MWC 2013 Post-Mortem

Mobile World Congress 2013 scrambles to a close, a week of new phones and tablets, a shiny new venue, and more questions as to whether the days of the big trade show are numbered. It’s been a show where the divisions between the mobile upstarts and the current key players have been sharply defined, with ZTE, Huawei, and Nokia all pushing to corner the market, while Samsung and HTC were notable by their relative absence of announcements, favoring their own, standalone events. Nevertheless, there’s plenty to wrap up, and seldom has a headline been so accurate in so many ways.

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Samsung may not have brought the Galaxy S4 to MWC – we’ll have to wait until mid-March to see that – but the company still had one of the largest stands of the show. It’s key new product was the Galaxy Note 8.0, slotting in-between the Note II and the Note 10.1, and taking on the iPad mini. What’s interesting is that, while Samsung has been accused of slavishly copying Apple, the Note 8.0 does have a distinct difference from the Apple slate in the shape of the S Pen stylus.

Samsung Galaxy Note 8.0 hands-on:

Over at LG, the company was unabashed at taking on the Note II with its new Optimus G Pro, a 5.5-inch slab of beautiful LCD display and 13-megapixel camera tech. No stylus – though the Korean-spec demo units did have a fetching pull-out antenna for the digital TV tuner – but a 1080p display and speedy processor. LG fleshed out its cheaper models with new L series and F series devices, though it had spoiled the surprise some by pre-announcing them ahead of this week’s show.

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Nokia had been more secretive, and so its new phones – the Lumia 520 and 720, taking the Windows Phone 8 range to five, and some cheap devices, the 105 and 301 – came as a moderate surprise. On the smartphone side, Nokia’s range is starting to look more and more thought through, though we’re still sticking with our stance that the Lumia 620 is the best of the bunch. Meanwhile, Nokia hit new price lows with the 105, a €15 ($20) handset ideal for developing markets and festival-goers alike, yet which didn’t abandon the company’s distinctive color schemes.

We also had a chance to sit down with some of Nokia’s top-level executives, and quizzed them on what little they’d spill on the roadmap (don’t hold your breath for a QWERTY Lumia any time soon) as well as their predictions for wearables and smart sensors.

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Plucky upstarts ZTE and Huawei brought a brace of new devices along to Barcelona, though the reaction proved mixed. The ZTE Grand Memo played the big-screen card, overstepping the LG Optimus G Pro with a 5.7-inch screen, though arguably undermined it by opting for 720p resolution. Huawei made a similar schoolboy error with its Ascend P2, rocking high-end specifications everywhere but the number of pixels. ASUS, meanwhile, opted to go for confusion above all else, with the similarly-named FonePad and Padfone Infinit continuing to push the company’s modular strategy.

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At the low-end, Firefox OS made its play for the developing market, with votes of support from eighteen operators worldwide and new handsets from Alcatel among others. At first glance, however, we’re less than impressed. The HTML5-based platform is sluggish on the cheap hardware, and it’s tough to see how – even with web apps – Mozilla plans to flesh out its portfolio in a way that legitimately challenges the ever-cheaper Android behemoth.

In chips, Qualcomm‘s Snapdragon 600 and 800 came out to flex their muscles, and were found in a number of the higher-profile phones of the week. NVIDIA had some chip news too, though the most exciting phone to use the new Tegra 4 was the Phoenix Developer Platform smartphone, which will allow coders and manufacturers to get to grips with Tegra 4i before it arrives later in 2013.

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After two years of incredible public stands, Google took a more clandestine approach at Barcelona this year, holding a few private meetings rather than pushing people down an Android-themed slide like in 2012. We caught up with director of Android design experience Matias Duarte to talk Google Now and how it might just be the future of Android, as well as how it helped shape Google Glass. Duarte, unsurprisingly, has strong ambitions for Android, going so far as describing it as the “OS for humanity.”

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Nonetheless, while MWC had its gems, the show felt more humble than in previous years. The new venue, a sprawling flow of halls joined by a serpentine hallway, is certainly far improved over the old location, but where the Congress of years past has seen flagships debut and companies stake their reputation, this year it felt a little like those same firms were holding their breath; saving their energies for individual events where they alone could control the news.

On a broader note, however, it’ll be interesting to see how the trade show calendar weathers the change in product launch strategy over the rest of the year. While smaller shows will happen in-between now and September, many eyes will be IFA 2013 early that month. The past few years, Samsung has used the Berlin show to debut several high-profile products – the Galaxy Note II and Galaxy Camera in 2012, for instance – but with the Korean firm withholding its big launches from CES and MWC, it’s unclear whether the Germans will get a headline-maker or not.

All this is just a sample of our coverage from this week; you can find all of our Mobile World Congress 2013 content in the show hub.


MWC 2013 Post-Mortem is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Nokia “Head Up”: How Lumia’s future is sharper than Glass

Are wearables like Google Glass the inevitable future for smartphones? Not if you ask Nokia, where simply floating a display in your line of sight doesn’t quite satisfy the self-imposed “head up” challenge its designers and engineers are facing. The evolution of Lumia isn’t just bigger displays or faster chips, it’s a new way of interacting with the digital world. SlashGear sat down with Jo Harlow, EVP of Smart Devices, Marco Ahtisaari, EVP of Design, and Stefan Pannenbecker, VP of Industrial Design at Mobile World Congress this week to talk “people versus robots”, rolling back the clock on convergence, and how the Finns want to pry our eyes away from smartphone screens, even if we’re looking at a Lumia.

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Spend any time talking future tech to Nokia’s executives, and you realize there are two themes running through their predictions. First, and perhaps most familiar to most industry watchers, there’s the relentless advance of sensors and the complexity of devices, with capabilities always evolving. Nokia differs in some respects in how its management see the form-factor of those devices: rather than a single, increasingly powerful phone in your pocket, all three VPs talked about a resurgence in dedicated devices; products that, as Marco Ahtisaari described it, “do a few things really well.”

Secondly, and arguably a more contrarian stance than others in the segment, is a desire to actually reduce the attention that’s paid to smartphones and mobile devices. Ahtisaari coined the phrase “heads up” internally to describe it, though it’s become an ethos for the long-term shared by others in the design team, like Stefan Pannenbecker.

“How can we get the “heads up”?”

“We see sometimes couples, out in a restaurant, romantically texting each other, or broadcasting… so that type of phenomena is interesting, and in a way bugs us a little bit, because the question is how can we get the “heads up”?” the Industrial Design chief explained to us. “So we do a lot of work on all kinds of levels in order to think that scenario through: what does that mean? So we’re interested in that type of topic, how do we get people’s heads up again.”

Nokia isn’t expecting to address that question in the next few months, or even the next couple of years. As Marco Ahtisaari told us, it’s an example of the company’s longer-term planning, though as an internal culture of design it has an impact on the Lumia devices we’ll see over the coming years. “The one thing I would say is that I talk about the “heads-up” principle in the studio, it’s like a 20-year principle. Creating computing technology that’s with us that doesn’t require more attention” he said.

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“And part of this pinning-to-Start [in the Windows Phone homescreen] is one example of that; things we’ve done with the glanceable, low-power mode on our devices in the past is an example of that; the NFC work we’re doing is an example of that,” Ahtisaari counted off. “You just touch the environment: the world becomes your interface, rather than having to go through twelve swipe-swipe-swipe. So that’s another component of that future, I think, and very important as we go to more distributed objects that do only a few things.”

Having got to a point where a person’s smartphone is often also their camera, their music player, their fitness tracker, and more, it might seem counter-intuitive to be considering breaking apart those components and turning again to individual gadgets. However, there’s a strong feeling within Nokia that specificity has its own advantages.

“There’s room again for devices that do a few things really well”

“I think there’ll be room for more and more dedicated devices that do a few things really well again” Ahtisaari predicts. “And that is slightly a contrarian view, but I think what we’ll see is increasing complexity and ability… you can either shortcut through the environment, but this means also space for dedicated devices that do a few things really well. Yes, a phone, but other functionalities too.”

Right now, all three executives are coy on what, exactly, Nokia’s portfolio of answers to these questions might look like. However, they’re more vocal on what they probably won’t be, and the approach seems less “in your face” than Glass, and more cautious than the “confident” search and prediction of Google Now.

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“I’m not going to speculate [about Glass] because time will tell with regards what is the right execution with regards to this idea of “heads-up”, so I think we’ve a lot of work to do, frankly, so I’m not going to speculate about that” Pannenbecker said. “But I think, as I said, this is for me an area that we want to engage in, I mean, this topic of heads-up not this particular solution for example. As I said, there’s a whole bandwidth of opportunities, and I think we as a company need to look very deeply into these opportunities, and then commit.”

For Harlow, the question is of need: or, more accurately, the balance of plain geek appeal – as perhaps Google Glass embodies – against relevance to mass-market consumers. “I think that it’s just as true in any of these new areas that you have to solve the fundamental consumer problems, and you can’t… you innovate for the sake of innovation” the smartphones boss argued. “Usually there’s a small number of people who find them really cool, and the vast majority don’t see a reason why. That the use case is so on-the-point that they don’t see it.”

In fact, there’s a sense among all three that the Glass strategy – that is, taking what components might usually be associated with a smartphone, and making them something you can wear – is too easy a way out. Yes, there are battery challenges, and persistent wireless demands, and the need to craft an interface and interaction paradigm that suits a more hands-off usage style, but a wearable computer doesn’t necessarily address either user-need nor go far enough in liberating users from the tyranny of persistent, connected distraction.

“Either they solve latent needs, or unknown problems”

“I think that’s why you see fitness all over the place, because clearly if people stick with it then it can help solve a problem” Harlow explains, “but that’s where I think the energy will really come from, either that they solve latent needs that consumers can’t necessarily articulate, or solve unknown problems that they have and that sensors would solve.”

While the most attention has been paid to Nokia’s evolving Windows Phone handset range, the company has also been working on matching accessories, pushing ideas like wireless charging and NFC pairing. That focus on a well-designed, integrated ecosystem looks likely to spawn a family of shared technologies, each delivering its own component part of the overall usability.

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“That’s something which we’re working on, and I’m not in a position… I will not talk about specific solutions to that, but absolutely that is a challenge for us” Pannenbecker agreed. “For us as designers. Because ultimately again it comes to better problems. This is more what we think a smartphone is supposed to be [holds up phone], but I think obviously there’s other ways of doing that.”

Nokia hasn’t been afraid of riffing on those possibilities in the past with concept designs, however. Its 2009 “Mixed Reality” headset predated Google Glass, and was envisaged with its own suite of accessories and sensors: a motion-tracking wristband for navigating a wearable display, for instance, along with wireless audio. Meanwhile, the idea of paring back information in a more context-driven way has also been explored, such as the Nokia-prompted “Frame” concept device that rethought the smartphone into a window that blurred the physical and digital worlds. Arguably it’s an idea that has expressed itself in Nokia City Lens, the augmented reality app now publicly available for Windows Phone.

Just as Google Now relies on its context engine, so has Nokia Research been pushing its own predictive technologies to better focus the user-experience. We mentioned the 2009 “Linked Internet UI Concept” from Nokia Research to Marco Ahtisaari, a project which learned from social networking attention and prioritized updates and geo-location of those people it calculated the user was most interested in, and asked him where the company’s roadmap was on integrating such ideas into its software.

“Partly that’s a question of focus” he said, pointing out that Nokia needed first of all to prove itself with a successfully selling Lumia range of phones. “Like I said, the most important thing we can do now is show momentum. These are things we definitely work on.”

However, he also argued that there is risk in making mobile devices too intelligent – or portraying them as having intelligence – because you run the risk of leaving the user feeling at odds with their device, not enabled by it. “If this makes sense there’s robots and people. People versus robots” Ahtisaari said, somewhat cryptically. “We’re on the side of people, in general. What I mean by that is certain personalization you can do, goes a long way. And the other example, if you took that, would be “hello, we just reconfigured your phone, it’s got all the people here, and we set it up for you”.”

“We’ve got the auto-magic today, it’s just making it not feel creepy”

In fact, Nokia could already integrate that sort of contextual technology into its phones today; the reservation is one of how the mainstream user – not the Glass aficionado – might react to that. “We’ve all of that auto-magic today, it’s just doing it in a way that doesn’t feel creepy, or has violated what you do” he argued. “It’s striking that balance. But definitely, the two things you’ve mentioned – contextually and prediction – are important.”

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It’s early days for Nokia to look too far beyond smartphones; the Lumia line-up has only just reached five Windows Phone 8 handsets, the platform itself still holds an extreme minority share, and there’s no sign of a tablet on the horizon, at least not publicly. Nonetheless, it seems we can expect something other than a set of Windows Phone goggles.

“I’m not going to speculate [about Glass] because time will tell with regards what is the right execution with regards to this idea of “heads-up”, so I think we’ve a lot of work to do, frankly, so I’m not going to speculate about that” Pannenbecker demurred. “But I think, as I said, this is for me an area that we want to engage in, I mean, this topic of heads-up not this particular solution for example. As I said, there’s a whole bandwidth of opportunities, and I think we as a company need to look very deeply into these opportunities, and then commit.”

Though the strategies may be very different, there’s one thing Nokia and Google do agree on: the name of the game is elevating users from the voracious attention-soak of the touchscreen, not finding more ways of putting it in front of them. “If they require as much attention as a smartphone, then no more human contact” Ahitsaari concluded. “That’s the perspective we have, we’re still in the people-connecting business.”


Nokia “Head Up”: How Lumia’s future is sharper than Glass is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

ZTE USA’s CEO: US investigation report is actually good for us

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You may think that Lixin Cheng, the top banana at ZTE’s USA division since June 2010, has had a tough time facing strong accusations since October regarding its ties with the Chinese government and its lack of transparency, but at MWC yesterday, the CEO told us that the investigation has actually been beneficial for his company. “So far, the report really has no negative impact on our business in the US … it actually helps us build the brand,” said Cheng. “When the report came out, it was such a high profile news and everyone was talking about ZTE. Some of our handset consumers may call the hotline and say, ‘Hey, I have a phone from ZTE, do I have security concerns?’ And of course, most people would find out no, there are no security concerns.”

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Chromebook Pixel hands-on: does Google tempt the daring?

Google’s brand new Chromebook Pixel wasn’t entirely unexpected, but last week they blasted onto the high end laptop scene with the all-new device. With all previous models being aimed primarily at the low end, this Google-made Chromebook looks to change everything. With a stunning 2560 x 1700 HD ‘Pixel’ display, a powerful Intel Core i5 processor, and a beautiful design is it worth $1,299? Read on for our first impressions.

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Google’s Chromebook Pixel was certainly needed, with all their previous devices being extremely budget-oriented laptops, but is Google and their OS ready? We’ll have to spend more time with it and let you know in our full review. Chrome OS aside, this device is stunning on all sides. From the display, design, build quality, and even the integrated speakers. Lets dig in!

The Chromebook Pixel is finally a Chromebook with specs to match some of the competition, which also surpasses them on many levels. The Pixel features a 12.85-inch ‘Pixel’ display with a 2560 x 1700 resolution at 239 PPI and 4.3 million pixels – and it absolutely looks amazing. It’s rocking a Gorilla Glass 2 protected multi-touch panel and offers excellent viewing angles, but out of the gate we’ll let you know the screen glare is pretty awful. Under the hood you’ll be working with a 1.8 GHz dual-core Intel Core i5 processor, 4GB of DDR3 RAM, and a 32GB SSD for storage. As well as a 64GB 4G LTE option coming later. That isn’t all either. With your purchase users get 1TB (1000GB) of free Google Drive cloud storage. Essentially putting anything and everything on the cloud. Then you’ll get two USB 2.0 ports, Displayport, and a full SD slot among other things.

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It’s pretty safe to say our initial impressions on the screen are good. It is certainly on the same level as a MacBook Retina. The colors are amazing, but the viewing angles weren’t quite as good as we expected, and Apple has a leg up here. Using the touchscreen for our limited time with it we don’t have too many thoughts. The video below you’ll see how smooth the touchscreen operation is, but we’re not sure how useful real world usage will be. The actual device is blazing fast and the most smooth and fluid Chrome OS we’ve seen or used to date. That’s all thanks to the Core i5 processor and 4GB of RAM of course. For now we’ll just let you enjoy the video:

Everything about this Chromebook screams “premium high end product.” The all aluminum design is solid and extremely sturdy, the Gorilla Glass protected display is sturdy and creak free, and the keyboard is a joy to use. Typing on this thing has been a wonderful experience so far. The backlit LED keyboard is nice, and the speakers are safely integrated under the keyboard to keep things sleek. We do want to make one thing clear, the speakers are exceptional for a laptop. It’s loud, clear, and extremely crisp. I was blown away at the first video I watched.

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For those that missed the announcement the all new Chromebook Pixel is up now on the Google Play Store for $1,299 which gets you the 32GB model, and $1,449 coming soon with 64GB and 4G LTE from Verizon. Yeah.. it’s certainly not cheap. Not one bit. Google needed a premium device, but this is really premium.

We’ll obviously need a few days to enjoy the Chromebook Pixel. Find some of its strong points, and the quirks, and we’ll report back shortly with a full review. Can this premium laptop be your daily device, or is Chrome OS too much in its infancy? Does Google tempt the daring with the Pixel – we’re not sure. Stay tuned for our full review to see if this is a Ferrari with a 4-cylinder, or if it can be the real deal.

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Chromebook Pixel hands-on: does Google tempt the daring? is written by Cory Gunther & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

ZTE Open, the company’s first Firefox OS phone, gets a spec sheet at MWC

ZTE Open, the company's first Firefox OS phone, gets a full spec sheet at MWC

Remember that ZTE teased the MWC debut of its upcoming Firefox OS phone? Well, according to this spec sheet spotted by a tipster at ZTE’s MWC booth, said device will be appropriately named ZTE Open, and it’ll come with a moderate set of components: a Cortex-A5-based Qualcomm MSM7225A (which is known to clock at either 600MHz or 800MHz), a 3.5-inch HVGA TFT display with capacitive touchscreen, 256MB DDR SDRAM, 512MB NAND storage and the usual set of radios like WiFi 802.11a/b/g/n, Bluetooth 2.1 (with EDR3), GPS and FM radio. Interestingly, there will be a 3.2-megapixel front-facing camera, but it appears that there’ll be none on the back. The Open will be available in three SKUs with different UMTS bands: 850/1900, 850/2100 and 900/2100. As always, we’ll be sharing the full announcement and hands-on once we see the phone at MWC, though we have a feeling that we’ve already played with it before.

Update: As some of you have pointed out, yes, the “FF” may actually mean “fixed focus” instead of “front-facing,” and the former seems more likely.

[Thanks, anonymous]

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Google Glass in focus: UI, Apps & More

You’ve seen the Glass concept videos, you’ve read the breathless hands-on reports, but how exactly is Google’s augmented reality system going to work? The search giant’s Google X Lab team has been coy on specifics so far, with little in the way of technical insight as to the systems responsible for keeping the headset running. Thanks to a source close to the Glass project, though, we’re excited to give you some insight into what magic actually happens inside that wearable eyepiece, what that UI looks like, and how the innovative functionality will work, both locally and in the cloud.

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Google knows smartphones, and that’s familiar territory for the Android team, and so unsurprisingly Glass builds on top of that technology. So, inside the colorful casing there’s Android 4.0 running on what’s believed to be a dual-core OMAP processor. This isn’t quite a smartphone – there’s WiFi and Bluetooth, along with GPS, but no cellular radio – but the familiar sensors are present, including a gyroscope and an accelerometer to keep track of where the wearer is facing and what angle their head is at.

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The eyepiece itself runs at 640 x 360 resolution and, when Glass is positioned on your face properly, floats discretely just above your line of vision; on the inner edge of the L-shaped housing there’s an infrared eye-tracking camera, while a bone conduction speaker is further back along. Glass is designed to get online either with its own WiFi connection, or to use Bluetooth and tether to your smartphone. That given, it’s pretty much platform agnostic for whatever device is used to get online: it doesn’t matter if you have a Galaxy S III in your pocket, or an iPhone, or a BlackBerry Z10, as long as they can be used as a modem.

Where Glass departs significantly from the typical Android phone is in how applications and services run. In fact, right now no third party applications run on Glass itself: the actual local software footprint is minimal. Instead, Glass is fully dependent on access to the cloud and the Mirror API the Glass team discussed briefly back in January.

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In a sense, Glass has most in common with Google Now. Like that service on Android phones, Glass can pull in content from all manner of places, formatted into individual cards. Content from third-party developers will be small chunks of HTML, for instance, with Google’s servers supporting the various services that Glass users can take advantage of.

“Glass has most in common with Google Now”

When you activate Glass – by tilting your head up, to trigger the (customisable) motion sensor, or tapping the side, and then saying “OK, Glass” – you see the first of those cards, with the current time front and center. Navigation from that point on is either by swiping a finger across the touchpad on the outer surface of the headset or by issuing spoken commands, such as “Google …”, “take a picture”, “get directions to…”, or “hang out with…” A regular swipe moves left or right through the UI, whereas a more determined movement “flings” you through several items at a time, like whizzing a mouse’s scroll wheel. Tap to select is supported, and a downward swipe moves back up through the menu tree and, eventually, turns the screen off altogether. A two-finger swipe quickly switches between services.

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Some of the cards refer to local services or hardware, and a dog-ear folded corner indicates there are sub-cards you can navigate through. The most obvious use of this is in the Settings menu, which starts off with an indication of battery status and connectivity type, then allows you to dig down into menus to pair with, and forget, WiFi networks, toggle Bluetooth on or off, see battery percentage and charge status, view free storage capacity and firmware status (as well as reset the headset to factory settings), and mange the angle-controlled wake-up system.

In effect, each card is an application. So, if you ask Glass to perform a Google search – using the same server-based voice recognition service as offered on Android phones – you get a side-scrolling gallery of results cards which can be navigated by side swiping on the touchpad. It’s also possible to send one of those results to your phone, for navigating on a larger display.

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For third-party developers, integrating with Glass is all about integrating with the Mirror API Google’s servers rely upon. So, if you’re Twitter, you’d use the API to push a card – say, to compose a new tweet, using voice recognition – to the Glass headset via the user’s Google+ account, coded in HTML, with a limited set of functions available on each card to keep things straightforward (say, dictate and tweet). Twitter pushes to Google’s servers, and Google pushes to Glass.

“You could push a card to Glass from anything: a website, an iOS app”

As a system, it’s both highly flexible and strictly controlled. You could feasibly push a card to Glass from anything – a website, an iOS app, your DVR – and services like Facebook and Twitter could add Glass support without the user even realizing it. Glass owners will log in with their Google account – your Google+ is used for sharing photos and videos, triggering Hangouts, and for pulling in contacts – and then by pairing a Twitter account to that Google profile, cards could start showing up on the headset. All service management will be done in a regular browser, not on Glass itself.

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On the flip-side, since Google is the conduit through which services talk to Glass, and vice-versa, it’s an all-controlling gatekeeper to functionality. One example of that is the sharing services – the cloud right services that Glass hooks into – which will be vetted by Google. Since right now there’s no other way of getting anything off Glass aside from using the share system – you can’t initiate an action on a service in any other way – that’s a pretty significant gateway. However, Google has no say in the content of regular cards themselves. The control also extends to battery life; while Google isn’t talking runtime estimates for Glass yet, the fact that the heavy lifting is all done server-side means there’s minimal toll on the wearable’s own processor.

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Google’s outreach work with developers is predominantly focused on getting them up to speed with the Mirror API and the sharing system, we’re told. And those developers should have ADB access, too, just as with any other Android device. Beyond that, it’s not entirely clear how Google will manage the portfolio of sharing services: whether, for instance, there’ll be an “app store” of sorts for them, or a more manual way of adding them to the roster of supported features.

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What is clear is that Google isn’t going into Glass half-hearted. We’ve already heard that the plan is to get the consumer version on the market by the end of the year, a more ambitious timescale than the originally suggested “within twelve months” of the Explorer Edition shipping. When developer units will begin arriving hasn’t been confirmed, though the new Glass website and the fresh round of preorders under the #ifihadglass campaign suggests it’s close at hand.

Glass still faces the expected challenges of breaking past self-conscious users, the inevitable questions when sporting the wearable in public, and probably the limitations of battery life as well. There’s also the legwork of bringing developers on board and getting them comfortable with the cloud-based system: essential if Glass is to be more than a mobile camera and Google terminal. All of those factors seem somehow ephemeral, however, in contrast to the potential the headset has for tying us more closely, more intuitively, to the online world and the resources it offers. Bring it on, Google: our faces are ready.

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Google Glass in focus: UI, Apps & More is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Renault Twizy: We drive the bonkers moon-buggy EV

This ain’t your daddy’s Tesla. In fact, the Renault Twizy is arguably the antithesis of the Model S: eye-catching where the Tesla is discrete; cheap where the electric sedan is expensive. Intended for city driving and the sort of short trips where nippy and straightforward are the key factors, the Twizy also manages to be a whole lot of fun, albeit with a couple of caveats (and preferably a pair of gloves). We raised our eco-cred with a Twizy blast around the urban jungle.

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The Twizy may be small, but it’s certainly not discrete: expect to be looked at when you’re behind the wheel. The moon-buggy styling, prominent safety-shell cabin design, narrow footprint and comical dimensions add up to a car that gets noticed. Years ago, I used to drive a Smart car, back when they were still an unusual sight on the roads; the Twizy definitely gets the same sort of attention, with other drivers pausing at junctions to gawp, pedestrians stopping still and turning on the spot to watch you zip past, and kids pointing phone cameras at you.

European sales of the Twizy began almost a year ago, though the car is still relatively uncommon. That’s arguably down to the compromises owners have to make: in its base form, the Twizy lacks any sort of doors, for instance. Renault charges £545 ($832) on top of the base £6,795 ($10,370) for the scissor doors, though that still only gets you the side bars and translucent lower sections. In fact, it was only in October last year that Renault relented and offered plastic upper windows as a £295 ($450) add-on.

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Even with the “doors” in place, the Twizy’s cabin can be an uncomfortable place to be. There’s no attempt to make it water-tight – there are gaps all around the edges, including huge holes where the scissor bar clicks into the rear locking mechanism that you could easily fit your hand through – and the waterproof seats are sturdy foam rather than something more cosseting. It’s also not a car you’d want to leave your phone or sat-nav in: security is limited to a lockable cubby behind the vestigial rear seat, and since you have to unzip the window from the outside merely to reach through to grab the door-opening switch, anything left in plain view is likely to be snatched.

Renault Twizy first-drive:

If the Tesla Model S’ vast, touchscreen dashboard is one example of EV usability, the Twizy’s console sits at the other extreme. There are the usual indicator, light, and wiper control stalks behind the steering wheel, and a pod binnacle showing speed, range, battery status, and drive status above. A hazard blinkers button is on the left, next to two buttons to select either drive or reverse (pressing them both puts the Twizy into neutral), while under the left hand side of the dash is a parking brake.

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No rear view mirror – there’s no rear window, though a clear plastic roof is a £195 ($298) option – and the wing mirrors are manually adjustable. More worrying is the complete lack of heating options: in an effort to save battery power, you don’t get fans or heated seats, and even with the windows zipped up there was plenty of cold air circulating through the cabin. At least the windscreen gets a heating option for quick demisting. Your right foot is kept occupied with two pedals – accelerator and brake – and there are no gears to consider.

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Starting off in the Twizy is an unusual sensation, even if you’re used to driving electric cars. The Renault is pretty much silent initially, and the feeling of openness from the minimal doors makes you feel quite exposed. As the electric motor ramps up (and you suppress the feeling that you really ought to change gear) it starts to work its way up to a heady whine, combining with the whistle of wind noise to make a cabin that you’d struggle to hear the radio in at comfortable levels, if that is Renault actually fitted one.

Then again, perhaps comfort should be left to drivers of $100k Teslas: the Twizy has its own brand of appeal. After the initial disconcert has worn off, you quickly realize that the tiny Renault is in effect a go-kart for grown-ups. The non-power-assisted steering is direct and immediate, and the tiny wheels and minimal seat padding contribute to a ride that tells you everything there is to know about the condition of the road and how much grip you have. Renault quotes a top speed of 50mph (we managed to squeeze out 52mph with the help of a mild slope) but even at sub-30mph rates the Twizy is incredibly fun, demanding you punt it round corners.

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Acceleration lacks the instant verve of other EVs we’ve tried, but is perfectly fine for urban use. Less reassuring is the brake, which feels wooden and overly-stiff. Like other electric cars, the Twizy uses regenerative braking to top up its 52V drive battery – stored under the driver’s seat – with graphics on the LCD showing when you’re using power and when you’re creating it. Maximum range is 62 miles, Renault says, but that’s very dependent on driving style and, more pressingly in the 2-degree centigrade conditions we tried the car, temperature. In fact, we never saw more than 38 miles in estimated range on the display, though with the benefit of regenerative braking that didn’t quite drop in parallel with the actual distance we traveled.

A full charge from a 240V European domestic socket takes 3.5hrs, with the Twizy sprouting a curly extension cord from a hatch in its snout. In fact, the sticker price doesn’t actually include the drive battery at all: Renault is instead leasing them to owners, with finance packages depending on estimated usage (from 4,500 to 9,000 miles per year, ample considering this is not a car for the freeway) and length of agreement. For a year’s rental at the minimum mileage, you’re looking at under £0.15 ($0.22) per mile, not including actually charging the Twizy up.

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The Twizy is undeniably a silly car. It’s impractical if your travel isn’t limited to urban use, potentially uncomfortable in inclement weather, suffers from limited range (like most small EVs), and is fairly expensive for a supermini once you add in “essentials” like doors and windows. The version we drove came to around £8,500 ($13,000) when you added in the wheels, doors, windows, clear roof, and a Parrot hands-free kit, which is a lot for a city toy.

And yet… there’s something addictive about it. Maybe it’s the purity of the driving experience, or that the bemused and entertained expressions of the people you whiz past can easily distract you from the fact that you’ve had to dig out gloves and a hoodie in order to keep warm. Maybe it’s the fact that you quickly start to believe you’re at the wheel of a lunar rover, or a car from a Gerry Anderson show. Stopping to recharge doesn’t seem like such a chore when you can combine it with warming up again over a coffee, watching pedestrians pause to ogle the Twizy parked outside.

Renault’s ambitions for the Twizy in the UK are conservative: whereas warmer countries on the European continent might be able to ignore the open-air cabin, it’s far less fun in rain and wind. Still, while we can appreciate the efforts of Tesla and the big car companies attempting to make EVs more mainstream, there’s no denying that the ridiculous (and ridiculously good fun) driving experience of the Twizy makes us glad Renault hasn’t gone entirely sensible as it looks beyond gas engines.

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Renault Twizy: We drive the bonkers moon-buggy EV is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Ender’s Game movie still analysis: the Mess Hall

The fan-favorite science fiction novel Ender’s Game is getting it’s own movie this November, and in the weeks and months leading up to that point, more than a few teaser images from on-set and in-film will be shared. Today’s shot is taken straight from the film and shows the mess hall from the battle school that a large chunk of the movie will take place in. It’s got two quite easily identifiable main characters up front, a few in back, and a lovely handful of non-human items throughout to tease us all wildly.

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As it was with the Army logos shared earlier this week, so too has this image been shared exclusively with the likes of fan sites like Ender’s Ansible. What the Ansible has done is to go through pre-release and pick out the goodies involved in the image which we’ll also be speaking about here – in addition to our own insights as well, of course. The first thing you’ll notice is Ender (played by Asa Butterfield) on the right speaking with Petra Arkanian (played by Hailee Steinfeld) on the left.

These two characters are central to the storyline, with Ender appearing from start to finish and Petra playing a big part in Ender’s journey through the battle school. Behind them in the mess hall you’ll notice a big digital screen with a couple of army logos on it (Rat and Asp). This board appears throughout the story in relation to the Battle Room games the students play in the battle school. There’s a ranking for each student both inside their army and in relation to the rest of the school, and each battle is shown with army vs army scores on the big board immediately following a match.

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The scoreboard also shows that one of two things is possible. Either there aren’t nearly as many people in a battle in the book as there are in the book, or they’re simply showing 8 team members at a time instead of all at once. It may make more sense to have fewer students battling at once rather than the 40+ on each team the book speaks of simply because so many characters are easily lost on the big screen.

You can also see statistics of the battles taking place on either side, with variables being shown regarding full body freezes, partial outs, and all that good stuff – not up close and clear yet, but there’s really nothing else all that junk on the right and left could be. To the immediate left or right of the army logos up on the screen you’ll also see some health bars (or point bars) being shown for a battle currently in-progress. It may be that the center circle is showing the battle virtually as its taking place as well – the red and blue lines represent the army’s gates.

Some of the other characters you’ll see in this still are:
• Commander Pol Slattery of Leopard Army (played by Cameron Gaskins) in the far upper-right.
• Dink Meeker of Salamander Army (played by Khylin Rhambo) by Ender’s right arm.
• Bonzo Madrid of Salamander Army (played by Moises Arias) two spaces to the left of Petra.

NOTE: It is pointedly odd that these two commanders would be in the mess hall at this point in the story as there’s a Commander’s mess hall separate from the rest of the army members. It may be that this separation is done away with in the movie altogether.

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The person in the yellow suit on the left is likely in the employ of the battle school. You’ll see a similar suit in the first photo shown to the public (seen below) with Harrison Ford as Colonel Graff. It could also be that the yellow suit is a Flash Suit, or the first layer of one. A Flash Suit is a special outfit a student wears when they enter the Battle Room, there freezing any part of their body that’s hit by one of the flash guns used in the game.

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And that’s it! There are a few more teeny-tiny color marks in the background on people’s shoulders that might reveal other team logos, but we can’t be too sure. Teal and red are what we’re seeing, though Rat is also red – perhaps a member of Rat that’s out with a broken leg.

For those of you wishing to see the full-sized version of this image, just have a click in the smaller gallery below – it’s massive! Stay tuned to SlashGear for more Ender’s Game movie madness all the way to November – hit up our Entertainment tag portal for more information and posts galore!

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Ender’s Game movie still analysis: the Mess Hall is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Canon MREAL Mixed Reality Hands-on

Augmented reality is going to be big, and Canon is jumping straight in with its MREAL System for Mixed Reality, a combination of a clever head-mounted display and integration with 3D graphics software to create a real-time virtual world you can interact with. Better known for its cameras, Canon is bringing that knowledge of lenses and optics to an innovative display system that blends the real world with computer graphics, using marker recognition so that physical objects can be picked out and manipulated in the digital environment. We caught up with Canon to try MREAL out, and see what you get for $125,000.

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Canon is implemented true mediated reality with its headset, using stereoscopic cameras on the front of the HM-A1 HMD to take a view of the real world and then overlaying computer graphics, which are then fed to the twin displays inside. They run at 1280 x 960 resolution, higher than many cheaper HMDs we’ve seen, and use a specially created free-form prism display system that Canon claims means less distortion and fewer optical aberrations around the periphery.

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Capturing and displaying graphics is only part of the overall system, however. The MREAL setup also requires tracking data, to know where the user is looking and what they’re interacting with, and of course a software platform that hooks into whatever 3D environment you’re exploring. On the sensor side, there’s a combination of visual markers and an optional gyroscopic sensor, the latter of which tracks the orientation of the headset in space per frame of video.

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It’s the markers, though, that are more commonly relied upon. MREAL can work with optical and magnetic sensors, including third-party brands, but the most obvious are a series of QR-like glyphs which can be used to mark the sides of a physical mock-up. By tracking those glyphs, MREAL can map the movement of the virtual object against the user’s manipulation of its physical counterpart.

So, a basic model of a car, or a camera, or the control surface in the plane could be marked out with a few MREAL glyphs, and then Canon’s system will overlay whatever proposed controls or components are intended. The wearer can interact with those controls as if they were real, able to “look around” the environment with the physical perfectly matched to the digital representation.

On the software side, Canon’s MR Platform has been designed to hook into the most common CAD and 3D visualization packages, with an MR Platform SDK to make integrating existing graphic design software with MREAL straightforward. RTT, the makers of 3D visualization software RTT DeltaGen, has already confirmed it will be combining the package with MREAL; existing customers include Audi, BMW, GM, Ferrari, and Porsche, as well as Adidas and Electrolux.

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It’s not just prototyping and industrial design that Canon sees as benefiting from MREAL, however. Another avenue the company is pushing is museum use, where visitors would be able to don an HM-A1 headset and have characters – whether famous faces from history, dinosaurs, wild animals, or fantasy constructions – appear in the real-world with them, interacting as if themselves real. Another possibility is retail, where designers of custom furniture, architects, and others could use MREAL to walk their customers through the design refinement process, tailoring the final product to them without costly iterative prototyping along the way.

Compared to the wearable displays we’ve seen on Google’s Glass and from others, Canon’s is obviously a league ahead. The blending of the digital graphics and what’s actually going on around you is surprisingly good, with the mapping of the two very accurate. You can see your hands – if the system decides they’re relevant to the environment – and after a little acclimatization, it really is like you’re handling a more complex object or coming face to face with a dinosaur.

Interactive Demo Gallery

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We tried several demos with the MREAL system, tailored to different potential clients. In an educational-style environment, we were able to interact with a virtual dinosaur, walk around it and pet it, while still seeing other people in the vicinity not wearing a Canon HMD. In another setup, we were able to virtually “kick the tires” of a digital car, customizing colors and trim, exploring the dashboard, and generally seeing what we could expect to be driving despite the real-world object being far more basic in its design. A virtual earth-mover allowed us to experience the cabin and identify ergonomic flaws, such as controls that blocked access to the cup holder, and which might normally demand a physical prototype be built before the issue was identified. There’s more details in our hands-on videos.

Hands-on Demo Gallery

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As Canon and its partners see it, the big difference between something like Glass and its MREAL system is the introduction of haptics. “We’re already overloading the eyes as it is” Simiosys’ Christopher Stapleton explained to us. “The question is what’s going through what channel, and how. So, this whole aspect of multitasking isn’t about the number of tasks, it’s about competition for attention.”

“You have all the senses, in all dimensions and all directions, all this impact, we’re overloading the eyes in proportion to the hearing, or the touch. The eyes have depth-perception to a certain extent, but the only interactive sense we have is touch, so the aspect of mixed-reality and haptics is a huge jump in how much we can do. What [Google] is doing is too much in one area.”

Meanwhile, the traditional idea of a GUI – whether text or icons – is quickly becoming overwhelmed by the complexity of what today’s systems can deliver. Instead, Stapleton argues, systems like MREAL can take what would be a very complex interface and make it more naturalistic. Today’s users aren’t looking for ever-increasing menus and toolbars, he says, but gesture response, social interaction, and a more human way of encountering the digital world.

Perhaps unsurprisingly, all this doesn’t come cheap. Canon will be selling the entire MREAL Mixed Reality System – the HM-A1 headset and the MR Platform software – for $125,000 from March 1, with a $25,000 annual maintenance fee on top. That might sound expensive, but Canon balances it against the existing costs companies face of producing a hardware prototype. That process – which can be relatively quickly and affordably mocked-up virtually using MREAL – is an even more expensive one, and it’s easy to see how MREAL could earn its keep over time.

Canon MREAL Mixed Reality Presentation Gallery

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Canon MREAL Mixed Reality Hands-on is written by Vincent Nguyen & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

HTC’s Peter Chou: ‘We’re confident consumers will appreciate our innovations’ (video)

HTC CEO Peter Chou

Is this the One? That’s pretty much the question we put to HTC’s Peter Chou, whose company has had a tough time battling other mobile giants with its original One series. The CEO was kind enough to have a little chat with us after the One launch — although his responses were often vague. We covered topics from what went wrong last year, how the new flagship device will bring the company back in the game, and where does HTC see itself from the perspective of consumers. Read on for the highlights as well as the full video clip after the break.

Looking back at the good old days since the original One series launch, Chou once again acknowledged the fact that his company didn’t do so well with marketing. “We had a few great devices, a lot of innovation, but we just need to let people know all of these HTC innovations. So today we are introducing the HTC One and that’s exactly what we’re going to do,” said Chou. The CEO is also confident that his new flagship device has what it takes to deter consumers from the competition. “HTC will be offering consumers a great phone with great experience, these qualities are non-compromised. We are very confident that consumers will appreciate these innovations, experience and quality.”

“We just need to let people know all of these HTC innovations.”

In the face of the likes of Samsung and many Chinese manufacturers, Chou believes that HTC’s ability to work very closely with partners is a key to success — something that the company’s been very proud of since its OEM days. On the same subject, Chou also hinted at the changes that happened inside HTC not so long ago to help it stay in the game. “We are driving changes inside the company, pushing the innovation and pushing the execution.”

As any executive would do at a launch event, Chou went on to pimp the highlights of the One: BlinkFeed (live feed of ambient information), BoomSound (dual front-facing loudspeaker) and Zoe (multimedia gallery and editor on steroids). Again, the exec emphasized the importance of great experience, especially with Zoe where the user doesn’t need to do much, and yet they still get this “awesome emotion and personality” with the movies they share with people. “We think that this is a great way of providing new experience to smartphone users,” Chou added.

“The megapixel myth is the wrong way to go.”

We went on to ask how HTC will handle the tricky task of convincing consumers into the low-res (4-megapixel) but more sensitive and efficient UltraPixel camera, to which we were given a familiar response. “The megapixel myth is the wrong way to go, so what really matters is to give you much better image quality with great innovative, exciting experience. So that’s where we’re focusing on.”

Interestingly, the One doesn’t come with a microSD slot (as featured on the Japanese and Asian Butterfly variants) and Qi wireless charging (as featured on the Verizon versions of some HTC flagships), but Chou wasn’t too keen on addressing these drawbacks, and neither was he up for talking about the seemingly smaller battery size when compared to some of the competition. “Our differentiation is very, very clear,” Chou said. Of course, we shall see about that when we eventually get to review the One.

Sharif Sakr and Mat Smith contributed to this interview.

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