Apple’s new iPhone appears set to hit stores Sept. 21

Verizon wireless employees are reportedly forbid from taking vacation from September 21-30. Is that when Apple will launch its new iPhone?

Word on the street is, Apple’s new iPhone will go on sale starting September 21. We’ve heard that date before, but now there is new evidence: Jordan Crook of TechCrunch has reportedly spoken with an anonymous Verizon Wireless employee who says that the company has forbidden employees from taking vacation from Sept. 21 through Sept. 30, essentially corroborating previous rumors that Apple’s sixth-generation iPhone will launch on Sept. 21.

We have reached out to our own sources to verify Verizon’s vacation block for the last week of September, and will update this space as soon as we hear back.

As for the actual unveiling of the next iPhone, that’s widely expected to happen on Sept. 12, according to numerous reports that say Apple has a big event planned for that day.

The new iPhone is expected to look much like the iPhone 4 and iPhone 4S, but with a taller — but no wider — touchscreen, which will make it about 4 inches in size, when measured diagonally. The resolution is said to be 1136 x 640, which would keep it in Retina territory. According to a variety of leaked components, the headphone jack will be placed at the bottom of the device, as opposed to the top, where it appears on current iPhone iterations. And a new, smaller dock connector will also likely debut on the new iPhone. A larger battery, updated CPU, and 4G LTE connectivity are also expected updates to the next iPhone.

Aside from the sixth-gen iPhone, Apple may also debut the long-rumored iPad Mini, a 7.85-inch version of the current iPad, which has a 9.7-inch display. Updated versions of the iPod touch and iPod nano may also make an appearance at the rumored Sept. 12 Apple event.


Source : digitaltrends[dot]com

The tangled web of developing The Amazing Spider-Man game alongside the film

We chat with the Beenox exec producer on The Amazing Spider-Man game about the challenges of building the game alongside the movie.

Spider-Man’s elaborate web work has nothing on the twisted web that Beenox had to navigate in getting the video game epilogue to Marc Webb’s Amazing Spider-Man reboot, which hit movie theaters just days after the game in July 2012. That was the overriding impression we got from a recent chat with Brant Nicholas, who served as executive producer on the game.

Negotiating a Story

The main thing that people might not realize is the number of proverbial cehfs in the kitchen for a project on this scale. Due to the fact that the game is a movie tie-in, and in fact functions as a sort of epilogue to the events of the film, as well as the fact that the movie is based on yet another company’s comic book series, Beenox was in constant communication with both Sony Pictures and Marvel Comics, as well as its Activision parent.

“There are essentially two separate canons,” Nicholas explained. “There’s the Marvel Comics canon and then there’s the Sony Pictures canon that came when Sony licensed the universe from Marvel several years back.”

“Whenever there’s anything that we want to do in the game, not only do we have to get it approved by Marvel, who has to bless it and give recommendatations that we [use to] tweak and to iterate, but then after that we go to Sony, and Sony has to give recommendations that we iterate on and tweak.”

It helped that Beenox was a player in the process almost from day one. Webb was already on board, but there was no script, only the loosest idea of what the story would be, and some general thematic guarantees, both in terms of Webb’s vision and in terms of the story rebooting the film side of the Spider-Man canon.

“We actually worked together with Marc Webb [and Sony Pictures] to review the script together, brainstorm the possibilities, think about the directions that they were going and the directions that they wanted to make sure we went,” Nicholas said.

“Marc really wanted this to be the story of Peter Parker more than it was the story of Spider-Man per se. He really wanted this to be a telling of Peter’s story, and of the love story between him and Gwen, and what that relationship is. Marc worked with us very carefully to make sure that we not only honored Spider-Man as a Marvel character, but that we also stayed true to the story that he was trying to craft.”

Alongside the film creator’s vision are basic Marvel edicts about different characters that simply aren’t open to interpretation. In the case of Spider-Man, it’s the fact that he doesn’t let anyone die. Or, as Nicholas put it: “He is the guy who always saves everyone even at his own personal expense.”

This universal trait for any version of the character resulted in Beenox having to make some changes to the planned game, which was to offer more of a complex plot built around player choice. “In our original story, Spidey had to choose in the first scene between saving Alistair or saving Gwen, and then your choices had impact in the story further on. Due to our ongoing discussions, we realized we were in a situation where Spidey couldn’t let either one of them not be saved,” Nicholas revealed.

“We originally wanted an additional layer of complexity to the story and the decisions for the player, but narratively, for Spidey as a character, his DNA, we would have to write in a way where he could have saved both of them.”

“For each of the characters in our story, we had to find ways to honor that and to stay true to that,” Nicholas added. “It was a long process. Everybody involved wants to write in these cool twists, and sometimes Marvel comes back saying, ‘Ehhhhh… noooo, we don’t think we want you to go that way.’ Or Sony goes ‘No, we don’t think we want you to close the door on this character, we may want to use XYZ in the future.’”

“All those things are part of the ongoing process of negotiating how we introduce these characters… because that has impact on the licensing agreements for each of the characters. The costs are different depending on how you license them.”

Cross-species Compromise

Also important from the game’s perspective was the movie’s handling of cross-species characters and Oscorp genetic experimentation. In the movie, the genetic research of Dr. Curt Connors and Peter Parker’s father feeds into the origins of both Spider-Man and The Lizard. On the game side, those same experiments inform one half of the villains you face off against.

“Specifically with the cross-species characters that were in ASM, [executive producer] Avi Arad and Marc really wanted us to try to drive home the biological emphasis behind the genetic experiments that Oscorp was undertaking,” Nicholas explained. It was another long fight to get legal approval for this fresh take on cross-species characters in the Spidey universe, but in the end it was just an idea that made more sense for a 21st century Spidey tale.

“One of things about Rhino, for example– he began [in the comics] as a Russian spy back in the day, and he got experimented on to give him armor [but] his costume kind of got bonded to him,” Nicholas said. “That story is kind of dated now. It’s not the ’80s anymore. Things have progressed a little further and it’s not the U.S. versus the Soviet Union. So one of the things we wanted to do was update Rhino to be a blend [of old and new].”

The rebooted Rhino actually went through a few iterations during development. Marvel’s feedback to Beenox came with the note that he should be a human with rhino DNA, as opposed to the animal mixed with human DNA that all cross-species characters other than Spdiey and The Lizard turned out to be in the final product. It was Marvel that later came out in an interview with a position that reversed the comic publisher’s initial feedback.,

For Beenox, the goal was simply to deliver a compelling character. “We’ve gone both ways with the character and wanted to find the thing that gave the best personality to him,” Nicholas said. “I can’t really touch on where we’re going with our plans for the next game, but it’s something even cooler.”

The extended fight to bring a new take on cross-species into the game actually worked out to the game’s benefit. Since characters like Rhino and Scorpion were caught up in legal negotiations, Beenox was free to further flesh out the plotline with the introduction of Alistair Smythe to the Sony canon.

Creator of the so-called “Spider-killer” robots in the comics, Smythe brought some classic Spidey villain cred to the narrative while also eventually serving as a research-oriented figure who could be the agent of this expanded focus on cross-species that Arad and Webb wanted the game to embrace, once it was approved.

`These various license approval discussion led to some epic boardroom showdowns. Nicholas descibes meetings in which legal teams from Activision, Marvel, and Sony all faced off to hammer down what could and couldn’t work. “No one could say anything without being quickly silenced if we were going in the wrong direction,” he said, laughing.

Tuning the Rush of Web Rush

Beenox worked within what was roughly a two year development cycle for Amazing Spider-Man. This includes the pre-production work like those aforementioned creative approvals as well as the technology refinement and world-building.

Amazing Spider-Man is the studio’s first open world game, Nicholas revealed that it required a complete overhaul of the engine that previously powered Shattered Dimensions and Edge of Time. The new game also introduced an entirely fresh approach to Spidey’s traversal abilities in the Web Rush mechanic. All of which left Beenox with plenty to actively work on while legal teams juggled the content negotiations.

“We just knew [when we first started work] that it was a Spider-Man game and that we wanted to re-introduce Manhattan. Eventually we built things out from there,” Nicholas said, describing how Web Rush grew out of those early conversations. “You’ve never really been able to control yourself in the past. We began right away working on the Web Rush technology, and how we wanted to do that,” he continued.

The traversal mechanic that sees players sending Spidey leaping and bounding off to a designated destination went through at least seven or eight iterations during the two-year development period. There were even times that the team considered dropping it entirely. The goal was to tap into Spider-Man’s natural agility without that translating into a complex set of finger gymnastics.

“We weren’t aiming for the core Spider-Man audience like we might with Shattered Dimensions or Edge of Time,” Nicholas explained. “We were aiming at the market that a Sony Pictures movie might appeal to. With that in mind as our core target, [the question became] how do we make something that is fun and entertaining, and makes you feel like Spider-Man in the movie.”

“We wanted to find a way to actually bring that to the player. So the running along the tops of buses, the bouncing off of walls, the flipping off of flagpoles and all of that, it took us a long time to find the right balance. At one point we had Web Rush going about 250 miles per hour, which was awesome but the slight problem with it is [how quickly you can get across Manhattan].”

It took a great deal of experimentation to get the feel to a point where the mechanic achieved the dual goal of being fun and widely accessible. Even with all of the time spent toying around, there were still certain ideas that never made it into the finished product.

“In the end, we got about 80 percent of what we wanted to get into the game done in time and polished in time to ship with it,” Nicholas said. “We still have another 20 percent of all sorts of extra combat content that I’m not going to talk about. All sorts of environmental interactions and prop interactions that are definitely on our current slate… for some future iteration of the game. They’re the things that we wanted to do, but we just didn’t have the time at the end.”


Source : digitaltrends[dot]com

Galaxy S3 Owners Rejoice! Jelly Bean is on its way

Samsung’s anticipated Berlin Unpacked event is quickly approaching, with the center of the show likely to be the Samsung Galaxy Note 2. What’s even more important for Galaxy S3 users, though, is what is going to happen in the aftermath of the event. Sometime after the Unpacked Event, Samsung Galaxy S3 is getting an official upgrade to Android 4.1 Jelly Bean- though that really comes as no surprise to Mobile Magazine. The update is expected to roll out internationally to several different countries, though it unclear exactly when the U.S. And Canada will receive the update on their LTE-capable Galaxy S3 variants.

What can you expect with the upgrade? Obviously the essential changes like speed improvements and Google Now, the Siri-like voice search assistant, are some of the big changes. Beyond Jelly Bean specific changes, the update will also have improvements to the TouchWiz UI such as a dormant mode for improved notifications and alert management. The TouchWiz UI will also add an easy mode that will allow for a simpler home-screen experience.

With just a week or so away from an official upgrade to the latest version of Android, an already appealing smartphone has now become even better. For those that are interested in purchasing a Galaxy S3, check out the deals at Amazon Wireless from a variety of different carriers.

For current S3 owners, how excited are you about getting your hands on Jelly Bean?



Source : mobilemag[dot]com

Hands-on with Manhattan Stealth Touch Mouse: Magic Mouse’s evil cousin

No buttons, no scrolling wheel, no wires: The Manhattan Stealth Touch Mouse relies solely on touch gestures to perform the tasks needed to control your computer.

If Apple’s Magic Mouse, the touch-based, clickless, wireless mouse had a darker twin cousin, it would be the Manhattan Stealth Touch Mouse. The all-black matte mouse has similar design functionalities as Apple’s original gadget, featuring a pressure-sensitive body that recognizes controls without the click of any button. With technology embracing touchscreen interface, it’s no surprise that even the simplest of gadgets are getting a revamp. But is the buttonless mouse as good as it sounds?

Look and feel

The Manhattan Stealth Touch Mouse has a pebble-like design that fits snugly in a palms of one’s hand. Compared to the average mouse, Stealth is definitely a tiny device, measuring just about 2 x 3.5 inches. The sleek matte overlay helps to keep the grease off the mouse, making it perfect for prolonged use, provided you supply it with one functional AAA battery. On the underside of the mouse, you’ll find a USB connector that pops out and connects to your computer.

Setting up, however, proved to be a bit of an issue. When I tried hooking the Stealth Touch Mouse to my 2007 MacBook Pro, the computer attempted to install a new drive. The mouse’s setup instruction advised me to close this window and use the mouse as normal, but the devices seemed to be disconnected. I attempted to test the mouse on my colleague’s 2010 Sony VAIO running Windows 7 and that didn’t work either. It was only until I used it one last time on a 2012 MacBook Air that the mouse linked with no installation prompt, leading me to believe it may be incompatible with older devices. This note was nowhere to be found on the mouse’s user manual.

Utility

Since the Stealth Touch Mouse is wireless, it can be used as a regular mouse for your computer or held upright as a presentation clicker. This allows you to use swiping motions to turn pages, or up and down strokes to scroll. While you’re doing so, you can hear an artificial scrolling noise if you happen to miss the wheel that comes with most traditional mice.

I tested the device mostly as a computer mouse, and I have to admit I was slightly underwhelmed. Perhaps I’m personally light when it comes to touch, but it took some harsh tapping to get Stealth to recognize the clicks. Right click was even more difficult to achieve, as I would click to get the menu to show up and it would almost immediately disappear. If you are resting your fingers on the area of the mouse where the device should recognize touch, you also have to lift and hit the area again to register that click. This takes a lot of getting used to, but would probably be easier to adjust if the clicks registered more seamlessly.

If you’re using a MacBook Air like myself, you might also be better off sticking with the built-in touchpad on your laptop. Most modern computers are incorporating various touch-based gestures, such as pinch-to-zoom, or two-finger page sweeps. This feature is sadly missing on the Stealth Touch Mouse, which is unfortunate when you consider its $70 price tag.

In presentation mode, however, the Stealth Touch Mouse is much more appropriate. Perhaps it’s the act of simple scrolls that register better, but it did felt more natural to use the device to control pages than a whole computer. It’s also got decent range at 2.4GHz, so you can walk around a conference room and still be able to control your presentation screen.

Bottom Line

The Manhattan Stealth Touch Mouse is one gorgeous piece of accessory, but it’s fairly overpriced for what it should be capable of doing. It’s not updated with complex gestures to fit the modern computers, and is incapable of syncing with older models. This feels like a lose-lose, and a frustrating act of programming. As nicely as it works as a presentation controller, it still does little to deserve a price tag that high.

If you use your mouse to just scroll, the Stealth Touch Mouse is great. If you want to use it for every other function a mouse should be capable of performing, you’ll probably want to stick with traditional, click-based mice. I want to embrace this new technology, but the lack of security that comes with physical clicks is still something I want if it means actual functionality. So who knows, maybe it’s just me.

Manhattan Stealth Touch Mouse is available now at a retail value of $70, but is currently on sale at Best Buy for $50.


Source : digitaltrends[dot]com

The 10 most influential gadgets ever made

The 10 most influential gadgets ever made

The original PlayStation changed consoles

Many gadgets are me-too products, and that's no bad thing: technology is all about standing on the shoulders of giants, with firms taking and refining each others' ideas.

But which technologies were truly transformative, leaders rather than followers, blazing trails that the rest of the tech industry would soon follow?

The following ten-ish gadgets are our nominations, and our rules are simple: it has to be everyday tech, so for example computers and sat-nav devices count but hospital hardware and systems such as ABS definitely don't, and it must have had an enormous impact.

Think we've missed something? Let us know @TechRadar.

1. Sony Walkman - 1979

10 most influential gadgets ever

Imagine a world without Cliff Richard's Wired For Sound. That's what you'd have without the Walkman, which first appeared in 1979 and transformed the way we listened to, and thought about, music. With the Walkman, everyday reality was a movie, you were the star and your tapes were the soundtrack. It was mind-blowing then, and it's still pretty impressive today.

2. Diamond Rio PMP300 -1998

10 most influential gadgets ever

19 years after the Walkman, Diamond took Sony's ball and ran with it. The Rio wasn't the first mass-produced, solid-state digital music player - that was the SaeHan MPMan F-10 - but the 32MB Rio was the one that kickstarted the digital music revolution. If the heads of major record labels could travel back in time and kill something, the Rio would be top of their list.

3. Amazon Kindle - 2007

10 most influential gadgets ever

Is your gran reading Fifty Shades of Grey? Blame Amazon: the Kindle is the iPod of ebooks, and while the first generation was rather clunky the third generation cracked it and started not just an e-reading boom, but the self-publishing boom that's created superstars such as Fifty Shades filth-monger EL James.

4. IBM Personal Computer 5150 - 1981

10 most influential gadgets ever
Image credit: Bundesarchiv, B 145 Bild-F077869-0042 / Engelbert Reineke / CC-BY-SA

Compaq may deserve the credit for popularising it, but IBM invented it: the IBM Personal Computer, or PC for short, was widely cloned by obscure firms such as Dell, Compaq and HP, creating a de facto industry standard that enabled the personal computer boom of the 1980s and 1990s. Today's PCs look very different from IBM's original, of course, but everything from Ultrabooks to iMacs has the PC in its DNA.

5. Sony PlayStation 2 - 2000

10 most influential gadgets ever

Games consoles had been around for a long time, of course, but the PS2's blockbuster sales made gaming massive - and its inclusion of a DVD drive not only helped cement the then-youthful format's place in our front rooms, but also paved the way for today's consoles as hubs for all kinds of home entertainment.

6. Motorola DynaTAC 8000X - 1983

10 most influential gadgets ever
Image credit: Redrum0486, wikipedia, CC BY-SA 3.0

It looks hilarious now, but every time you update Facebook from your phone you owe a debt to the DynaTAC. The DynaTAC 8000X was the first commercially available portable cellular telephone, a phone you could carry around without being tied to a car or an enormously heavy briefcase. Instead of connecting to a single transmitter, the DynaTAC 8000X used a network consisting of "cells" spread over a wide area, hopping from cell to cell as you moved around.

7. Kodak Digital Camera - 1975

10 most influential gadgets ever
Image credit: Kodak

Steve Sasson, an electrical engineer who worked at Eastman Kodak, invented the digital camera in 1975. It used tape rather than solid state storage, its resolution maxed out at 10,000 pixels rather than today's multi-megapixel monsters, and it looked rather like a cassette recorder that had fallen on hard times, but it would prove revolutionary - and sadly, its descendants would ultimately kill Kodak's consumer business.

8. TiVo - 1999

Most influential gadgets
Image credit: Jared C Benedict, wikipedia, CC BY-SA 3.0

TiVo wasn't just about the hardware, although of course a digital video recorder is a handy thing to have. It was important for its software, too, which can recommend programmes it thinks you might like, find films starring your favourite actors or ensure you don't miss any episodes of Breaking Bad. Time-shifting and ad-skipping made it the networks' enemy and telly addicts' best friend.

9. Honda Electro Gyro-Cator - 1981

Most influential gadgets
Image credit: Honda

A shoo-in for the best product name of all time, the Electro Gyro-Cator was important for another reason: it was the first commercially available automated in-car navigation system. It used a gyroscope rather than GPS and transparent maps rather than computer-generated directions, and it was both enormously heavy and ridiculously expensive, but both sat-nav devices and apps can legitimately call the Gyro-Cator "granddad".

10. A whole bunch of Apple stuff - 1970s onwards

Most influential gadgets
Image credit: Danamania, wikipedia, CC BY-SA 3.0

We've lumped a whole bunch of influential Apple things together so that they don't take over the entire list. The iPhone stands out of course, but the PowerBook 100 changed laptop design by shoving the keyboard back and putting a pointing device in front of it, while the MacBook Air would, ahem, inspire PC makers 20 years on. The iPod changed music and the iPad tablets; the QuickTake brought digital cameras to the consumer market; the original iMac helped kill the floppy drive and influenced the design of everything from steam irons to sex toys... the Apple II... the Lisa... the Macintosh... the LaserWriter...


Source : techradar[dot]com

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