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Posts tagged ‘mobile’

14
Jul

Gamble on your smartphone in MGM’s Vegas casinos


If you wanted an even more convenient way to gamble while strolling the floors of casinos, MGM Resorts has the answer. Today, they announced a new mobile platform that lets users bet money on classic games so long as they’re within the confines of the company’s Las Vegas locations.

At the moment, you can only compete against fellow guests in bingo, slots and video poker, but other games are being developed. The platform, easyPLAY Mobile Tournaments, was developed by mobile gaming company oneLIVE inc and works on smartphones, tablets and laptops. Heck, MGM has even loaded it into interactive tables if you left your device in your room or don’t want to burn battery.

EasyPLAY is open to gamblers 21 and over and only works while connected to a participating location’s WiFi network. Obviously they’re deploying it in their Grand resort, but the other eight locations include MGM-owned Las Vegas luminaries like the Bellagio, Mandalay, Luxor and New York-New York. If you’re staying in one of those and don’t want to leave the pool to challenge the no-armed bandit, this mobile platform is the gateway to lazy gambling.

Via: Ars Technica

Source: MGM Resorts International

14
Jul

What you need to know about the FCC’s 5G vote


Tomorrow morning, the five chairpeople of the Federal Communications Commission are expected to take their seats behind a long wooden table and vote on a foundation for a 5G future. That might sound a little dry, but consider the obvious: We demand richer, better content on our mobile devices by the moment, and we’re demanding faster speeds than ever before.

There’s still room to grow with existing LTE and LTE-Advanced networks, but the push for fifth-generation wireless tech is a push for a future with faster data speeds, less latency and coverage for more people. And beyond just smartphones, 5G could prove to be the connective tissue that more firmly binds together the Internet of Things and power mass augmented reality experiences. Who doesn’t want that? The FCC is due to deliver their thoughts at 10:30AM Eastern tomorrow, but here’s a quick rundown of what’s been going on from the beginning.

The Process

If you’re looking for speedy execution of ideas, the FCC might not be the best example. This whole process began in October 2014, when the FCC issued what’s called a Notice of Inquiry — basically a request for input — about using spectrum bands above 24 GHz for “Mobile Radio Services.” After getting feedback and chewing on it for a year, the commission then released a Notice of Proposed Rulemaking (also known as an NPRM) to define the use of those new swaths of spectrum for wireless service, “including for next-generation, or 5G, networks and technologies.” More specifically, the commission is considering usage rules for using the 28 GHz, 37 GHz, 39 GHz, and 64-71 GHz bands, as well as for network security and the licensing frameworks that would define who gets access to what.

It’ll take years of engineering and prototyping and licensing and agreeing before the 5G standard emerges.

After the NPRM was published (along with statements that either wholly or partially agreed), the FCC basically opened the floor to comments from the public and affected companies, held a workshop to elaborate on some of the more technical details and listened to a bunch of industry talking heads bicker. This long slog hasn’t been without its road bumps either: Countries attending the World Radiocommunication Conference in Geneva last year rejected feasibility studies for the 28GHz band. That said, that band is gaining steam because it’s been marked for use during a 5G test at the 2018 Pyeongchang Winter Olympics. Just remember: tomorrow’s vote is mostly about identifying 5G bands for exploration and experimentation. Much of the real legwork is happening elsewhere.

The Tech

One of the central issues at play here is that 5G as a standard doesn’t exist yet; it’ll take years of engineering and prototyping and licensing and agreeing before that happens. That said, the FCC is trying to establish the frameworks to let tech and networking giants figure out what works best with the available spectrum.

Now, flash back to those spectrum bands I mentioned earlier: It’s frankly pretty cool they’re even on the table. A few years ago, it didn’t seem likely that we’d be able to tap into frequencies above 28GHz. As Commissioner Mignon L. Clyburn put it, “their wavelengths were too short and the signal propagation losses were too high,” making them unsuitable for mobile service. While that so-called “millimeter-wave” spectrum is naturally short-range, it also allows for much faster data transfers and speeds. Think: up to 1 Gigabit per second. Since those wavelengths are so short, one of the prevailing ideas for 5G deployment is using lots of “small cells” that act like tinier, less expensive cell towers to form much denser networks.

Naturally, wireless companies have already started their 5G testing. Samsung completed its first outdoor 5G wireless test in 2014, and partnered up with SK Telecom to test 5G transmissions on that contested 28GHz band earlier this year. Verizon is working with Samsung on 5G trials, and just recently published its first 5G radio spec. AT&T plans to get its first outdoor 5G trials up and running by the end of the summer. Sprint demoed a 5G implementation last month in Philadelphia using a slice of 15GHz spectrum that delivered downloads speeds of up to 4GBs.

The Debate

Commissioners Jessica Rosenworcel and Mignon Clyburn, along with FCC Chairman Tom Wheeler, voiced their full support for the notice of proposed rulemaking. That left two commissioners, Ajit Pai and Michael O’Rielly, to only partially approve the intended plan.

Commissioner Pai is concerned that the FCC isn’t moving aggressively enough to maintain America’s position as a vanguard of 5G tech. Coincidentally, the commission turned down his proposal to consider more spectrum bands for exploration. He’s also worried that some of the licensing setups that define access to these new swaths of spectrum are just too complicated, and could impede crucial investment down the road. Commissioner O’Rielly takes a similar stance, but also questions the need for overwrought security requirements and new access schemes when the FCC has successfully run spectrum auctions for years.

There are, of course, other objections beyond those laid out by commissioners Pai and O’Rielly. The most heated public debate so far hasn’t been between members of the commission — it’s between a mobile industry that’s eager to expand into 5G territory and a satellite industry that already has a foothold there.

Here’s the gist: Satellite operators (think: Avanit and Inmarsat, among others) took issue with the FCC eyeing up spectrum in the 28 GHz band because it’s already being used for earth-to-space communications systems — they don’t want to risk any interference, after all. Others, like EchoStar, don’t mind operating their fixed-satellite service systems alongside consumer wireless networks, just as long as both are given primary status. These companies obviously aren’t on the same page, but on some level there’s still an “us vs. them” dynamic at play here.

It’ll be up to network companies, carriers, satellite operators and lots of engineers and lawyers to eventually knit together the world’s next-generation wireless services.

Meanwhile, the consumer wireless industry pushed back by outlining a way for everyone to share that slice of the airwaves. AT&T, Nokia, Samsung, T-Mobile and Verizon gave the FCC results of a preliminary, Nokia-run simulation pointing out how interference could be addressed — it would require satellite earth stations to abide by a power limit. Believe it or not, there’s quite a bit of shade-throwing going down here too. The parties who submitted that Nokia report alleged that the technical studies submitted to the FCC by firms O3b and ViaSat have “been relatively simplistic and worst case and does not provide a sound engineering basis upon which to make policy decisions with respect to sharing.” Burn.

While all of these debates, screaming matches and moments of quiet contemplation will result in a vote tomorrow, the one thing to remember is the FCC’s actions are just one step. It’ll be up to network companies, carriers, satellite operators and lots of engineers and lawyers to eventually knit together the world’s next-generation wireless services. Here’s hoping all those people don’t forget we’re in this together.

14
Jul

Alcatel Idol 4S arrives in the US with VR goggles for $350


Now that high-end phone makers Samsung, LG and HTC have had their fun in the sun, it’s time for their more affordable counterparts to enjoy the limelight. Alcatel is bringing its Idol 4S flagship to the US for a pre-order price of $350 ($400 retail), and you can start ordering at 8 a.m. PT on July 15 via Alcatel’s website. The company is also offering an installment payment option that lets you get the Idol 4S at $37 a month.

What’s unique about the Idol 4S is its packaging. The phone will come in a plastic box that’s part VR goggles and part container for the included accessories such as JBL headphones, screen protector and protective Incipio case. The Idol 4S VR goggles look very similar to Samsung’s Gear VR, except it has touch controls on the bottom instead of the right side, and its head strap has a cushioned back piece for a more comfortable fit.

Goodies aside, the device also squeezes a bunch of impressive features for the compelling price. You’ll get an octa-core Snapdragon 652 CPU, 3GB of RAM and a 5.5-inch Quad HD AMOLED display. Unlike the international version, the American Idol 4S will have a fingerprint sensor on the rear for easier unlocking and payments.

At its retail price, the Idol 4S will go toe to toe with ZTE’s Axon 7 and the OnePlus 3, which all cost $400. The ZTE and OnePlus devices are both equipped with the same Snapdragon 820 CPU that powers this year’s high-end flagships, so it will be interesting to see if the Idol 4S’ Snapdragon 652 setup can keep pace.

The Idol 4S also packs dual JBL speakers that can pump out sound through the back and the front of the phone, a 16-megapixel rear camera with 360-degree image capture built in, as well as a dual SIM card slot. It will ship with Android 6.0.1 Marshmallow, with a promised update to Android N (although time frame is uncertain at the moment).

With so many goodies included regardless of whether you pre-order, the Idol 4S is quite the bargain, and a relatively easy way to check out the world of VR.

14
Jul

Facebook Messenger offer 3D Touch previews on your iPhone 6s


Add one more to the list of Facebook apps belatedly making use of recent iPhone features. Facebook has introduced 3D Touch support to Messenger on iOS, making your iPhone 6s or 6s Plus that much more useful when you’re chatting up a storm. The update adds pressure-sensitive previews to seemingly everything — you can peek at chats, contacts, locations, media, web links and even stickers. If you want to find out whether or not that conversation or photo is worth viewing, you’ll want to get the new version right away.

Source: App Store

13
Jul

Pokemon Go’s mental health benefits are real


Dr. John Grohol is an expert in technology’s impact on human behavior and mental health, and for the past 20 years he’s studied how people operate online. He’s the founder of mental health network Psych Central, and he knows all about the latest tools aimed at helping people deal with anxiety, depression and a host of other issues.

And Dr. Grohol has never seen anything like Pokemon Go.

“In terms of the phenomena of people expressing the benefits of playing the game to their real-world mental health status, I think that’s very unique and it’s the first time I’ve ever seen anything like that,” he says.

#PokemonGO has honestly helped so much with my depression and anxiety I’m actually talking to people and being active I love this so much

— JENNY DEATH (@cybergoth1997) July 11, 2016

Srsly though, I haven’t felt this comfortable leaving the house in years. #PokemonGO is helping with my anxiety & depression & it’s amazing.

— Neil (d’class) Tyson (@TheBabyWitch) July 11, 2016

Twitter is flooded with stories about Pokemon Go’s impact on players’ anxiety and depression, with thousands of people lauding the game for getting them out of the house and making it easier to interact with friends and strangers alike. These simple acts are crucial milestones for anyone struggling with depression, Dr. Grohol says.

“The challenge has always been, if you’re depressed, your motivation level is nonexistent,” he explains. “So, you want to go out and get some fresh air, or even take a shower, and it can be a very difficult thing to even comprehend, much less do. I think the impact of something like this, this game, can really be beneficial.”

#PokemonGO has changed me so much for the better in only a week. Dealing with BPD, depression& anxiety it has helped me get out of the house

— Lara (@38Violetqueen) July 11, 2016

Real talk – as someone with anxiety/depression, the fact that I’ve spent most of this weekend outside with friends is unreal. #PokemonGo

— HiRez David (@uglycatlady) July 10, 2016

This isn’t hippie nonsense: Research demonstrating the positive effects of exercise on people’s moods goes back at least 20 years, Dr. Grohol says.

“The research is really, really clear on this, that the more you exercise, the more it would help decrease feelings of depression,” he says. “It actually works as an anti-depressant and it has a really, pretty strong effect. It’s probably one of the most beneficial things a person with depression can do, especially if they’re not accessing other types of treatments, such as psychotherapy or medication.”

Plus, walking around isn’t good only for mental issues — it can also help people lose weight, stay in shape and build overall healthier bodies. In this case, what’s good for the body is also good for the mind.

Yooo I lost 7 pounds playing #PokemonGO!!! Plus it’s helping me with my anxiety a little bit which is awesome af ☺️☺️☺️ #gottacatchemall

— ¯_(ツ)_/¯ (@Queen_Bologna) July 12, 2016

Roughly 43.8 million adults in the United States experience mental illness every year, according to the National Alliance on Mental Illness. That’s one in five adults. The video game community is a magnet for people living with untreated anxiety, depression and other mental illnesses, says suicide prevention organization Take This. The industry itself is volatile, and it attracts particularly creative and highly educated people — factors that can contribute to a perfect storm of untreated mental illnesses.

Russ Pitts, co-founder of Take This, says that hundreds of clinicians and advisers have told him the same thing over the years: Generally, the more educated or technically sophisticated a person is, the less likely he or she is to seek help for mental issues.

“The sense is that because it’s a mental issue and they’re highly skilled in mental areas, they can think their way out of it,” Pitts says. “And a lot of people try that, and it doesn’t work.”

Here’s where Pokemon Go can help. It isn’t presented as a tool to help treat anxiety or depression; instead, it’s a game that happens to cultivate healthy behaviors.

Pokemon Go has got me up and moving and meeting new people.

Thank you, Nintendo/Niantic, for giving me a great anti-depression tool. ❤

— Josh the Seal (@ManectricMan) July 12, 2016

“It helps a person not even think of it as helping their mood because it’s not targeted toward their mood. It’s a game,” Dr. Grohol says. “Because of the way that they’ve created the gaming dynamics, they’ve actually created a very strong reinforcement for people to go out and become more active.”

But, for all of its achievements, Pokemon Go has limits. It may be a wonderful motivator for players to leave their houses, get some light exercise and meet new people, but it isn’t a substitute for professional treatment, Dr. Grohol says.

“I wouldn’t recommend people look at this sort of game or any video game as an opportunity to treat a serious mood disorder, such as chronic depression, solely with a video game,” he says. “I think it’s a great adjunct to other kinds of treatment, such as psychotherapy and medication, but it should not be the sole treatment that person is using to try and help their depressed mood.”

Whether/not #PokemonGO ends up being the cure 4everything from depression 2 obesity, fact remains it’s getting me out the house &off Twitter

— L.D. Lapinski (@ldlapinski) July 12, 2016

#PokemonGo has already been a better treatment for my depression than anything my doctor prescribed or therapist recommended

— Jesseanne Pope (@gleefullyhello) July 11, 2016

Pokemon Go can be an introduction to self-care, but it’s not a cure. It’s not even fool-proof as a video game — server outages have plagued Pokemon Go since its launch in early July, and the game doesn’t extend to some remote regions across the country. If someone is using Pokemon Go as a healthy-habit motivator and the game simply doesn’t load one day, that can be a crushing blow. Similarly, someone who already feels isolated won’t receive help from seeing their Pokemon trainer surrounded by miles of nothing, not even a stray Rattata.

just trying to play #PokemonGo but I live to far away from the road to find ANYTHING…
Depression hit hard tonight pic.twitter.com/5Zyy0JHppp

— ramona flowers (@OJMPlemons) July 8, 2016

Pokemon Go is not a panacea for anxiety or depression in general, but for a lot of people it’s a stepping stone toward healthier habits and positive self-care. It isn’t perfect, but there’s no perfect solution for anxiety, depression or any other mental illness. Players who have benefited from playing Pokemon Go can use this opportunity to take their treatment to the next level, Dr. Grohol says.

“If this is what it takes to help you get a treatment or consider a treatment, by all means, this can be an excellent first step,” he says. “But it shouldn’t be a last step.”

I’ve made so many new friends with #PokemonGO, it’s helped my social anxiety, and I’m actually getting out. This is more than just a game.

— Brandon Evans (@Brandon21Evans) July 11, 2016

13
Jul

Apple’s first reality TV series is ‘Planet of the Apps’


As rumoured earlier this year, It looks like Apple’s getting in on the TV-content game. Online applications are now being accepted for Apple’s first ever original series Planet of the Apps. As the punny title suggests, the show will give app developers (yes, including you), a chance feature in the reality show. Applications must be received before August 26 if you want a chance of being selected, though.

The show is being created in collaboration with Prospect Productions (the co-owners brought you The Biggest Loser and Master Chef) and the whole series focuses on apps and their creators. Obviously, therefore, any startup or founder that makes it through the audition stage will be getting some valuable airtime for their products. 100 will be chosen in total.

Prospect says that anyone selected will need to be available for non-consecutive shoots in Los Angeles between late 2016 and early 2017 and all applicants need a functioning iOS, macOS, tvOS or watchOS app by October 21 to be considered eligible. Betas are fine too.

Successful applicants will get access to “hands-on guidance from some of the world’s best experts in tech and entertainment,” the chance to meet potential backers to discuss investments of up to $10 million and featured app placement in the App Store at the end of the show. Of course, having a huge metaphorical spotlight shine on you could be a curse if it all ends up going awry, but that”s reality TV for you.

Via: 9to5Mac

Source: Planet of the Apps

13
Jul

Mini review: Our 90-second verdict on the Sony Xperia X Performance


The Xperia X Performance isn’t a bad phone, per se. It’s just that Sony’s newest flagship doesn’t bring anything new to the table. For $700, it offers fast performance (as its name suggests), and the design is water resistant, so that’s nice. Other than that, though, you’re stuck with a middling camera and occasional episodes of overheating. What’s more, it’s missing some features you’d typically expect from a device in this price range — things like a fingerprint sensor, 4K video recording and a Quad HD display. Again, it’s not a bad phone; it’s just not good enough for the price, especially with so many superior alternatives out there.

13
Jul

ZTE’s affordable Axon 7 arrives today to take on OnePlus


ZTE is ready to let the public get their hands on the Axon 7. The all-metal smartphone is available for pre-order at $400 starting today via ZTEUSA.com, Amazon, Best Buy, B&H and Newegg.

At that price, ZTE is hoping the Axon 7 can take on the likes of costlier rivals such as Samsung’s Galaxy S7, HTC’s 10 and LG’s G5. It is armed with the same Snapdragon 820 CPU with 4GB of RAM and 2K screen resolution as those competitors.

However, the Axon’s $400 price tag is the same as the OnePlus 3, which also sports a Snapdragon 820 chip, but comes with a whopping 6GB of RAM. The OnePlus 3’s display is a less-sharp 1080p, though.

Its high-res AMOLED panel helps the Axon 7 achieve compatibility with Google’s Daydream mobile VR platform, and the company says the device will be Daydream-ready by the fall.

The Axon 7 is a step up from its predecessor in many ways, but the most obvious improvement is its design. ZTE partnered with BMW Designworks in crafting the Axon 7, and the result is a handsome handset that I couldn’t keep my hands off of when I saw it in May.

Other highlights include a 20-megapixel camera that features dual or “hybrid” image stabilization (IS), which is a blend of optical and digital IS, loud speakers powered by two sound chips and a dual SIM slot. As with previous Axon devices, ZTE is offering its Passport 2.0 warranty service that provides replacements or loaners if you break your phone within two years of purchase. That’s a solid bundle of features for the price. If you’re already sold and will be pre-ordering, you won’t have to wait long to get the phone; The Axon 7 starts shipping July 27th.

13
Jul

‘Pokémon Go’ sponsored locations to let brands in on the fun


While you’re trying to catch ’em all with Pokémon Go, the developers are figuring out how to make (more) money from the white hot augmented reality (AR) game. Along with the existing in-app purchases from “PokéCoins,” developer Niantic says it will use sponsored locations as another way to cash in, according to the Financial Times. “There is a second component to our business model at Niantic, which is this concept of sponsored locations,” Chief Executive John Hanke told the FT.

Sponsorships make a lot of sense for Pokémon Go, because retailers are already paying to set Pokéstop “lures” to draw players. Also, Niantic is familiar with the concept thanks to its other AR game, Ingress. With that app, sponsors like Duane Reade pharmacies in the US and Vodafone in Germany pay to turn their locations into “portals,” drawing extra foot traffic. With Pokemon Go, advertisers would be charged for every customer visiting a store, as confirmed by the app.

0609-pokemongo-5-1.jpg

In just a week, Pokémon Go has become the most downloaded and top-grossing app on Android and iOS in the US, and has 21 million active (and I do mean active) daily users as of yesterday. It’s not clear how much money the app is actually generating, though some analysts think it could make a $1 billion a year if it can keep up its current momentum.

Niantic is an independent company, but is funded by both Nintendo and Google parent Alphabet. Pokémon Go, meanwhile was jointly developed by Niantic and the Pokémon company, which is 32 percent owned by Nintendo. The success of the game has increased Nintendo’s value by billions of dollars in just two weeks.

Niantic has promised to release more information “in the future” about any Pokémon Go sponsorship deals. As with Ingress, it will no doubt introduce them carefully so as not turn off players. Businesses will need to be equally careful, as the game has drawn mobs of users to various locations, sometimes for the good and sometimes the not-so-good.

13
Jul

Federal judge throws out evidence obtained by ‘stingray’ trackers


A federal judge has taken a stand against the use of “stingray” — cell phone baiting surveillance devices used by the police and other government agencies. District Judge William Pauley decided to suppress evidence obtained by the stingray setup, ruling earlier this week that the defendant Raymond Lambis, charged in connection to a drug trafficking probe, had his rights violated when surveillance equipment was used without a warrant. The Drug Enforcement Administration used the tracker to find Lambis’ apartment by pinging the defendant’s cell phone, revealing his location down to the apartment number. “Absent a search warrant, the government may not turn a citizen’s cell phone into a tracking device,” Pauley wrote in the ruling.

The trackers work by mimicking cell phone towers, forcing phones in the area to ping them. Law enforcers can use this data to track and pinpoint a specific phone’s locations. The Stingray can even flash firmware to a suspect’s phone with a little more effort, turning the device into an audio bug.

This ruling marks the first time a federal judge has suppressed evidence found thanks to the use of stingrays. In a statement to Reuters, American Civil Liberties Union attorney Nathan Freed Wessler said: “This opinion strongly reinforces the strength of our constitutional privacy rights in the digital age.”

The Justice Department changed its internal policies last September, with agents needing to obtain a warrant before using the Stingray. Lambis’ lawyer noted that occurred a week after his client was charged, adding that it was unclear if the drug case against Lambis would now be dismissed.