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20
Oct

KGI: iPhone X Production Woes Ending, but Only 2–3 Million Units Available for Launch


With just one week to go until pre-orders for the iPhone X begin, KGI Securities analyst Ming-Chi Kuo has released a new report indicating that the “worst [will] soon [be] over” with regards to production difficulties.

According to Kuo, the biggest hurdle has likely been the flexible printed circuit board (FPCB) for the device’s antenna, due to increased complexity and initial supply chain partner Murata’s inability to meet specifications.

Special materials, recipes, design, processes, equipments and tests are required for antenna FPCB, as the specifications for iPhone X antenna (supplied by Amphenol (US)) are higher than those of iPhone 8 and only Murata (JP) and Career Tech (6153 TT, NT$30.1, NR) can meet Apple’s requirements. Murata (originally with a 60% order allocation or higher) won’t be able to resolve its issues before 2Q18, and thus has been fully replaced by second supplier Career. We believe Career will ramp up in November, as capacity expansion takes time, and its materials, recipes, design, processes, equipments and tests are different from those of Murata.

A secondary bottleneck appears to have been the FPCB for the wide-angle rear camera lens. Unlike competing dual-lens camera smartphones from Samsung and Huawei, the iPhone X’s wide-angle and telephoto lenses use separate PCBs, and supplier Interflex has reportedly struggled with quality issues on the part for the wide-angle lens.

The third bottleneck that has received signifcant attention in recent weeks is the TrueDepth camera’s infrared dot projector, or the “Romeo” component. According to Kuo, previous design issues that led to poor facial recognition have been addressed and the “worst is behind us.”

Overall, Kuo is cutting his iPhone X shipment estimates for the fourth quarter to 25–30 million units, down from 30–35 million, and he expects that 2–3 million units will be shipped into distribution channels ahead of the launch. As a result, initial supplies will be very tight, as has been extensively rumored. Kuo says shipments will “pick up markedly” in the first quarter of 2018.

Related Roundup: iPhone XTag: Ming-Chi Kuo
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20
Oct

Newly-discovered lunar cave would be great for a moon base


Nothing quite captures the 2017 mood to leave Earth forever like dreaming about moon bases. Last month, space agencies from Russia and the US jointly announced plans to collaborate on such a satellite colony. But today’s discovery might bring that vision closer to reality. Japan’s space agency found a large cave underneath the lunar surface that seems like prime area for a human outpost.

Japan’s Selenological and Engineering Explorer (Selene) probe discovered a 50-meter wide by 50-meter deep opening underneath the Marius Hills region using a radar system designed to peer underground. After more readings, the Japan Aerospace Exploration Agency (Jaxa) surmised that the chasm was 50 km (31 miles) long by 100 meters wide, structurally sound and filled with rocks that might contain water. They theorize that it was a tube carved by lava during volcanic activity 3.5 billion years ago.

Lava tubes are well-suited for human settlements, Jaxa senior researcher Junichi Haruyama told The Guardian. The tubes “might be the best candidate sites for future lunar bases, because of their stable thermal conditions and potential to protect people and instruments from micrometeorites and cosmic ray radiation,” Haruyama said. Their location underground also shields denizens from the surface’s wild temperature swings and radiation from the sun’s UV rays.

Source: The Guardian

20
Oct

Clap for China’s president anywhere, anytime with this app


If you wanted to applaud Chinese president Xi Jinping’s recent speech but got stuck in traffic or were halfway around the world, well, there’s an app for that now. Chinese internet titan Tencent has released a game that lets you tap the screen to clap during one of the eerily choreographed pauses amid a typical presidential address. Okay, so it’s technically a “who can tap the most” game — but it’s still shrouded in performative adulation for a public official, which is only creepy if your government doesn’t regularly force you to do it.

The app, “Excellent Speech: Clap for Xi Jinping,” had apparently been played more than 400 million times the night it was uploaded, according to What’s On Weibo. As of today, that’s amounted to over a billion claps. The game starts with a clip of the speech Jinping gave on Wednesday, and then players mash the bottom of their screens to see how many times they can clap during a 19-second pause. (That arbitrary number commemorates the country’s current Congress, which is China’s 19th.) The New York Times claimed that maximum possible claps is capped around 1,000 each round, which amounts to about 52 taps per second, which humans shouldn’t be capable of, right?

Via: Phys.org

Source: What’s On Weibo

20
Oct

Apple Sued Over ‘Animoji’ Trademark


Apple is facing a lawsuit for infringing on an existing Animoji trademark, reports The Recorder. Animoji is the name Apple chose for the 3D animated emoji-style characters that will be available on the iPhone X.

The lawsuit [PDF] was filed on Thursday by law firm Susman Godfrey LLP on behalf of Enrique Bonansea, a U.S. citizen living in Japan who owns a company called Emonster k.k. Bonansea says he came up with the name Animoji in 2014 and registered it with the United States Patent and Trademark Office in 2015.

Since 2014, Bonansea has been using the Animoji name for a messaging app available in the iOS App Store. The lawsuit alleges Apple was aware of the Animoji app and attempted to purchase the Animoji trademark ahead of the unveiling of the iPhone X.

This is a textbook case of willful, deliberate trademark infringement. With full awareness of Plaintiffs’ ANIMOJI mark, Apple decided to take the name and pretend to the world that “Animoji” was original to Apple. Far from it. Apple knew that Plaintiffs have used the ANIMOJI mark to brand a messaging product available for download on Apple’s own App Store.

Indeed, Apple offered to buy Plaintiffs’ mark but was rebuffed. Instead of using the creativity on which Apple developed its worldwide reputation, Apple simply plucked the name from a developer on its own App Store. Apple could have changed its desired name prior to its announcement when it realized Plaintiffs already used ANIMOJI for their own product. Yet Apple made the conscious decision to try to pilfer the name for itself–regardless of the consequences.

Bonansea’s Animoji app has been downloaded more than 18,000 times, he says, and it continues to be available in the App Store. The app is designed to send animated texts to people.

In the summer of 2017, ahead of the unveiling of the iPhone X, Bonansea was allegedly approached by companies with names like The Emoji Law Group LLC who attempted to purchase his Animoji trademark, and he believes these entities were working on behalf of Apple.

He opted not to sell, though he says he was threatened with a cancellation proceeding if he did not. On September 11, just prior to the debut of the iPhone X, Apple did indeed file a petition with the U.S. Patent and Trademark Office to cancel the Animoji trademark.

Apple’s Animoji
Bonansea originally trademarked the name under a Washington corporation called “emonster, Inc,” a company that is now defunct. Apple’s petition to cancel argued that the “emonster Inc” company did not exist when the Animoji registration was initially filed, and Bonansea claims that it was a mistake the trademark was not filed under the name of his Japanese company, Emonster k.k. A cancellation proceeding for the trademark appears to still be pending.

The lawsuit suggests that Bonansea planned to release an updated Animoji app at the end of 2017, but had to rush to submit a new app “so that Apple did not further associate the Animoji mark in the public’s minds with Apple.” He claims this has caused suffering and “irreparable injury” as he has had to rush to market with an unfinished product. Bonansea is seeking preliminary and permanent injunctions to prevent Apple from using the Animoji name along with damages and attorney fees.

Tag: Animoji
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20
Oct

Tired of trends, trolls, and tweets? Here’s how to delete your Twitter account


Tired of the 140-character (and, possibly, soon to be 280 characters) microblogging platform that is Twitter? Sick of all the obnoxious hashtag trends, sponsored tweets, lack of civility, and trolls? Well, we have a guide on how to delete your Twitter account and, thankfully, it isn’t complicated. The process is easy if you know what you’re doing.

The first thing to note is that there is no way to immediately delete your profile. Instead, going through these steps deactivates your account, after which it’s queued for permanent deletion. You won’t be able to deactivate your account from the mobile app, however, meaning you need to visit the actual website to do so. Once done, Twitter will retain your data for 30 days, allowing you to log in and reactivate your account should you change your mind and decide you truly can’t live without #FollowFridays.

Even though Twitter will eliminate your account, it doesn’t guarantee your tweets won’t be indexed by search engines like Google and Bing. That means your tweets could still exist somewhere — a non-issue if you posted innocuous tweets. Per Twitter policy, you will not be able to reactivate your account after 30 days. If you’ve amassed a huge following, you will lose them forever.

If you’re ready to pull the trigger on ending your Twitter account, check out the instructions below for details.

Step 1: Navigate to Twitter and sign into your profile as you would normally.

Step 2: Click on your avatar icon in the upper-right corner of the screen and select “Settings and privacy” from the resulting drop-down menu.

Step 3: Scroll down to the bottom of the page and click “Deactivate Account.” This will take you to one final page, with details about how deactivation works. Click the “Deactivate” button once you read the information.

Step 4: When prompted, enter your account password to verify that you really want to deactivate your account. After that, you’re 30 days away from being free. The deactivation should kick in after a few minutes, but some of your info may be viewable on the site for a few days afterward. Rest assured, however, that it will be wiped with time.

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  • Twitter puts a new Happening Now feature at the top of your timeline




20
Oct

Google Daydream View (2017) review


Research Center:
Google Daydream View (2017)

Virtual reality was all the rage last year. The HTC Vive and Oculus Rift VR systems released to much fanfare; Samsung unveiled its consumer version of the Gear VR mobile headset in late 2015; and Google debuted its Daydream VR platform and Daydream View headset towards the end of 2016. This year, the hype has died down somewhat. Nokia even discontinued its Ozo VR camera, citing “slower-than-expected development of the VR market.”

But that doesn’t mean there haven’t been any improvements or new additions to the space. Facebook’s Oculus recently unveiled a standalone headset that’s coming next year, and Google also announced it’s working with Qualcomm, Lenovo, and HTC to introduce untethered mobile headsets that do not require a phone or computer. While we’ve yet to learn more about those devices, we’ll have to make do with Google’s 2017 update to last year’s Daydream View headset. In our review, we found that while the headset doesn’t add much in terms of new stuff, it greatly improves the experience and it’s still one of the most comfortable VR headsets we’ve tried.

What is Daydream?

Daydream is Google’s mobile virtual reality software platform. Put a supported headset on with a supported phone, and you’ll be placed in a forest with a floating screen of apps and media content. You can look around in 360-degrees by moving your head around, but the headset does not track your position in the room like some high-end VR headsets do — it’s best used on a swiveling chair.

Genevieve Poblano/Digital Trends

In the Daydream environment, you have access to the Google Play Store, allowing you can install games, apps, or download movies directly in VR. Familiar media services are also available with “VR” attached to them: YouTube VR, Hulu VR, Netflix VR, and more. You’ll primarily want to watch 360-degree content here for the full, immersive experience, but regular videos will play as usual, with you sitting in a comfy living room staring at a large, rectangular screen.

Since its launch last year, the Daydream platform has grown considerably. There are hundreds and thousands of videos you can watch, and a plethora of games. VR’s biggest problem is its lack of appealing titles and content to keep us coming back, and we’re happy to find lots more to dig through on Daydream. Still, just because there are more games, doesn’t mean they’re great. A lot of titles, like Gunjack 2: End of Shift, tend to feel quite repetitive.

There are a lot of free games and content to peruse, but do note that you’ll have to cough up some dough for certain apps and games. Thankfully, most of the paid content is affordable, often under $5 and $10.

Daydream View and its improvements

Daydream View is Google’s headset for the Daydream VR platform. It comes with a controller, but there’s not much tech in the actual headset itself.

We loved last year’s design and material, and said it looks and oozes comfort — almost like breathable sweatpants. However, once you put the new Daydream View next to the 2016 model, you’ll immediately notice the difference. The 2017 design itself is very similar, but everything feels more rigid and tight. The material is textured almost like canvas, the strap is firmer, and the inside lining (removable facepad) where your face rests is softer and more comfortable.

Since its launch last year, the Daydream platform has grown considerably.

We still prefer last year’s softer exterior fabric, but this year’s Daydream View certainly looks smarter. It has a better fit, and there’s an extra strap that goes over your head for additional support (you can remove it if you don’t want it). There’s no need to worry if you have glasses, we had no problems wearing the Daydream View over ours, and the same is true with last year’s model.

Unlike the first generation headset, you can no longer stow away the controller on the inside of the front flap of the new View. Google suggests putting the controller in a loop on the rear strap. It makes sense — we hardly transported our headset, so there wasn’t much of a need to stow the controller. The option to place it in the strap is just as convenient.

The flap where you put your phone now doubles as a magnesium heat-sink, which helps with a very real problem with VR: Burning hot phones. Last year, our Pixel XL often got incredibly hot after about an hour of VR use, causing games to stutter and slow down. We’ve already seen the heat-sink on the new headset help a lot. We played a few games and watched some 360-degree content for about an hour, and our Pixel 2 XL only got warm. This means you should be able to spend more time in VR without heat forcing you to stop.

Genevieve Poblano/Digital Trends

But the best improvement over last year’s Daydream View is the 10-degree wider field of view. It’s easy to notice the difference when switching between the 2016 and the 2017 model. Ten degrees might not sound like much, but you’re able to see a great deal more on the screen, and best of all there’s far less light leak. Last year’s headset had gaps on the sides and near the nose, which allowed light to leak in from outside and disrupt the experience. You can always turn off the lights, but that’s merely a half-measure. There’s almost zero light leak with the new headset, though we did see a few gaps near the nose — you may have to adjust the headset so everything is completely covered.

There’s almost zero light leak with the new headset

The Daydream View is also a bit heavier than before, and while it’s not as comfortable, it’s still takes the crown as the comfiest mobile VR headset. It’s primary competitor is Samsung’s Gear VR, which uses hard plastic. It’s bulkier, heavier, and not as attractive or comfortable.

Not much has changed with the plastic controller. It fits perfectly in the palm of our hands, kind of like a Nintendo Switch Joy-Con, and feels smooth to the touch. The controller now matches the color of the headset you buy, instead of always being a dull gray. There’s an indented trackpad that can recognize swipes and presses, an App button, a Home button, and a volume rocker on the side. Press and hold the Home button to re-center the home screen or the action in any app or game. The biggest physical difference is that the App button is now raised to differentiate it further from the Home button.

Simple set up

Right now, there are 12 phones that work with Daydream VR: Google Pixel, Pixel XL, Pixel 2, Pixel 2 XL, Samsung Galaxy S8, Galaxy S8 Plus, Galaxy Note 8, LG V30, Moto Z Force, Moto Z2 Force, Asus Zenfone AR, Huawei Mate 9 Pro, and ZTE Axon 7. It’s an impressive list that has grown considerably this year, but hopefully we’ll start seeing more budget-friendly devices trickle into the list.

You’ll ideally want to use a device with a higher resolution as everything will just look better. Playing a game on the Pixel 2 XL, for example, looked a lot better than on the Pixel 2. There’s no support for iOS yet, so don’t expect to use Daydream with an iPhone X.

One of the best parts about Daydream is how easy it is to jump right in. You just need to make sure the Daydream app is installed — if not you can find it on the Google Play Store. Place the phone on the inside of the flap, and an NFC sensor will detect it. Your phone may ask you to press and hold the Home button on the controller so it can pair with it. Once done, Daydream mode should automatically launch on your smartphone. Just close the flap and attach the rubber strap to the “front door latch” to keep it secure.

It’s all pretty simple after that. You’ll see a pointer — that’s the direction your controller is pointing. Use it to point at apps or games you want to open and press the trackpad. The controller feels far more responsive and Google said it did make it more accurate. We have yet to run out of the controller’s 220mAh battery, but if you run out of juice, there’s a USB Type-C port you can use to charge it.

Gaming and watching shows

While playing a variety of test games (including Eclipse: Edge of Light, and Gunship Battle 2), we had no issues with performance. Most of Daydream View’s supported devices run the Snapdragon 821 and the Snapdragon 835, so you shouldn’t run into any issues. The games we’ve been trying have been fun and interactive, but we’re not so sure if there’s enough here to keep us coming back six months from now.

Google Daydream View (2017) Compared To

Samsung Odyssey

Sony PlayStation VR

Oculus Rift

Google Daydream View

3Glasses D2 Vanguard Edition

HTC Vive

Samsung Gear VR

Homido

Watching YouTube videos in VR is comfortable enough, though we still prefer a traditional screen without the headset wearing us down. It still feels as though you can easily exhaust your options of good 360-degree content.

At times, mobile VR feels very much like mobile gaming. Games largely feel repetitive, with a few exceptions, and it’s best to play brief sessions. The best part about the new Daydream View experience, though, is how you can easily cast what you see to a Chromecast-enabled TV. It worked seamlessly for us, and it certainly allows you to extend the fun with more people.

The Daydream platform has come a long way since last year, and we’re excited to see where it will go in the coming months.

Price, availability, and warranty

The 2017 Daydream View costs $20 more than last year’s model, setting you back $100. You’ll need a compatible phone too — the cheapest being last year’s ZTE Axon 7. It’s available for purchase now in sessions gray, black, and coral.

For a limited time, Google is offering $40 of Google Play Store credit when you purchase the new Daydream View. That should be plenty to get you started with some great games.

Google offers a standard limited warranty that protects your device from manufacturing defects one year since the date of purchase.

Our Take

Google’s latest Daydream View headset greatly improves upon last year’s model with better build quality, less light-leaking, and a snugger fit. It’s still one of the comfiest VR headsets available, and the Daydream platform has grown considerably.

Is there a better alternative?

At this price point, your next best option is the Gear VR from Samsung. It’s not as comfy, but it has a large library of good games — some of which are also available for the Oculus Rift. The problem is you need a Samsung phone to use it. If you don’t want to switch to a Samsung smartphone, Daydream is your best bet.

You may want to wait to see what Google and its partners have cooking for standalone VR headsets. These devices will not require a phone, nor will they have any cables that tether them to a computer. We’re likely going to see news about them closer to the end of the year, so it may be worth the wait. Chances are good they will be more expensive – but also more advanced.

How long will it last?

Last year’s Daydream View 2016 continues to work perfectly well, and it’s receiving a lot of the software improvements seen here. Considering there’s not much tech in the actual headset itself, we imagine the 2017 unit will continue working for three to four years, if not more. It largely depends what direction Google takes the software.

Should you buy it?

Yes, if you’re interested in VR, the Daydream View (2017) is currently the best mobile VR headset to buy. The landscape could change soon, though, as standalone headsets make their way into the market.

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20
Oct

Verizon will fix your smartphone’s screen for $29


It happens to the best of us. You buy a new mobile phone, you get a case, you try to be extra careful, but you drop it. Cracked screens happen often enough that most major carriers and device manufacturers have a separate section in their mobile protection plans just for replacing a broken display. According to a report on Phandroid, Verizon has just added the repair type to it’s own mobile insurance plans with an affordable $30 deductible, down $20 from the previous $50 amount.

Verizon’s Total Mobile Protection Plan will run you $11 per month for a smartphone, $9 per month for a basic phone or tablet, and you can pay $33 per month to insure multiple devices. If you crack your screen, says Verizon, you may be able to get it repaired that same day, provided you live in “select markets” and have “certain devices.” The company also says a technician can meet you at your home, office, school or wherever you are while traveling.

Verizon isn’t the only carrier with this sort of plan. AT&T has three plans for $9, $12 or $35 a month each of which includes potential same-day cracked screen repair, though the deductible here is $90. Sprint’s Total Equipment Protection plan has five tiers (starting at $9 per month), which also includes cracked screen repairs for a variable rate, $50 for Tier one customers and $100 for Tier two folks. Apple Care Plus gets you an iPhone screen repair for $30, which is now a $170 service if you didn’t purchase Apple’s extended warranty plan. Complicated? Yes. Useful? Probably.

Source: Phandroid

20
Oct

‘Pokemon Go’ hopes new monsters will get you outside this fall


While Pokémon Go may have lost some of its shine due to a number of problems like poorly run public events and a divisive invitation-only special battle system, the mobile game still has a decent fanbase. The developers have been adding new live events and contests to maintain interest, like an AR photography contest, legendary monsters, and Adventure Week. It’s Halloween time, though, and Pokémon Go might entice you back into the game with its new seasonal additions. You’ll see more Ghost-type Pokémon in the wild, especially those from the Hoenn region found in Pokémon Ruby, Sapphire, and Emerald like Sableye and Banette.

The event lasts from October 20th at 8 PM BST to November 2nd at 9 PM BST. You’ll see an increased number of spooky Pokémon, including Gastly, Cubone, Misdreavus and Houndour. The developer promises even more Pokémon from Ruby and Sapphire as early as December. Not only that, but Pikachu will be out and about in costume, just begging you to catch him. Players will double their candy rewards for catching, hatching and transferring Pokémon during the event, and your special buddy will get candy twice as fast as usual. The in-game shop will have Raid passes and Super Incubators in special boxes, while players will get to purchase Mimikyu’s Disguise Hat for their avatar.

Source: Pokémon Go

20
Oct

Google Play lets you test drive Android apps before installing them


Google’s Instant Apps are available in a few places for curious Android users, but they’ve been conspicuously absent in one place: the Play Store. Wouldn’t you want to check out an app before committing to it? You can now. Google is now building Instant Apps into the store through a “Try It Now” button on app pages. Tap it and you can find out if an app is your cup of tea without the usual rigamarole of downloading it first. Only a handful of apps are explicitly labeled as Instant Apps-ready (the New York Times’ crossword game is one example), but we’d expect that list to grow before long.

There are other important tweaks to the store, too. There’s a revamped games area (shown above) with trailers and sections for new and “premium” paid games. Also, the redone Editor’s Choice area is now up and running in 17 countries.

Google has also implemented some behind-the-scenes changes that could improve your chances of seeing your favorite subscription service on Android. In a parallel to Apple’s App Store reforms, Google will reduce its cut of subscription apps from 30 percent to 15 percent if a user remains with the service for more than a year. This won’t take effect until January 1st, 2018, but it could make all the difference for services that previously balked at giving away nearly a third of their revenue no matter how long you stayed aboard. And that’s particularly relevant on Android — as you don’t have to offer apps through Google’s store, some creators have skipped the shop altogether to ensure they get all the money. They’ll still lose some income if they bring their apps to the Play Store after January 1st, but it’ll be much more tolerable if you stick with their service for the long haul.

Via: TechCrunch, The Verge

Source: Android Developers Blog, Google Play

20
Oct

Filled with liquid metal, this robot skin is more sensitive than the real thing


Why it matters to you

Giving robots smart sensing skin will provide them with a new way to perceive the world.

Skin doesn’t just exist to keep our insides in; it’s also an incredibly useful material for sensing. Rather than having to rely on visuals to confirm that we are successfully grasping objects, we can feel them. That’s an ability that engineers at the University of Washington are keen to provide to robots — thereby making them more useful for a great deal of different tasks, ranging from moving objects in a warehouse to carrying out complex surgery.

“We have developed an artificial skin that can feel pressure and shear,” Jonathan Posner, professor of mechanical engineering and chemical engineering, told Digital Trends. “The skin mimics the way a human finger experiences tension and compression as it slides along a surface or distinguishes among different textures. As you slide your finger across a surface, one side of your nailbed bulges out while the other side becomes tight. We leveraged this effect in our artificial skin to generate asymmetric stretching. We measure how much the skin stretches using tiny channels that [are] filled with liquid metal, similar to mercury. When the channel geometry changes, so does the amount of electricity that can flow through them.”

UCLA Engineering

The stretchable electronic skin was manufactured at the University of Washington’s Washington Nanofabrication Facility. It’s made from the same silicone rubber material that’s commonly used in swimming goggles, only with the addition of tiny channels the width of individual humans hairs, which are filled with electrically conductive liquid metal. The advantage of this conductive liquid metal is that it won’t crack or fatigue when stretched, which regular wires would do. In experiments, the artificial skin was able to detect tiny vibrations at a rate of 800 times per second, which is even superior to human fingers.

A paper describing the work, titled “Bioinspired flexible microfluidic shear force sensor skin,” was recently published in the journal Sensors and Actuators.

“[Next up,] we want to show that the sensors can be used to improve the manipulation of objects in a wide range of applications,” Posner continued. “We need to show that using the sensors can increase the capability of robotic and prosthetic hands in complex tasks.”

Now someone just needs to hook these researchers up with the folks building robot muscles. We’ll have real-life Westworld robots in no time!