to do so beginning today.
Apple’s kid-friendly Swift Playgrounds taught me to code
In 2014, Apple introduced a new programming language called Swift. Though that might not seem like much to everyday users like you and me, this announcement was actually a pretty big deal for the developer community. One of the reasons for that is that it’s a lot simpler than Objective C, the lingo that Apple had been using for over 20 years. So simple, in fact, that Apple believes that Swift could be anyone’s first programming language. That’s why at this year’s WWDC, the company introduced Swift Playgrounds, an iPad app designed to teach kids how to code. After a few days playing around with it, I can safely say that it also managed to teach me — a clueless grownup — a few Swift programming basics as well.
It’s available for developer preview now and will be in public beta in July, with a much wider release when iOS 10 launches this fall. An iPad-only app, it’s compatible only with the following models: iPad mini 2, 3 and 4; iPad Air and Air 2; and both the 9.7-inch and 12.9-inch iPad Pro.
When you first launch the app, you’ll see a Featured tab with a gallery of highlighted lessons. Each set of lessons is called a “Playground,” and if you’ve already started playing with one, you’ll see it listed in the My Playgrounds tab. The app ships with two basic modules, which are ‘Learn to Code 1″ and “Learn to Code 2.” As I’m a beginner when it comes to programming languages — last I learned was MS Basic when I was 12 — I decided to start with the first one.
In this particular Playground, you’ll learn basic Swift commands by guiding a character called Byte around to solve puzzles. The screen is split in two; one side shows the actual code, while the other is a live view of Byte and a 3D world. You can spin the world by swiping it around or pinch to zoom to get a closer look. As for the code, you don’t even have to type anything in; you can cherry pick what commands you like from a QuickType keyboard at the bottom of the screen. You can also bring up an on-screen keyboard at any time to enter in custom text.
The first few lessons are pretty easy, at least to my adult brain. To get started, all you do is compile a few simple commands like moveForward(), turnLeft() and collectGem() to get Byte moving the way you want. Once you’re happy with your list of commands, you can simply tap “Run My Code” to see if it works. Later on, I learned how to repeat commands in loops as well as how to ascribe several commands into a single function. I have to admit that even though Playgrounds is meant for the average 12-year-old, as the lessons got progressively harder, I was definitely challenged. I did consult a few hints at times when I was stuck.
That’s part of the cool thing about Swift Playgrounds; there is no one right solution. The code can be as complex or as simple as you want it to be. As long as you get the objective done — be it collecting gems or toggling switches — the app will celebrate your success. There’s no shame in giving up and looking up the answer either; you won’t get penalized if you do. Still, if you’re smart enough to enter in the most optimal code, you’ll be given even further praise — sort of an extra pat on the back, if you will. Plus, optimizing code is a good lesson to learn in general; better code leads to better apps.

The other thing that I found fascinating is that the experience is pretty open-ended. You don’t have to follow the curriculum exactly; you can jump around from lesson to lesson if you feel like it. That way you can skip ahead if you feel like being challenged.I should also mention that the fact that this is all done via an iPad makes the coding process feel more intuitive. The ability to tap and drag around bits of code makes an otherwise tedious process a lot faster.
Along with lessons and challenges, the app ships with a couple of templates for building Playgrounds of your very own. Indeed, the company is encouraging educators and developers to create their own lessons and challenges for the app so that the app can be used in the classroom. Apple is also planning to release additional lessons and challenges on a regular basis.
An important takeaway is that the language you’re learning on Swift Playgrounds is actual, real code, and not some pretend pseudocode common in a lot of educational apps. “It’s the exact same language as Swift,” said Cheryl Thomas, Apple’s Vice President of Software Engineering Operations. “This is very unique; you can learn to code in something that is the same as the one you can use to make very powerful apps.”

Because Playgrounds lets you code in actual Swift, even seasoned programmers can use it to draw up prototype of an app. It can even call on real iOS APIs. From there, you can transfer that code via iCloud to Xcode, Apple’s more advanced developer tool, to finish up the process. What’s more, because the latter uses much of the same language and syntax as Swift, a Playgrounds graduate could theoretically pick it up simply by reading the documentation.
“When we first created Swift Playgrounds, we wanted to really inspire the next generation to want to learn to code,” said Thomas. “It reflects an Apple engineer’s viewpoint and perspective on the best practices on how to do so.” The team recruited several educators to help them figure out how kids will respond to the app and the best way to motivate them. “We feel like the app appeals to a broad base of learners. It appeals to boys, girls and is very accessible. It can be used by folks with different levels of sight.”

Apple also brought kids in to get their feedback and, according to Thomas, it was fantastic. “Folks at all different ages seem to like the product a lot.” Thomas and her colleagues also realized that kids love to share what they’re building. So if you want, you can send screenshots right from the app and even record a video or broadcast what you’re doing live.
“It assumes zero knowledge,” said Wiley Hodges, a product marketing director for Tools and Technologies at Apple. “You can come to it a complete beginner and it’ll introduce you to all the core concepts.”
“We’re pretty excited about the idea that we can give people better access to this ability to learn and experiment with code,” he continued. “There’s a value beyond just the idea of learning to code. You’re not necessarily going to be a programmer […] Learning to code can teach kids problem-solving, persistence… it’ll serve them well regardless of what they go on to do.”
FCC adopts new rules for the foundation of 5G networks
We knew it was coming, and now the FCC has made it official. The commission voted today to adopt new rules that would facilitate the development of 5G wireless networks in the US. More specifically, the guidelines relate to wireless spectrum above 24 GHz and makes the United States the first country in the world to make the spectrum available for so-called next-gen networks. The FCC said in a press release that it’s taking a similar approach that it did when 4G (LTE) networks were developed, a strategy that will “set a strong foundation for the rapid advancement to next-generation 5G.”
Of course, 5G technology is still being developed, but the new rules will “provide clarity” as companies begin to invest in it. This includes opening up 11 GHz of spectrum for flexible, mobile and fixed use wireless broadband, with 3.85 GHz of that for licensed spectrum and 7 GHz for unlicensed spectrum. Today’s vote also creates a new Upper Microwave Flexible Use service in the 28 GHz, 37 GHz and 39 GHz bands in addition to a new unlicensed band at 64-71 GHz. AT&T and Verizon have already revealed plans for 5G tests, and others will likely follow in the near future.
According to the FCC, the new rules also aim to facilitate innovation without letting regulations hold up the process. The commission approved a set of service and technical rules “to allow new technologies and innovations to evolve and flourish without needlessly prescriptive regulations.” Guidelines are also in place to balance all of the different use cases for 5G, from wireless service to satellite and federal use. If you’re looking for more info on what this all means for the future of high-speed connectivity, consult our explainer on the FCC’s vote.
Source: FCC
Samsung’s Serif TV is designed to blend in with your furniture
Other than size difference, most televisions on the market today look practically the same. With Serif TV, a sleek set that’s designed to blend in with your furniture at home or office, Samsung wanted to take a different approach. Earlier this month, the company announced that Serif TV would be coming to the US in August, after making its debut in Europe last year. We had the chance to see it ourselves at a launch event in New York City’s Museum of Modern Art, and walked away rather impressed.
The first thing that stands out from Serif TV is how it doesn’t look like any of the latest televisions. Rather than sporting a thin bezel, the Serif TV features a thick plastic frame that drew inspiration from the typography in the serif fonts. More specifically, a capital letter “I.” Serif TV was designed by the Bouroullec brothers, a pair of French designers who are known for their high-end furniture creations.
Naturally, the user interface had to be different than the one on Samsung’s other smart TVs. While it’s still based on Tizen OS, meaning it can run applications such as Netflix, the UI is much simpler here. As you turn the Serif TV on, you’re greeted with these options: TV, apps, speaker, photos and clock. Everything looks extremely sharp, thanks to the screen’s 4K resolution. Samsung says it is the best picture quality it’s ever put in a 40-inch TV.
What’s more, the TV has a removable back that’s made out of fabric, which is intended to keep the cables coming out of it relatively hidden. Speaking of, the Serif TV comes with three HDMI inputs and two USBs. For the US version of the TV, Samsung went with a 40-inch model, though we’re told the company could introduce larger models in the future, depending on how this one plays out. In Europe, for instance, Samsung also offers 24- and 30-inch variants.
It’ll be interesting to see people’s response to Serif TV in the US, but chances are it will definitely appeal to some. The Serif TV will be available next month for $1,499, with pre-orders for the white version now open on Samsung’s online store. Meanwhile, the blue one is being sold exclusively thorough the Museum of Modern Art.
Peter Thiel to speak at the Republican National Convention
Peter Thiel, the Silicon Valley investor and PayPal co-founder, is set to speak an the upcoming Republican National Convention. According to a list of speakers and guests obtained by The New York Times, Thiel is scheduled to appear on the fourth night of the GOP’s event — the same evening as Donald Trump is expected to accept the party’s formal nomination. The two will be joined on stage that night, Thursday, July 21st, by Republican Committee Chairman Reince Priebus, Florida Governor Rick Scott, former NFL quarterback Tim Tebow and others. As always, the list is subject to change before the event.
Thiel’s attendance at the RNC isn’t too surprising, but him taking the stage to address the convention might be. He’s one of the big names in Silicon Valley to pledge support for Trump. Shortly after Thiel was on a list of pledged delegates for Trump in California back in May, it was revealed that he was financing Hulk Hogan’s lawsuit against Gawker. After co-founding PayPal, he went on fund companies like Airbnb and Facebook. Thiel was recently re-elected to the board of directors for Mark Zuckerberg’s social network.
As The New York Times notes, Thursday is also the day the convention can debate proposals to change the party’s rules. Changes could include allowing delegates to “vote their consciences” to formally select the nominee, rather than following the results of the primaries in their states as is usually required by a state’s party rules. Needless to say, Thiel will be a part of a busy day in Cleveland.
Via: The Verge
Source: The New York Times
Razer Debuts $170 ‘Mechanical Keyboard Case’ for 12.9-inch iPad Pro
Razer today launched a new top-tier mechanical keyboard peripheral for Apple’s 12.9-inch iPad Pro, which packs in PC-like mechanical switches for typing on the tablet (via The Verge). The $169.99 accessory — which uses Bluetooth to connect to the iPad Pro — also doubles as a protective case for the tablet when closed, and has a kickstand to perch the device open when the keyboard is in use.
The “ultra-low-profile mechanical switches” used in the keyboard case replicate the feel and responsiveness of a full-fledged mechanical keyboard, according to Razer, but with the slimmer profile needed for a mobile tablet accessory. The keys are even individually backlit for typing in the dark, and come with 20 levels of illumination power to cycle through depending on the light needed.
This revolutionary technology with slim chiclet keycaps raises the bar for ultra-mobile keyboards. Featuring optimized actuation and reset points and an actuation force of 70g, the world’s first low-profile mechanical switch delivers the exact same performance and feel as a full-fledged mechanical keyboard.
Optimized for multiple viewing angles, Razer noted that the Mechanical Keyboard Case’s metal kickstand is “detachable and not limited to a fixed angle,” letting users find the perfect position for every typing environment. Concerning battery life, the company claimed that the case gets 10 hours on one charge at the highest-intensity level of keyboard brightness, with the possibility to extend that all the way up to 600 hours by turning the backlight off completely.

Razer has posted more information about the Mechanical Keyboard Case on its website, and anyone interested can purchase it from the company for $169.99.
Related Roundup: iPad Pro
Tag: Razer
Buyer’s Guide: 12.9″ iPad Pro (Neutral)
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Apple to Open Imaging Research Lab in Grenoble, France
Apple plans to open a research laboratory in Grenoble, France focused on developing improved imaging sensors and techniques for its iOS devices, according to French newspaper Dauphiné Libéré, with details shared by iPhon.fr [Google Translate].
Apple has had a team of more than a dozen researchers and engineers working on imaging research and development for more than a year at the Minatec European research center, and recently signed a lease to establish its own research laboratory in Grenoble.
The new facility, located on Rue Ampere, will give Apple the space to hire additional researchers and it will allow the company to provide its research team with specialized equipment for sensor development. Apple plans to have approximately 30 engineers working at the research lab, which will span 800 square meters.
According to the newspaper, Apple’s work on sensors for the iPhone and iPad will be done in collaboration with engineers from Apple partner STMicroelectronics, which has supplied components for Apple devices in the past.
With the iPhone positioned as the most popular point-and-shoot camera in the world, Apple has invested a lot of resources into continual improvements, introducing better image quality with each iteration of the device. This year, we may see some of the biggest image improvements yet, as Apple is expected to introduce a camera with a larger sensor in the iPhone 7 and a dual-lens camera setup in the iPhone 7 Plus.
Tag: STMicroelectronics
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