Sunday, September 14, 2014

Everything You Need to Know About the Apple Watch

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There have been rumours and speculations surrounding the possible launch of an "iWatch" for over an year now, and so when Tim Cook finally announced the launch of Apple's smartwatch on Tuesday, it wasn't exactly a big surprise. The actual details of the watch - a health and fitness focused device - had largely been kept under wraps though, including its name.
If you're curious about Apple's latest offering, this is what you need to know:
1. Its name - although the rumour mill had made up its mind that the watch will be called the iWatch, Apple has gone for the somewhat uncreative but highly functional name - Watch.
2. There are three collections of designs available for the Apple Watch. First, you have the Watch, which features materials like stainless steel and leather in the design, the Watch Sport, which uses lightweight anodised and is designed to be used more actively, and the Watch Edition, which is housed in a gold body. This last is likely to be more expensive than the other designs.
3. Across the three collections, there are a total of 18 different styles of straps available, which means that you will be able to customise the Apple Watch - both physically and in terms of software, to stand out from others, but Apple hasn't given out details on the pricing of different designs yet.
4. The Apple Watch home screen looks familiar, but different from the iOS screens we're used to. Here, the app icons are all shaped like round bubbles, and the screen are called neighbourhoods. You pan across the "neighbourhood" with swipes, and then zoom in until you can easily tap on the icon using the crown - which Apple is calling the Digital Crown. This is an innovative solution to the problem of navigation in a smartwatch, that doesn't rely only on voice control.
5. It has a touchscreen, but you won't need to keep touching the screen. On a small watch face, standard touchscreen gestures are hard to use, and instead, the Apple Watch comes with a crown on the side, of the kind that you have in traditional watches to adjust the time with. Here, however, you use it to do things like scrolling up and down a list, or zooming in and out of a map. At the same time, you can still touch the screen if you need to.
6. You can talk to your watch. Much like the Google Android Wear watches, the Watch can also be operated using voice commands. Pushing the crown activates Siri, although Indian users at least might prefer Google for this functionality - Siri has been fairly bad at recognising what some members of the team are saying, while Google voice recognition has been much more accurate.
7. You'll get feedback as vibrations. The Apple Watch doesn't just talk back - instead Apple is going to use different types of vibrations to reinforce its messages. What this means is that one type of vibration could mean turn left, and another type of vibration could mean turn right. Apple claims that this allows navigation without looking at the screen.
8. Apple hasn't given any details about battery life yet either. Charging the Watch is done with a MagSafe cable connected to the back of the body, which sounds a lot simpler than most of the other smartwatches in the market, which still use complicated cradles to charge the watch. It's likely that the watch will need to be charged every night, which isn't really great but at least it's relatively easy to actually charge.
9. You need an iPhone to use the Apple Watch. This shouldn't come as a surprise to anyone, but the Apple Watch is dependent on your smartwatch for much its data connection and functionality. It will work with the two year old iPhone 5 onwards. Not surprisingly, it doesn't support other devices such as Android.
10. It integrates a lot of health and fitness functions. Trackers for heartbeat and activity are built into the watch, and not only will it count your steps and track heartbeat, but it also learns your behaviour and suggests fitness goals. That's one part of the puzzle, but the iWatch also lets you carry out other functions thanks to third party apps, so you're going to see apps from Nike and other companies to take advantage of these new sensors as well.
11. The Apple Pay functionality will be available on the Watch as well, so you can just tap your wrist instead of pulling out your phone to make a payment. Again, this feature is probably not so useful for readers in India.
12. The Apple Watch starts at $349 - but we don't know how much the different variants will cost. At that price, the Apple Watch is definitely one of the most expensive smartwatches - the Sony Smartwatch 3 will be going on sale at the end of the year, priced at 230 EUR or around $300. The other smartwatches all fall in a spectrum between this (with the Moto 360 priced at $249.99) and the LG G Watchwhich just got a $50 price cut down to $179.
13. Left-handed people needn't worry about whether the Apple Watch will work for them, as Apple has confirmed users will be able set the orientation of the watch's interface. THe bands are also reversible, ensuring the smartwatch is not faced in the wrong direction. Notably though, the Digital Crown will still be in an inconvenient location - on the bottom left.
From what little we've seen of the Apple Watch so far, it's a good looking device but it's not the best looking one. What makes it interesting however is how intuitive the interface design appears to be. The use of the crown for controls is an obvious usage that has been crying out for attention but Apple got there first despite being a full year behind the competition. The $349 price tag is really steep though, especially when compared to other devices in this category. With a presumably short battery life (why not disclose it otherwise?) the Apple Watch falls prey to some of the same shortcoming as other smartwatches, an we're inclined to see this as an early adopter device still, and not something that everyone should rush to get.

Diamond-Studded iPhone 6 by Alexander Amosu Costs GBP 1.7 Million

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Alexander Amosu, a luxury designer, has introduced two premium versions of the freshly announced iPhone 6. While the first one comes with a 24-karat Yellow and Rose gold plating, the second iPhone 6 model comes additionally studded with diamonds on its back side and all four side bezels.
The 24-karat gold iPhone 6 handset is named 'Amosu 24ct Gold IPhone 6' and is already up for pre-orders for GBP 2,399 (roughly Rs. 2,35,800) from the official Alexander Amosu website. Interested buyers have the option to engrave their name or their company's name on the back panel of the handset. As a part of a deal, Alexander Amosu website is also offering a leather cover worth GBP 150 (roughly Rs. 14,700) for the iPhone 6, free of cost for those users who pre-order the smartphone before September 12.

The 'Amosu Call of Diamond iPhone 6' shares the gold-plated body as seen on Amosu 24ct Gold IPhone 6, however this time in 18-karat gold. The Amosu Call of Diamond iPhone 6 comes additionally studded with 6,127 VVS1 diamonds and one big 51.29 carat diamond exactly cut to the shape of Apple logo. Made over two months of time, the hand-set, diamond-studded iPhone 6 is priced at GBP 1.7 million (roughly Rs. 16.7 crores), as per GSMArena.
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The luxury brand has not made any premium versions of the iPhone 6 Plus as of now. However, another brand named Falcon has already gone ahead and listed the iPhone 6 Plus handsets with a number of diamond-studded options on its website.
Unlike Amosu Call of Diamond iPhone 6, the Falcon's iPhone 6 Plus boasts just one big diamond on the back panel of the handset, placed between the Apple logo and the 'iPhone' engraving. The handsets come in three different categories based on the material used for their build - Platinum, 24K Gold and Rose Gold.

iPhone 5s Price in India Slashed Ahead of iPhone 6 and iPhone 6 Plus Launch

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Apple has slashed the price of 16GB and 32GB iPhone 5s variants in India ahead of the expected launch of iPhone 6 and iPhone 6 Plus next month.
iPhone 5s (Pictures) 16GB variant is now priced at Rs. 44,500 (MRP) while the maximum retail price of the 32GB variant is now Rs. 49,500. It's noteworthy that the 16GB variant at least has been available online between Rs. 35,000 and Rs. 40,000 for quite sometime, so the price drop merely recognises what has been a reality for a while. While this is the first 'official' price drop since the iPhone 5s was launched in India last November, there have been plenty of great deals available on the 16GB iPhone 5s before Apple's move on Saturday, which was first reported by BGR.

The price of the 16GB variant is down Rs. 9,000, while the 32GB variant has seen a price cut of Rs. 13,000, having been launched at Rs. 62,500. It's worth pointing out that the iPhone 6 and iPhone 6 Plus will be available in 16GB, 64GB, and 128GB storage variants, so this may be your last chance to buy a 32GB iPhone, if you are specifically interested in that variant for reasons best known to you.
Interestingly, there's no mention of a price drop on the 64GB variant of the iPhone 5s.
The 8GB iPhone 5c (Pictures) is also available at significant discounts compared to itslaunch price, though NDTV Gadgets has learnt there's no official change in the MRP of the phone. Apple has in fact reduced the cost at which the phone is made available to its retail partners, so expect most of that benefit to be passed on to the consumers.

Display

4.00-inch

Processor

1.3GHz

Front Camera

 1.2-megapixel

Resolution

 640x1136 pixels

RAM

 1GB

OS

 iOS 7

Storage

16GB

Rear Camera

8-megapixel

Battery capacity

1570mAh


Display

4.70-inch

Processor

 Apple A8

Front Camera

 1.2-megapixel

Resolution

 750x1334 pixels

RAM

 

OS

 iOS 8.0

Storage

16GB

Rear Camera

8-megapixel

Battery capacity

 

Display

5.50-inch

Processor

 Apple A8

Front Camera

 1.2-megapixel

Resolution

 1080x1920 pixels

RAM

 

OS

 iOS 8.0

Storage

16GB

Rear Camera

8-megapixel

Battery capacity

 

Monday, September 08, 2014

Sony Unveils PS4 Remote Play for Xperia Z3 Family of Smartphones, Tablets


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Sony launched three smartphones and a tablet at its pre-IFA 2014 event in Berlin on Wednesday. The firm also introduced its PS4 Remote Play feature in for the Xperia Z3 family of devices - the Xperia Z3, Xperia Z3 Compact and Xperia Z3 Tablet Compact.
The PS4 Remote Play feature allows users to stream their PS4 games onto compatible Xperia devices over their home Wi-Fi network (or even a high-speed Internet connection, though Sony doesn't recommend this). This functionality will only be rolled out in November. A DualShock 4 Wireless Controller, PlayStation 4 console with the latest PS4 system software update, Sony Entertainment Network access, and the PS4 Remote Play app or PlayStation app installed on the Xperia will be required to play games.
Sony notes that some games do not support the PS4 Remote Play feature. The company has also introduced the GCM10 Game Control Mount, which will essentially make it easier for users to play PS4 games on their Xperia Z3 family of devices - by holding the tablet or smartphone along with the controller while gaming.
The company also notes that if users of the Xperia Z3 family just want to watch their PS4 friends' gameplay, or chat with them, apart from browsing the PlayStation Store, they will not need the DualShock 4 Wireless Controller. Sony has also mentioned that it is currently not planning to bring the PS4 Remote Play feature to its other smartphone or tablet devices, speaking to The Verge.
The PS4 Remote Play feature was first introduced as a way to boost PS4 games from the console to the PlayStation Vita handheld console in April, along with the PS4 v1.70 system software update, and the PS Vita v3.15 system software update - which included Automatic Device Registration for access to Remote Play and other second screen features.
Sony in August had further expanded the functionality of the PS4 Remote Play feature with the PlayStation 4 v2.00 system software update last month. The feature enabled users to stream PS4 games from the console to any PlayStation TV-connected television in their home.
Sony at its pre-IFA 2014 event also announced two new lens-style cameras - the E-mount ILCE-QX1 and DSC-QX30, which are priced at $400 (approximately Rs. 24,000) and $350 (approximately Rs. 21,000), respectively.
The company has noted that the QX30 will be available in this month, and the QX1 will be available in November at Sony retail stores and other retailers nationwide.

How to Block Any Website On Your Computer, Phone, or Network

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There are several reasons why you might want to block certain websites on your computer. Some websites could be spreading viruses, contain explicit content or even be trying to steal your personal data. While you may well be more than capable of avoiding these websites, but that doesn't stand true for every one who uses your device. In such cases, it might be best to block certain websites.
There are different ways to go about blocking websites. You can choose to block websites only on specific browsers, the entire operating system, or indeed your network router. Here's how to block websites.
On your computer
If you want to control access to websites on just one machine, then you can set up block at the operating system level. This method for blocking websites is not too hard to configure and will work across browsers.
Windows
One of the backbones of the Internet is the DNS system that translates easy to remember (and type) names such as www.google.com into equivalent IP addresses (8.8.8.8). While you use DNS servers to get to websites, your computer also has something called a HOSTS file which can have this information stored locally. This can be used to disable access to unwanted websites. We checked this method with both Windows 7 and Windows 8.
1. Make sure you have administrator access on your computer. Sign in to your PC using an administrator account and go to C:\Windows\System32\drivers\etc\
2. Double-click the file named "hosts" and select Notepad from the list of programs to open the file. Click OK. The last two lines of your hosts file should read "# 127.0.0.1 localhost" and "# ::1 localhost".
2a. In case you can't edit the file, you'll need to right-click the file labelled hosts and select Properties. Click the Security tab, select the administrator account and click Edit.
2b. In the pop-up, select the account again and check Full control. Click Apply > Yes. Now click OK in all pop-ups.
3. At the end of the file, you can add the addresses of websites to block. To do this, just add a line at the end of the file, with 127.0.0.1 and then the name of the site you want to block - this will redirect the site's name to your local computer.
4. To block Google, for example, add "127.0.0.1 www.google.com" to the end of the file without the quote marks. You can block as many sites as you want this way, but remember you can only add one per line.
5. Repeat this step until you've added all websites you want to block.
6. Now close the hosts file and click Save. Reboot your computer for the changes to take effect and you'll find that all those websites are now blocked.
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Mac
Here's how to block websites on OS X .
1. Make sure you have administrator access to your Mac. Now open Terminal. You can find it under /Applications/Utilities/Terminal.
2. Type sudo nano /etc/hosts and press enter. Enter the user (login) password when prompted.
3. This will open the file /etc/hosts in a text editor. Type the name of the website in a new line in this format "127.0.0.1 www.blockedwebsite.com" (minus the quotes). For each website you want to block, start a new line and type the same command with only the name of the website being replaced. When done, press ctrl+x and then Y to save changes.
4. Now key in the command sudo dscacheutil -flushcache and press Enter or restart your machine to make sure the websites are blocked.
Browser-level blocks
Blocking a website on any browser is the easiest way to get the job done.
On Firefox, you can install an addon called BlockSite to block website.
1. Install the addon, press ctrl+shift+a, and click Extensions on the left. Now click Options under BlockSite. In the pop-up, click Add and type the name of the website you want blocked. Repeat the process for all websites you don't want to access. Click OK.
2. Now these websites will be blocked on Firefox. You can also set a password in BlockSite to prevent others from editing the list of blocked websites. This can be done via the options menu described in the previous step.
BlockSite is also available on Google Chrome.
Internet Explorer lets you block websites easily. Here's how.
1. Open the browser and go to Tools (alt+x) > Internet Options. Now click the security tab and then click the red Restricted sites icon. Click the Sites button below the icon.
2. Now in the pop-up, manually type the websites you want to block one-by-one. Click Add after typing the name of each site. When done, click Close and click OK in all other windows. Now these websites will be blocked in Internet Explorer.
On your phone or tablet
iOS
Apple has some handy parental control tools that let you block certain websites. Here's how.
1. Go to Settings > General > Restrictions.
2. Tap on Enable Restrictions. Now set a passcode for restrictions. This should ideally be different from the passcode you use to unlock the phone.
3. After the passcode is set, scroll down and tap Websites. Here you can either choose to limit adult content, or allow access to specific websites only.
4. In specific websites only, there's a short list of allowed websites including Discovery Kids and Disney, but you can also add sites by tapping on Add a Website.
5. If you tap Limit adult content, Apple blocks websites that are deemed objectionable, but you can whitelist websites by tapping on Add a Website under Always Allow, or blacklist them by tapping on it under Never Allow.
6. If you try to access a blocked website, you see a message telling you it is restricted. Tap the Allow Website and key in the Restrictions passcode to open that website.
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Android
On Android, you'll need to edit the hosts file on your device to redirect sites you want to block. You'll need a file manager, and a text editor - the easiest option is to use our favourite app ES File Explorer, which lets you do both things. Here's how it works.
1. Install ES File Explorer Open ES File Explorer and tap the "/" button at the top. Tap on system > etc.
2. In this folder, you'll see the hosts file - tap it and in the pop up menu, tap text. In the next pop up, tap ES Note Editor.
3. Tap the three dots button in the top right, and tap edit.
4. Now, you're editing the file, and to block sites, you want to redirect their DNS. To do this, just start a new line, and type "127.0.0.1 www.blockedwebsite.com" (without the quotes, where blocked website is the name of the site you're blocking) for each website you want to block. For example, you'll have to type 127.0.0.1 www.google.com to block Google.
5. Reboot your Android device.
If that method is too complex for you, you can install an anti-virus app such as Trend Micro that lets you block websites.
1. Install the app and run it. Go to Options > Safe surfing.
2. Now swipe to Parental Controls and click set up account. Create an account and you'll see an option called Blocked List in the app. Tap it, and tap Add. Now add the websites you want to block one at a time. Once that is done, you won't be able to access these websites on your Android smartphone.
Windows Phone
You can't do a full block of websites on Windows Phone, buy you can download theAVG Family Safety browser. By default it blocks websites with malicious or explicit content, and if you purchase an AVG anti-virus licence and create an account, you can customise the list of blocked websites.
On your network
If you have a Wi-Fi network in the house, then it is easier to just set up a block on unwanted websites via your Wi-Fi router. Most routers don't have very user friendly interfaces, so this can be a little daunting, and of course, the steps can vary for each router, but the basic process you follow is pretty similar, so if you're just a little patient, this is actually pretty easy.
Changing the wrong setting could accidentally de-activate your connection, so if you get stuck, call your ISP right away.
1. We tried this on a Beetel 450TC1 router provided by MTNL in Delhi, and with a Binatone Router provided by Airtel. The steps were exactly the same for both. To start, you need to go to your router's settings. Open any browser and type 192.168.1.1 in the address bar. Press Enter. Some routers use a different address, so if this doesn't work, check and see if it is mentioned in the documentation from your ISP.
2. Now you will have to enter a username and password. This would have been set up during the installation of your connection - defaults are usually username: admin, and password: password. If not, check with your ISP and get the correct username and password.
3. As mentioned earlier, the interface can differ. In our MTNL router, we found that we could block websites under Access Management > Filter.
4. Here there's a drop-down menu called Filter type selection. We selected URL Filter and typed the website we wanted to block in the URL field below. Above this field, there is an option called Active. Here we saw two buttons, Yes and No. We selected Yes and hit Save. This blocked the website on our network.
5. You can create 16 lists of blocked websites, each containing 16 websites, using this method, letting you block up to 256 websites. Again, this will vary from router or router.
This guide should have helped you block websites on almost any device. If you know any other methods to block sites, let us know via the comments.

Friday, September 05, 2014

HTC Desire 820 With 5.5-Inch Display, 64-bit Snapdragon 615 SoC Launched

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HTC has launched its latest mid-range smartphone in the Desire series - the HTC Desire 820 - at its pre-IFA 2014 event, featuring a 64-bit Qualcomm Snapdragon 615 processor with integrated 4G LTE Cat. 4 connectivity. HTC announced the smartphone will be available worldwide beginning late-September.
The dual-SIM (Nano-SIM) HTC Desire 820 runs Android 4.4 KitKat with HTC Sense UI skinned on top. The smartphone is the successor to HTC Desire 816 . It features a 5.5-inch HD (720x1280 pixels) display.
The smartphone packs a 64-bit octa-core Qualcomm Snapdragon 615 SoC (1.5GHz quad-core + 1.0GHz quad-core) coupled with 2GB of RAM. The Desire 820 packs a 13-megapixel (with f/2.2 lens) rear facing camera with LED flash and BSI sensor, apart from an 8-megapixel secondary front-facing camera.
The 16GB internal storage on the Desire 820 is expandable via microSD card (up to 128GB). Connectivity options on the handset include Wi-Fi, FM radio, Bluetooth, GPRS/ EDGE, GPS/ A-GPS, 3G and 4G LTE connectivity.
The handset measures 157.7x78.74x7.74mm and weighs 155 grams. The HTC Desire 820 packs a 2600mAh battery which is rated to deliver up to 22.4 hours (3G) of talk time and 424 hours (3G) of standby time.
"With the HTC Desire 820, we've combined the most advanced technology with the best possible entertainment experience and bold, distinctive design, to deliver a handset that is both desirable and affordable," said Peter Chou, HTC.
HTC has said that with the Snapdragon 615 processor, the HTC Desire 820 will offer 'lightning-fast Cat 4 4G connectivity at speeds of up to 150Mbps.' It also supports HTC's Dot View case which will provide 'instant access to your phone without opening the cover.

HP Announces New 2-in-1 Hybrids, Chromebooks at IFA 2014

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HP has unveiled five new consumer devices at the ongoing IFA 2014 trade show in Berlin. The new lineup includes two colourful Chromebook models, two HP Envy 2-in-1 detachable hybrids, and the ultraportable 2-in-1 HP Pavilion x2. 

The new 11-inch HP Chromebook and 14-inch HP Chromebook are both thin and light. The 14-inch model is based on an Nvidia Tegra K1 processor and boasts "world-class graphics performrance" while the 11.6-inch model is based on an Intel Celeron N2830. Both models' screens have a resolution of 1366x768 and both promise 8 hours, 15 minutes of battery life. Both also offer Wi-Fi b/g/n/ac and optional mobile LTE/HSPA modules. 

Multitouch trackpad gestures are supported, along with HDMI, USB 3.0 and USB 2.0 ports. The two models also have front-facing webcams and microphones. The 11-inch model will go on sale starting at $199.99 (approximately Rs. 12,090) in either turquoise or white, while the 14-inch model will cost $299.99 onwards (approximately Rs. 18,130) and come in turquoise, neon green. orange or silver.

The new HP Envy x2 devices are available in 13.3-inch and 15.6-inch models. Both are powered by the new Intel Core M processor and promise great performance as well as long battery life. The new design features a fabric-covered backlit Bluetooth keyboard which doubles as a cover. The 13-inch model comes with up to 256GB of solid-state storage while the 15-inch model optionally comes with a 500GB hybrid hard drive. 

The HP Pavilion x2 is a full-featured 10-inch Windows tablet with a detachable keyboard cover that can transform into a laptop. It is powered by an Intel Atom processor and promises up to 11.75 hours of battery life. 

The devices are expected to hit markets in the US in time for the holiday shopping season.

Moto 360 Smartwatch With 1.56-Inch Circular Display Officially Unveiled

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Motorola at its September 5 event in India has finally showcased the Android Wear-based Moto 360 smart-watch in all its glory, and put up all its specifications. While the company hasn't yet provided India pricing, it has detailed US pricing to $249 (roughly Rs. 15,000). Motorola says will be made available in India later this month.

The consumer electronics giant announced the Moto 360 will be available from Friday in black leather and a limited edition gray leather with suede finish in the US, starting at 12:00pm EST for motorola.com, Google Play (US), and through Best Buy stores and BestBuy.com. 

The Moto 360, which is compatible with smartphones running Android 4.3 Jelly Bean or higher, features a 1.56-inch backlit LCD display with a resolution of 320x290 pixels - translating to a pixel density of 205ppi. It features Corning Gorilla Glass 3 protection.

Motorola's first smartwatch features a diameter of 46mm, and is 11.5mm thick. It weighs 49 grams with the leather strap. It will be available in two models. One with a light stainless steel case + gray Horween leather band, and the other with a dark stainless steel case + black Horween leather band.

Motorola notes that customers will be able to buy a metal band for the Moto 360 later this fall, priced at $79.99 (roughly Rs. 4,800). Leather bands will also be available independently at $29.99 (roughly Rs. 1,800). 

It features a 320mAh battery, and Motorola says it will be sufficient for all day (mixed use). The Moto 360 supports wireless charging, and comes with a charging dock. It is powered by a TI OMAP 3 processor (exact chipset unspecified), coupled with 512MB of RAM.

It features 4GB of built-in storage, and comes with Bluetooth 4.0 Low Energy connectivity. It features a pedometer, and a optical heart rate monitor (PPG). It comes with IP67 rating, making it water-resistant.

Other features a single physical button, a vibration motor, and dual microphones.

The Moto 360 smartwatch was unveiled alongside the Moto G (Gen 2), and Moto X (Gen 2).

WRITE ME YOUR VIEWS AND COMMENTS...THANK YOU
 

Thursday, September 04, 2014

Oculus Rift Preview: Bringing Reality to the Virtual World

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If you're interested in science fiction or futurism, you too would be excited about the concept of virtual reality. After having spent around two weeks with the Oculus Rift Dev Kit 2, we're happy to say the future is closer than ever.
It's not quite the Matrix, and it's not quite the Holodeck from Star Trek, but the Rift DK 2 is today probably the closest you can get to actually living inside a virtual world. The Rift puts a huge, reactive display in front of your face - a virtual world where you can look around just by turning your head.
The road to consumer VR has been filled expensive failures, including most famously the Nintendo Virtual Boy - a wearable so heavy it came with a built-in stand and an eye-jarring red-monochrome display.
The Virtual Boy was an idea far ahead of its time, but in 2012, Oculus launched a Kickstarter to fund development of the Rift, and raised a then eye-watering $2,437,429. The company was acquired by Facebook, in March this year, for $2 billion. Last year, the company released the first version of the developer kit and earlier this year came the second prototype of the Rift for developers, which includes a new head tracking mechanism.
The Rift DK 2 is an unusual product to review, because it isn't something that most people can - or maybe even should - buy. The Rift is still very much a work in progress, and the DK 2 is meant for software developers who want to create apps for virtual reality. It's not readily available - Oculus is accepting pre-orders right now, and you can book a Rift DK 2 for $350 (approximately Rs. 21,000). The next batch of units is only expected to begin shipping from October.
The question that the Rift DK 2 raises is - who and what is VR for? Many believe that the consumer version of the Rift will be announced this year, and go on sale early next year. Right now, there are still some definite shortcomings with the Rift DK 2 that Oculus will want to address in the consumer version, but the early steps are incredibly reassuring.
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What is the Oculus Rift?
This might seem like a very basic question, and if you're already familiar with the Rift, you can safely skip ahead to the next section. But if you're hearing about it for the first time, here's a very simple primer.
The Rift is, very basically, a helmet that includes a screen, so you have a display right in front of your face. This is - at a very basic level, similar to other head-mounted displays like the Sony HMZ family of products. Since the display is pretty much all you can see when you have the Rift strapped on, the effect is not unlike viewing a big screen television from a distance of 8-10 feet, instead of feeling like a tiny screen held close. One of the ways in which the Rift is different is the fact that it houses lenses between you and the screen which add a spherical distortion to the image. This helps create a sense of depth and perspective.
The Rift connects to your computer's HDMI port, and replaces your monitor - 3D TVs and 3D monitors can also come with goggles that you need to wear, but in this the 'goggles' themselves are the entire package. When you wear the Rift, you're looking only at the screen inside the headset.
The Rift also updates the display at a very high rate - the low latency is critical for immersion, and making the experiences feel real. And from a user perspective, what really sets it apart is the motion tracking that comes with the Rift. Using an infra-red camera - a little like the Xbox Kinect - the Rift is able to track your headset and accurately follow small movements of your head.
When you wear the Rift, and run a compatible application, your view fills up with a virtual world. When you look up, the view shifts, so you're looking up in the virtual world. Looking up or down, side to side, or tilting your head at an angle to the sides or forward can all be tracked.
What the Rift does not track, is the rest of your body. To play the games and experiences that come with the Rift, you need to use a keyboard and mouse, or a gamepad. This means, for example, in one demo, we could stand beneath the Eiffel Tower and crane our necks upwards to take it all in - but to reach the Tower itself we had to use the keyboard arrow keys like in any game. In another demo, a horror game, we were gingerly bending our head to peer around corners.
There are some interesting efforts being made on that front to build more intuitive controls, and the latest involves integrating a Leap Motion Controller, so your hand movements can be tracked as well.
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Design
The first thing you'll notice about the Rift DK 2 is how light it is. The whole thing weighs 440g - only marginally heavier than some headphones. The weight is also well balanced, and so the Rift does not feel uncomfortable to wear.
The Rift DK 2 also looks very sleek - with smooth plastic and rounded edges compared the blockier Rift DK 1. Despite this though, it's pretty big, and there's no denying that you will look very strange when wearing the headset.
It's essentially a box strapped to your face, with a lot of wires coming out of it, leaving you looking like some sort of cyborg.
On the inside, there's a lot of soft foam padding to keep you comfortable, and the Rift forms a near complete seal around the upper portion of your face, ending at the bridge of your nose. There's a little gap at the very bottom of the Rift - not enough to distract you from the experience, but it's big enough that you can just about find the mouse or keyboard. Your view is completely filled with the two spherical lenses, and once the Rift is running, that's all you should be able to see.
All the padding means that the Rift is very comfortable, but in a country like India at least, humidity is an issue. Wearing the Rift for an extended period starts to feel quite hot, and the lenses get fogged during sessions that lasted longer than half an hour.
Aside from the headset, the Rift also includes a small infra-red camera that you can clip to your monitor, or place on top of a tripod. The camera has to be pointed at the front of the headset at all times. This is because there are IR-emitters in the Rift headset, and the camera uses this to track the position of the user's head. It can tell which direction you're looking in, so you can turn, look up and down, or even move your head back and forward or tilt it to a side. This is translated into movement within the Rift apps, and the whole experience is smooth and highly accurate.
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This is also why Oculus advices that people shouldn't put stickers on the face of the headset - it could interfere with the positional tracking.
Setup
At this early stage, the biggest problem for the Rift is setup. The Rift DK 2 headset comes with two wires - USB and HDMI, which need to be connected to your PC. The camera also has a USB cable, and another to connect it directly to the headset so as to sync the two.
The Rift comes with two sets of lenses - the 'A' lenses are fitted in the Rift and are designed for people with normal vision. If you're very nearsighted, you can instead use the 'B' lenses rather than trying to wear glasses with the Rift. Oculus recommends wearing contact lenses instead of glasses in case the 'B' lens doesn't help you, and we'd agree - trying to wear the headset with glasses is really uncomfortable. Changing the lenses in the Rift DK 2 is easy and you can just twist to remove and insert.
In case you don't have enough USB ports, you can connect the camera's USB cable directly in the Rift headset, but for this you need to connect a power cable to the Rift as well. If you connect the camera to a PC, then you don't need to use the power cable.
This means that before you've even switched the Rift on for the first time, you've put together four to five wires, and that's just the start of the setup process.
Once you've got everything connected, you have to install the Rift SDK. This should get the Rift configuration tool up and running, but it didn't detect our headset. We found that this was a common problem - the solution is to exit the software, and then manually launch the configuration tool instead of the launcher.
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After you do this, the going gets a little smoother, but not much. Just about everything you want to do on the Rift takes a little experimentation, a little tinkering. Want to experience Half Life in VR? Sure, go right ahead, but be prepared to spend an hour reinstalling Steam first, because it will not run out of the box. There are dozens of demos available on the Oculus website, and around half of them worked on the first go. The rest crash suddenly, or take a fair amount of tinkering - sometimes you'll need to change the settings on the Rift, and at other times, you'll want to change your PC display settings to get things to work with the Rift.
Two weeks in, we're still doing setup - and that's fine, because this is a developer product. We sincerely hope that the actual consumer headset will offer a more plug-and-play experience, as Oculus has been promising.
From what we saw on Wednesday at the Samsung Unpacked 2014 event at IFA, where Samsung along with Oculus released a VR accessory for the Galaxy Note 4 called the Gear VR , this might actually be happening.
The Gear VR launched with a VR store called Oculus Home, where you can discover, download and launch VR content. That means that users don't have to go back and forth between VR and a normal display to get to their content. Another really exciting feature is called Oculus Cinema, a virtual movie hall where you can play 2D or 3D movies, in a variety of theatre environments.
Virtual reality
The Rift DK 2 uses the same screen as the Samsung Galaxy Note 3 as its display, and the resultant images are extremely crisp, with bright colors. After complaints of a screen-door effect on the original dev-kit, this is a definite step up. Add the spherical lenses, and the view from the Rift fills up your vision. Even if you move your eyes, you shouldn't see too much of the dark edges of the headset. This goes a long way towards making you feel like you're really there, and that the tree in front of you really does tower over you, instead of being about an inch tall and less than half an inch away.
But a great display doesn't sell the virtual reality experience - if it did, we'd all be wearing HMD's like the Sony HMZ-T2 instead of buying large screen televisions. What makes the Rift so compelling is the speed and accuracy with which it tracks your movements.
The slightest turn and tilt of your head can be accurately reflected on screen, and this makes a huge difference in how "real" the experience feels. In one of the demos, a very basic horror game type of experience called Crystal Rift, we ended up physically leaning around corners to see if there were any monsters waiting for us. In another demo called Don't Let Go, you're just supposed to hold on to the CTRL keys on your keyboard, and not let go of them no matter what. The game does its best to scare you off the keys - it starts with a bee buzzing around your face, and then starts to fill the space with buzzing flies. After a while you'll have a spider climb up your virtual arm, and then a dinosaur walks into the room and roars at you. The sounds circle around your head and you'll try and turn to keep things in view, and some of it can be genuinely scary.
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One of the more unexpected experiences is the VR Cinema demo - you can load any video file on your computer, and the app creates a virtual cinema hall you can sit in by yourself to watch the film. You can see other chairs, and the stage under the screen - and the result is that it really feels like you're watching a movie in a cinema (alone), instead of a tiny screen next to your face.
VR seems obviously well suited to gaming and while some fast paced games can be a little disorienting, in general, a wide variety of games work really well. But there are a lot of other kinds of apps people are making for the Rift as well. You've got VR browsers, educational apps and virtual tourism. You can walk around on the International Space Station, and the demo does a really good job of making you feel like you're there.
Performance
The Rift DK 2 has a very sharp display and extremely smooth and accurate motion tracking. The combination means that you feel fully immersed in the reality that you're currently experiencing. You'll need a moderately powerful computer to push these experiences - don't expect your office laptop to handle the load, but at the same time, it doesn't require you to have a top-of-the-line gaming machine either.
The system requirements vary from app to app, obviously - running Skyrim in VR is quite different from running Flappy Bird.
It's clear though that the success and failure of the Rift hinges on making this clear. If any app does not run smoothly on your computer, the experience will be very disorienting. Slight lag can make you quite uncomfortable, and it would be interesting to see developers come up with demos that actually make use of this effect intentionally - for example, a game might intentionally throw you increasingly further out of sync as you take damage, to create disorientation.
Unintentional lag is a different issue though, and unless users have already experienced some of the simpler demos which actually run smoothly, they might be inclined to blame the Rift for the feeling of disorientation caused by their computer not being able to handle the load.
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Software
In terms of hardware, the Oculus team has already done a very impressive job, and the real challenge it faces now is in providing a refined and simplified experience to users in terms of software.
Simply put, the Rift DK 2 is not easy to use. As a developer tool, that's fine, but the consumer version is going to need to deliver a simple plug and play experience. And more than that, they're going to need to provide an easy way to get new apps.
Thanks to mobile phones, we're all too used to the idea of app stores where you can buy compatible software easily, and this kind of plan would be ideal for the consumer Rift as well.
What's good is that the Rift already has a huge range of software available. This ranges from modded versions of existing games, to games built from the ground up for VR, to unique experiences and demos.
Want to relive scenes from your favourite movies? Maybe you'd like to walk around Jerry's apartment from the hit show Seinfeld? Rift's got you covered. Maybe you want to experience the Internet as a mall you walk around in, with each store being a different website. Sure, why not? And hey, if you want to be an Orc hero trying to free Skyrim from dragons and the Thalmor, that's an option too.
Verdict
The Oculus Rift DK 2 is an amazing piece of hardware, and while it's far from ready for consumer use, it delivers a highly compelling experience that shows exactly how easy it is to get lost in VR. From a gaming perspective, there's no doubt that this is one of the most interesting new pieces of hardware in a long time, but even outside of games, it shows a lot of promise.
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The little we saw of the Gear VR suggests that the team at Oculus also recognises this - there's already a full section for movies, and the team is clearly thinking about making it easy for people to find the right content. This is a very positive sign, and the consumer version of the Rift will likely launch with similar software support.
We wouldn't bet on the Rift instantly setting the market on fire - it's still too expensive to be an impulse buy, and non-gamers will take a little more convincing. But we're cautiously optimistic that the consumer version of the Rift really will be a game changer.

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