WWDC 2013 liveblog reminder: SlashGear will be here at 10AM PST!

Apple’s big WWDC 2013 keynote will be starting at 10AM PST tomorrow morning (that’s June 10th, if you did not know), and SlashGear will be bringing a liveblog to you straight from inside the Moscone Center. If the banners we’ve seen tied with the rumors, tips, and suggestions hold true, we’ll be seeing an event

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WWDC 2013 Hardware Expectations: MacBook Air, Retina Pro, Mac Pro refresh

Monday will be the day that Apple brings its yearly developers conference to the city of San Francisco once again, with plenty of software updates in the wings: but what about hardware? Here in the week before WWDC 2013, several devices have been tipped or otherwise leaked, with upgrades and refreshes of devices we’ve seen

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That’s no HTC One tablet, it’s an NVIDIA Tegra 4 developer platform

Earlier today an NVIDIA demonstration at Computex revealed a bit about their upcoming tablet processor Tegra 4, doing so on a tablet that looked – if we had to guess – like something HTC would deliver to the masses. Instead of this 7-inch tablet being the HTC One slate we’ve always dreamed of, NVIDIA has

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Don’t Expect To See New iPhone Or iPad Hardware At WWDC, The Loop Advises, But New Macs Possible

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The Loop’s Jim Dalrymple is probably the best-connected Apple blogger on the planet at the moment, so when he posts an entry called “WWDC Expectations,” the entire community’s ears perk up. The annual Apple developer conference is only a couple of weeks away, and there’s been lots of speculation about what we might see. Dalrymple brings us back to earth, outlining pretty clearly what we will or won’t see.

WWDC, otherwise known as the Worldwide Developers Conference, is for developers, Dalrymple rightly reminds us, and that’s where we’ll see the bulk of the keynote focused. Those hoping for a new iPhone or iPad will have to wait a while longer, according to his report, but we won’t see a complete lack of new hardware.

The Loop says to look to the Mac family as a source of some fresh products at WWDC. That makes sense, given recent reports that MacBook Air stock at retail outlets in particular is dwindling, and given that we haven’t seen an update on that front since June last year. Apple also introduced the 15-inch Retina MacBook Pro at WWDC last June, so that’s another area where we might see an update, though it did just receive some mid-cycle changes back in February.

Other sources have said that we will see new MacBook Pro and Retina MacBook Pro refreshes at WWDC, and that Mac notebook refreshes will be the key focus in terms of hardware developments at the event.

Dalrymple quickly changes gears to what he believes will be the highlight of the show, which is on the software side. iOS and OS X will definitely be a highlight, he suggests, though he does caution that the changes on the iOS 7 side, which are rumored to be guided by Apple design lead Jony Ive and are said to be quite considerable, might not be as extreme as they are being characterized by some early reports.

The report closes by flagging deeper service integration between iOS and OS X, as bridged by things like iCloud that tie the two platforms together. Apple has definitely been moving in that direction in recent iterations of both its mobile and desktop OS, so that would not come as a surprise.

Apple has already done its best to manage expectations for this event without giving anything away, with CEO Tim Cook setting sights squarely on the fall and 2014 for new product launches during a recent conference call. Short of an official press release detailing its agenda, it doesn’t get much better than a post from The Loop in terms of giving us an even more accurate picture of what’s on the docket for the WWDC keynote.

New Kinect for Windows borrows Xbox One’s updated sensor

The Xbox One introduced a new generation of Kinect motion-sensing earlier this week – now it’s time for Microsoft to show how the Kinect for Windows sensor will be evolving as well. This update brings on the Xbox One’s Kinect sensor in a package that’ll have Windows machines making full use of a sharper HD color camera, noise-isolating microphone array, and a wider field of view than in past Kinect units.

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This newest Kinect for Windows works with “Active Infrared”, meaning the user will be able to work in nearly any lighting condition. This allows the user to work with four senses where before, Kinect worked with three: audio, depth, color, and active IR. The ability to sense the human body without needing high lighting conditions will allow the sensor to work in more “real-world” settings – hand position, facial features, and body movement all included.

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Kinect for Windows newest hardware will bring improved skeletal tracking. More points than on any previous model are being tracked – tip of the hand and thumb now included. This system also allows tracking of up to six skeletons at once. More users means more opportunity for multi-player games and, as Microsoft suggests, physical fitness solutions.

The expanded field of view on the new Kinect for Windows will allow for both a wider place for people to be able to stand and be tracked and more fluid gesture recognition. This new unit works with a high definition color camera with advanced Time-of-Flight technology from Microsoft. This technology measures the time it takes for each little photon to leave and bounce back to bring on “unprecedented accuracy and precision.”

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This Kinect for Windows platform will be delivered “next year” according to Microsoft, with a new Kinect for Windows sensor and software development kit (SDK) to go along with it. It’s not yet known if the SDK will be delivered before the actual unit, but BUILD 2013 has been noted by the company as a place where “developers and designers can begin to prepare to adopt these new technologies so that their apps and experiences are ready for general availability next year.” That’s in June – stay tuned!

SOURCE: MSDN


New Kinect for Windows borrows Xbox One’s updated sensor is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

NVIDIA GeForce GTX 780 delivers TITAN die with a “pure gaming focus”

As NVIDIA continues its journey down the gaming road with software specifics such as the GeForce Experience, so too do they continue to tweak and empower their graphics cards – like the GeForce GTX 780, for instance. This week the GTX 780 has been revealed with much of the same hardware delivered in the GeForce GTX TITAN, but with slight differences that make it just a little bit less expensive and, as NVIDIA has informed us, “more of a pure gaming focus card than TITAN.”

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The GeForce GTX 780 works with the same GK110 GPU used in the GeForce GTX TITAN. Inside are 12 SMX units bringing 2,304 CUDA cores, along with six 64-bit memory controllers (that’s 384-bit) with 3GB of GDDR5 memory – that’s 50% more of each than the GTX 680 delivered.

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This memory interface also delivers up to 288.4GB/second peak memory bandwidth to the GPU. Like TITAN, this card is meant to run next-generation technology such as WaveWorks and FaceWorks, each of these demoed at NVIDIA’s GPU Technology Conference earlier this year.

GeForce GTX 780 works with a base clock speed of 863MHz while a typical Boost Clock speed works at 900MHz. This number comes from an average found by NVIDIA running “a wide variety of games and applications”, while the actual Boost Clock speed will depend completely on your actual system conditions. Memory speed on the 780 is noted at a 6008MHz.

The GeForce GTX 780 works with a new Adaptive Temperature Controller – working here with NVIDIA’s GPU Boost 2.0, fan speed will be adjusted up or down “as needed” to maintain a temperature of 80C. With the Adaptive Temperature Controller working on the GTX 780, an adaptive temperature filter eliminates “unnecessary” fan fluctuations with an advanced RPM and temperature targeted control algorithm.

The software solution that allows this control will be available on the NVIDIA reference design for the GTX 780 as well as to partners who wish to implement it on their fans. Expect a bit more of a smooth ride with this feature implemented on your card – TITAN quiet.

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The NVIDIA GeForce GTX 780 is build to work with, again, the same die as the GTX TITAN, but here has no extra double-precision floating-bit. Users will be working with around a 70% performance upgrade over the GTX 580, and an overall experience that’s consistent with gamers wanting to blast out maximum graphics settings and screen resolutions with high levels of AA to boot.

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The NVIDIA-made GeForce GTX 780 reference board is 10.5-inches in length and works with two dual-link DVIs, one DisplayPort connector, and a full-sized HDMI out. Users will need to power this amalgamation with one 6-pin PCIe power connector and one 8-pin PCIe power connector.

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THe NVIDIA GeForce GTX 780′s pricing sits at $649 USD and this will be the first card delivered with NVIDIA giving manufacturers the GeForce Experience to include on their install disks. While the GeForce Experience is an entirely optional system to install, and it’s completely free to download from the web either way, this release does mark the first point at which NVIDIA is formally pushing the GeForce Experience as an interface they recommend to anyone and everyone working with GeForce hardware and a love for one-button graphics and performance optimization for games.


NVIDIA GeForce GTX 780 delivers TITAN die with a “pure gaming focus” is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Sensors Are Everywhere, And A New Project Wants To Bring Them To The Classroom For Cheap

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One interesting element of Google I/O this year were the sensors laid out everywhere around Moscone tracking environmental data throughout the event. Those types of sensors are now all around us, including in our phones and in various smart home devices, and now a new Kickstarter project from ManyLabs wants to help kids get familiar with them very early on.

The project is called Sensors for Students, and it wants to build a sensor collection kit that includes a plate for an open-source Arduino board and Grove shield combo, along with one of a variety of parts for a number of different types of sensors, including accelerometers, electromagnetic field detectors, a color sensor, a plant watering kit (similar to one component of the Bitponics automated hydroponic garden), and many more.

The team behind ManyLabs consists of Peter Sand and Elliot Dicus, who formed the nonprofit with the ultimate intent of spreading low-cost hands-on tools for teaching science and math to the classroom. Sand has a Ph.D. in Computer Science from MIT, and has focused his work and research on computer vision, robotics and education.

Sand and Dicus wanted to make it possible to get kids learning data literacy and experimenting with open source hardware early on in life. Their goals sound similar to those of Adafruit, the NY-based hardware company that’s also trying to make people more comfortable with concepts around electrical engineering and DIY maker culture, beginning early on in life.

ManyLabs isn’t just supplying hardware, though, it’s also very clearly marketing a curriculum, with lessons and content being offered alongside each type of kit available to backers, along with online resources that will be made available on a yearly subscription basis. There’s no soldering required in the kits that are on offer, so these are suitable for a range of ages and skill levels, and ManyLabs hopes to put them in the hands of backers as soon as August this year, with kits beginning at $40. The most expensive individual kit is $75, and while ManyLabs requires you to supply your own Arduino, it’s still very affordable, a key value add for educational markets.




Xbox One vs Xbox 360: What’s Changed?

It’s all change for Microsoft and Xbox today, with the new Xbox One shaking things up in the gaming world and meeting Sony’s PlayStation 4 challenge head-on. The Xbox One has a lot to live up to, though: the 360 held the best-selling console torch for some time, and that’s something Sony would just love

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Xbox One made official: The All In One home entertainment system

This week Microsoft started their first major next-generation Xbox game console event off with a bang, showing the console and naming it all at once: the Xbox One. Before the event began, it was (once again) revealed that today’s reveal took more than just a weekend to create – Don Mattrick, , noted that “we’ve

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Google Glass Original Prototype eyes-on with Isabelle Olsson

At this years’ Google I/O developers conference, a Fireside Chat with several members of the core Google Glass team proved to reveal much on not just the future of the device, but its origins as well. While earlier in the day a single slide had been shown depicting a set of six original prototypes of what was then called Project Glass, here lead industrial designer Isabelle Olsson had one key prototype on hand to show SlashGear in the plastic, as it were.

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As Olsson made clear, this device was created as one of the very first iterations of what’s been reduced to a simple skeleton frame and single, removable computer element. What you’re seeing here is a set of development boards attached to two full-eye glass lenses, white plastic, tape, exposed cords and all.

Isabelle Olsson: When the team started working on this, it was very clear that we’re not taking something that already existed and making incremental improvements to it. The team wanted to create something that’s much more intuitive, immediate, and intimate. But to create a new kind of wearable technology, that’s so ambitious, and very messy at points.

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In addition to showing how this pair of glasses worked with folding sides and a real, working set of innards (if you can call them innards, of course), Olsson showed one of the prototype pairs of prescription Glass glasses as well. These are seen in the box below, and their design was seen on Google employees here and there during the week as well, live and active.

Olsson: I will never forget the first day on the team and when I walked into a room wearing these CRAZY things on their heads. I brought the prototype so you could see what I walked in to. It comes in a fancy bag…

Olsson: I think like the colors of the board, maybe, fits my hair color, but I don’t know. It’s kind of heavy, though. I think I’m going to take it off now. So – but – how do you go from something like this to what we’re all wearing today?

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Olsson: We took a reductionist approach. We removed everything that wasn’t absolutely essential. And then in addition to that, I formed three principals to guide the team through this ambitious, messy process. Those are:

• Lightness
• Simplicity
• Scalability

You’ll find this particular chat split up across three different features, each surrounding Olsson’s fireside chat contributions. The one you’re in now of course stays within the bounds of the prototype you’re seeing above and below. There are also posts on color choices for Glass, a bit about Modular Fashion, and another expanding on the design of the final product.

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Olsson: When I joined the project, we thought we needed 50 different adjustment mechanisms, but that wouldn’t make a good user experience. So we scaled it down to this one adjustment mechanism.

This prototype works with the Glass projection unit nearly the same as what we see in the Explorer Edition of Glass. It’s attached to one of two computer boards, the one on the right temple – here also working with a camera, even in this early state.

This first development board is also connected to the second board, the second presumably reserved for storage space connections and a battery. While tape holds this unit together along with soldered bits and pieces along the board as well as glue, here and there, they do work.

There’s a single button above the camera lens that activates the camera – there’s a similar button (a hidden button) in this area on the Explorer Edition of Glass as well. This original prototype works with essentially every element available in the final release – here it’s just a bit larger, and not really made to look too fashionable for the uninitiated.

Google I/O 2013 also played host to a chat we had with Sergey Brin – co-founder of Google and currently Director of Special Projects for the company. He also gave some insight into the way Glass was first tested, noting that while there were some non-functional bricks used to test form for Glass, it certainly all started with function:

Sergey Brin: We did have some non-functional models, but mostly we had functional, uglier, heavier models. Very early on we realized that comfort was so important, and that [led to] the decision to make them monocular.

We also made the decision not to have it occlude your vision, because we tried. We tried different configurations, because [it’s] something you’re going [need] to be comfortable. Hopefully you’re comfortable wearing it all day? [That’s] something that’s hard to make. You’re going to have to make a lot of other trade-offs.

Have a peek at the photos in a larger sense in the gallery below and let us know if you see anything you recognize – it’s all there, piece by piece.

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Google Glass Original Prototype eyes-on with Isabelle Olsson is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.