Showing posts with label internet. Show all posts
Showing posts with label internet. Show all posts

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

 

Friday, September 05, 2014

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.

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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Samsung Launches Galaxy Note Edge With Side Display

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Alongside the Galaxy Note 4 launched on Wednesday, Samsung also unveiled the Galaxy Note Edge with a unique edge display.
The Edge uses Samsung's flexible-display technology, which came out with much fanfare last year but has seen little use beyond a phone and a fitness device with displays that were slightly curved.
With the Galaxy Note Edge, the Korean electronics company is offering a practical use for the curvature. While the main screen remains flat like previous phones, the right edge extends and curves until it reaches the back. That creates a side display so information such as weather and time can be seen from the side when the phone is laid on a table - such as a nightstand next to the bed.

With the side display, the phone's camera functions more like a stand-alone, point-and-shoot camera, as the shutter button and other functions appear on top when the phone is held horizontally. Developers of other apps will be able to specify how the side display gets used.

The side display also provides one-tap access to various apps normally found on the home screen, as well as to functions such as the flashlight and the stopwatch, akin to what Apple offers in the iPhone's Control Center with a swipe up from the bottom.
Samsung didn't announce prices or specific release dates.
As far as specs are concerned, the Samsung Galaxy Note Edge features a 5.6-inch Quad-HD+ (1440+160x2560 pixel) Super AMOLED display, and is powered by a quad-core 2.7GHz processor. It will be available in 4G LTE and 4G LTE Cat. 6 (LTE Advanced) variants.
The rest of the specifications of the Galaxy Note 4 and Note Edge are identical, except that the latter will also come in a 64GB built-in storage variant. It has dimensions 151.3x82.4x8.3mm, and weighs in at 174g. It also has a slightly smaller battery, with a 3000mAh offering. 

The Galaxy Note Edge will be available in Charcoal Black and Frost White in select markets through Samsung's retail channels, e-commerce and carriers later this year.
The company has also launched the Samsung Gear VR alongside the Galaxy Note 4 and Galaxy Note Edge.

Wednesday, September 03, 2014

iPhone 6 4.7-Inch Model With Working Display Leaked in Images: Report

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Apple's long-rumoured 4.7-inch iPhone 6 model has been leaked in a couple of fresh images, ahead of the company's expected launch of the device at its September 9 event next week.
The first of the leaked images purportedly shows the iPhone 6's 4.7-inch model with its screen turned on and displaying the iOS 8 lock screen. The other leaked image shows the rear of the handset with camera and LED flash sitting on top of the left edge panel. The leaked image also tips the presence of a protruding camera ring on the model, which goes in-line with some recent leaks.
Reports have been tipping that the protruding camera rings spotted on the iPhone 6models appear similar to the one seen on fifth-generation iPod touch, although it remains unclear what specific purpose the rings will serve on Apple's upcoming smartphone. The new leaked iPhone 6 images have been obtained by GSM Arena.

The new leaked images of the alleged iPhone 6 4.7-inch model further corroborate what's has been widely expected based on earlier leaks, that the next iPhone will come with curved edges and will be a major departure from the company's current industrial design on existing iPhone models. However, until officially revealed, it remains uncertain if Apple do away with its current straight-edge design seen on the iPhone 4, iPhone 5 and iPhone 5s.

The next iPhone has for a while been rumoured to arrive in two display size variants - 4.7-inch and 5.5-inch - that both feature the iPod touch-inspired design; the Touch ID fingerprint sensor; the new Apple A8 SoC, and the long-awaited NFC connectivity. The new iPhone is also said to cost less than the previous generation, as well as feature higher resolution displays and bigger storage variants (up to 128GB). Of course, the iPhone 6 should ship with iOS 8.
Reports have been tipping that Apple's next iPhone would hit shelves on September 19, the traditional 10 days after the unveiling of the smartphone.

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Tuesday, September 02, 2014

How to Prevent Theft of Photos From Your iCloud Account

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Nude photos of Jennifer Lawrence and other celebrities began circulating across the Internet on Sunday, with some reports blaming Apple's iCloud service that can automatically backup user photos and keep them long after they are deleted from user's phone.
If you're using iCloud, you might be worried about the pictures backed up there from your phone - regardless of the content of the pictures, nobody wants their personal photographs stolen.
As of now, it isn't clear whether it is an iCloud hack or if the photos were accessed through other vulnerabilities. Both FBI and Apple are investigating this incident and we will have more information once the investigations conclude. These steps will prevent your photos from automatically being uploaded to Apple's iCloud.
Turn off auto-upload and delete photos from iCloud
If you have an iPhone or iPad, all your photos are being uploaded to iCloud by default. Most people don't even realise that all their photos are being stored on iCloud servers. A quick way to check is by opening the Photos app and open the Albums view. All the photos in the album My Photo Stream are stored online. Here's how you can stop them being uploaded there.
1. On your iPhone and iPad, do this: Settings > Photos & Camera > My Photo Stream > Off. Now you'll see a warning "Turning off Photo Stream will delete all Photo Stream photos from your iPhone". Tap Delete and the photos in the My Photo Stream album will be removed. This doesn't affect photos stored locally on your device or other shared photo streams.
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2. Mac users can do the same by going to System Preferences > iCloud > uncheck Photos.
If you want to keep auto-upload on, but just want to delete some photos from your iCloud account, open Photos > Albums > My Photo Stream > tap Select and pick the photos you don't want to store online > tap the trash can at the bottom right.
Stronger passwords
We've been strong advocates of using strong passwords and different passwords for different accounts. If you still have a weak iCloud password, change it to a stronger one with uppercase, lowercase characters, numbers and symbols. Here's how.
1. Open the Apple ID page on Apple's website. Sign in and answer the two security questions. Now click Change password.
2. On iOS devices, open the App Store and scroll to the bottom. Tap Apple ID > Apple ID > enter password and Sign in > tap Password to key in your new password and tap Verify to type it again. Tap Done to complete the process.
Two Factor Authentication
We also recommend that you use two-factor authentication for your Apple ID, which sends you a code via text message or an associated Find My iPhone app every time you log in. Without entering this code, no one can log in - even if hackers are able to guess or hack your password. This means that to access your account, people need to know your username, your password, and also have physical possession of your phone - it's a little inconvenient, but adds a lot of security. You can set this up through the Apple ID page.
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1. Open the Apple ID page on Apple's website. Sign in and answer the two security questions. Now click 'Get Started' near the top to enable two-factor authentication.
2. Follow the on-screen instructions to save your phone details.
These steps should help you protect your iCloud photos from unauthorised access.

Monday, September 01, 2014

iPhone 6 Latest Leaks: Qualcomm Modem, 1GB RAM, and a 'Fake' Video

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The iPhone 6 leaks just don't seem to stop even after the Cupertino firm's official invitation for the September 9 event. While we have already seen all possible kinds of leaks for the device before, now a video shows what is claimed to be a fully functional 4.7-inch iPhone 6 device - however, evidence has been put forth pointing to discrepancies that indicate the leaked device is not Apple-made, but has actually been put together with leaked parts.
The video by Feld & Volk, maker of premium Apple cases and accessories, shows what's purported to be a functional 4.7-inch iPhone 6 in Silver colour that has been connected to an iMac, and displays the 'Connect to iTunes' screen once booted up. The user is not able to get past the particular screen as the iMac shows an error stating, "iTunes could not contact the iPhone software update server because you are not connected to the internet." The video later shows both the alleged 4.7-inch iPhone 6 unit and an iPhone 5s kept side-by-side showing the same 'Connect to iTunes' screen.
9to5 Mac has pointed out the alleged iPhone 6 device is not Apple-made, and has probably been put together from leaked parts, as there are several inconsistencies - including the fact the device is running iOS 7 and not iOS 8 as the next iPhone should.

The website notes the colour of the iTunes logo shown on the device's 'Connect to iTunes' screen in the video is blue and white, which is the colour of the logo on that particular screen on iOS 7. Of course, the iPhone 6 should ship with iOS 8, where the iTunes logo on the 'Connect to iTunes' screen is orange and white. Also noted, was that a gear icon appears on the smartphone's screen before showing the 'Connect to iTunes' screen when paired with the iMac - something that official iOS 7 devices will not show when booting up. Finally, as the report points out, the logo appears on the screen much higher than where the display starts above the home button, pointing to software (iOS 7) geared for a smaller/ lower resolution iPhone display.
So, while the alleged 4.7-inch iPhone 6 in the video is definitely not an Apple-made device, it is still possible the parts used to assemble it are authentic. The design of the device in the video is in-line with previous leaks, with the inclusion of curved edges and elongated buttons on the sides instead of straight edges and round buttons as seen on iPhone devices until now. Also seen is the power button and SIM card slot on the right.
Feld & Volk, which has contributed several iPhone leaks in the recent past, does appear to have access to some parts from the Apple supply chain - as the company recently also posted images of the alleged 4.7-inch iPhone 6 logic board. These images, as noted by MacRumors, point to several interesting components, such as the Apple A8 processor, 1GB of Hynix-built RAM a Qualcomm MDM9625 LTE modem, and an NFC chip from NXP.
The inclusion of 1GB of RAM as well as NFC is in-line with numerous previous leaks.
All will become clear in little over a week, when Apple unveils the iPhone 6 as expected on September 9. Of course, in the intervening period, we may still see more leaks - something those eagerly awaiting the new iPhone will certainly be interested in. Stay tuned.

Apple iWatch May Launch at $400, Available Only Next Year: Report

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Apple is widely expected to launch the new iPhone - believed to be called the iPhone 6 - at the company's September 9 launch event. The company is also expected to be launching the much-anticipated iWatch smartwatch alongside.
There have been multiple reports tipping design, innards, and price of the next iPhone models - rumoured to come in 4.7-inch and 5.5-inch screen sizes. In addition to the next iPhone, there has also been no shortage of leaks related to the company's first rumoured smartwatch, the Apple iWatch.

The latest in the series of leaks tipping details about Apple's iWatch claim that the smartwatch will come with a premium price tag of $400 (Rs 24,200 approximately) and might be available early next year.
Re/code in a report suggests that Apple's executives have been considering charging a $400 price for the alleged iWatch. However, the report claims that the price for the rumoured iWatch is yet to be finalised. Meanwhile, the smartwatch is said to start shipping next year only.
Citing sources, the report adds that the alleged iWatch can be expected to come in a range of prices for different versions of the smartwatch. Further, the report speculates that the premium price tag of $400 will put the Apple's iWatch in the high-end category against the likes of Samsung's Gear 2 ($299), and the LG G Watch R.
The alleged iWatch has been rumoured to be released in October with a 2.5-inch display and be able to collect health-related data of users. The smartwatch has been also rumoured to come with gesture support tipped by a 'Wrist-Worn' device patent.
Apple's much-anticipated iWatch is expected to leverage the company's new HealthKit platform which was announced at WWDC and will be available for the general public this fall with iOS 8. HealthKit allows health and fitness apps (including Apple's own Health app) to use various sensors to collect data, and also communicate with other apps to share data. It is also a central and secure store for all of the user's health information.
Ahead of its September 9 launch event, Apple beefed up its privacy rules related to its Health Kit platform last week. The Cupertino-based giant banned developers from selling user health data to advertisers or otherwise misusing it, as well as restricted developers from using the HealthKit APIs for apps unless primarily designed to provide health or fitness services.