Don’t expect Android and Chrome OS to merge any time soon

Android and Chrome OS: Google’s split attention between two overlapping platforms has long come in for criticism, but rumors of a merge in time for the Chromebook Pixel failed to pan out. Then again, is the world ready for a $1,300 Chromebook, no matter whether it runs Android or Chrome OS? Perhaps not, Google’s director of Android user experience, Matias Duarte, says, but there’s more in Pixel’s prescience of the touchscreen future, he argues.

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Pixel’s appeal on a purely hardware basis is undeniable: it’s a beautifully designed notebook, with an incredibly high resolution touchscreen and the same crisp lines that we liked from Google’s first Cr-48 Chromebook. However, its huge price puts Chrome OS up against full notebooks from Apple, Sony, and others, despite the relative limitations of the cloud-centric platform, a completely different market from earlier, highly affordable Chromebooks.

“Pixel shows the boundaries between types of computing blurring”

For Duarte, however, Pixel’s success won’t solely be measured by pure sales. “I think that Pixel is really exciting, because I think that Pixel shows the way that the boundaries between the different types of computing are blurring” he explained to us. “I think it’s great that the Chrome team is doing that, I think it’s great that the Chrome team is allowing Google to get into people’s lives with touchscreens on a desktop form-factor.”

That’s not a point of view shared by everybody in the industry, and in fact it puts Duarte and Google in the same camp as Microsoft and its hardware partners, rather than with Apple. Steve Jobs memorably decried the usability of touch notebooks, and Tim Cook has since made similar arguments, that reaching across a keyboard to tap at a display simply isn’t ergonomically satisfying.

Duarte disagrees, saying that despite what the MacBook makers think, users themselves are asking for a touchscreen approach. “I think that’s a real trend, that touch on laptops and on desktop form-factors is the way that people want to interact with computers” he says. “I think every screen should be a touchscreen in the future, regardless if it has a keyboard or not.”

Despite the overlap, then, between Android – which has touch at its heart – and Chrome OS – designed for more traditional form-factors – the two platforms still have a future as independent projects. According to Duarte, that will be the case for as long as it makes functional sense: the two OSes converging, perhaps, on a commonality of features as Google develops them.

“Google is excellent at diversifying, and experimenting” he told us. “And I think what Chrome OS does well – they’re getting better at, and it’s being reflected in what Android does well in succession – Chrome on Android is the best browser we’ve ever had, and we would not be at that level without the Chrome team doing the work that they do, without the Chrome OS team learning the things that they do, and learning to understand, for example, how to work on touchscreens.”

“Ultimately, still, the two platforms meet different needs”

Meanwhile, what was originally a smartphone, and then a tablet, OS has been gaining more functionality to bring it in line with a desktop platform, though Duarte says that it’s still not quite there year. “Of course Android has also been evolving, and I think it’s terrific the way that we are gaining capabilities on a day-by-day basis” he said. “For example in Jelly Bean we announced multi-user support, and that opens up a range of use-cases, but ultimately, still, the two platforms meet different needs.”

That also means Android playing more readily with accessories and other devices, as it continues its trend toward being the one “OS for humanity” as Duarte himself described it. “One of the things that was great that we did in Honeycomb, was we included much better support for peripherals” the designer said. “So if you go hook up your Nexus 10 to a Bluetooth keyboard, or even a Bluetooth trackpad, you’ll find you have a much better experience with that.”

Despite the convergence that has already happened, Duarte points out however, neither Android nor Chrome OS are at the point where they satisfy the overall needs of all users. “Until we have one solution for Google that can really capture everything, it makes sense for us to continue to develop two platforms” he explained. Exactly how long that development will take is unclear, but it may take some time before Chrome OS – or a flavor of it – achieves the same market dominance as Android enjoys.


Don’t expect Android and Chrome OS to merge any time soon is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Samsung Galaxy Note 8.0 leaked at MWC

It would appear that Samsung will indeed be showing off their fabled Galaxy Note 8.0 tablet this coming week at Mobile World Congress 2013. We’ve been sent a sort of spy-shot of the Samsung Galaxy Note 8.0 being blasted on a large screen inside the new MWC convention location – the show still being set up in a very large way. True to what we’ve seen in several leaked bits and pieces over the past couple of weeks, this device is everything you might expect it to be – with an 8-inch screen!

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What we’re seeing here is tablet device that’s ever-so-slightly larger than the Samsung Galaxy Tab 7.7, this time sporting much of the same look and the S-Pen that the most recent Galaxy Tab lineup works with. This device appears to be very much working along the lines of the Samsung Galaxy Note II and the Samsung Galaxy Note 10.1, complete with a similar-sized bezel, silvery rim, and 2nd-gen S-Pen. We also know now that it comes in white – surprise!

Other than that it’s a relative mystery as to what we’re going to work with. One of the stranger bits we’re seeing here is the inclusion of the earpiece speaker that we’d otherwise only see on a Galaxy Note II or smaller handset. Generally this kind of speaker is made for holding up to your ear – could this be the largest smartphone yet?

You’ll want to have a peek at our full collection of Samsung Galaxy Note 8.0 tips and leaks in the timeline below. Until such a time as we’ve got confirmation of specifications, you know as much as we do – stay tuned to our Samsung tag portal as well as our Mobile World Congress 2013 tag portal all week long for what’s certainly going to be an exciting week!


Samsung Galaxy Note 8.0 leaked at MWC is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

This Dacia is the UK’s cheapest car… and it’s not half bad

Drivers on a budget: Dacia wants your money, but not much of it. The Renault subsidiary has been making quiet inroads into the European market, and is now targeting the UK with a pretty straightforward premise: a car the size of a compact for the price that undercuts the cheapest supermini. Some drivers don’t care about badge cachet, or halo branding, or being recognized as a high-flier at the traffic lights, Dacia argues: instead, the Sandreo is the automotive equivalent of white goods. And, with a starting price of £5,995 ($9,149) it has more than a few people interested, too. We caught up with Dacia for some time behind the wheel, and to see if cheap really does mean cheerful.

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It’s easy to get distracted by luxury cars and marques coaxing ever more performance from sporty two-seaters, but life at the cheap end of the spectrum can be a lot tougher. Building to a budget isn’t easy, and so Dacia went for a strategy that mimics that of the low-cost airlines: in short, you pay a little bit for everything.

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The entry-level Sandero Access comes in white only, with black plastic bumpers and a single engine choice: a 1.2-liter 16V 75bhp borrowed from Renault, with a leisurely 14.5s 0-62mph time and a top speed of 101mph. It’s 5-door only, but when you step inside you could be forgiven for thinking you were stepping back a decade or so. No electric windows, no air conditioning, no central locking, not even a radio (Dacia tells us that a lot of their buyers begrudge paying for something they never end up turning on, though the Access does come pre-wired to fit your own choice of aftermarket stereo).

You won’t mistake it for a BMW, or even a Ford inside. The plastics are sturdy but feel cheap, and there’s a lot of rhino-skin effect plastic and flocked headlining material. Some of the touch points, like the twisting, folding vents in the center console are particularly cheap to the touch, and the switchgear clicks with a crispness we’re not used to now that most car manufacturers go in for more premium-feeling dampening.

Start the Sandero up, though, and your £6k doesn’t seem like such a bad deal. For a start it’s a spacious five-seater, with a large trunk and legitimate room for an all-adult complement of passengers. Dacia purposefully opted to match the sort of dimensions of a car from the class above the price band, and while that means you miss out on some of the darting zeal of a smaller city car, you make up for it in space for people and luggage. It’s also cheap to insure, slotting into group 2.

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The petrol engine is actually quite good, too, though it’s best when you wind the Sandero up. It’s a fizzy little thing, preferring to be worked hard else you face that ponderous climb back up to speed again. There’s power steering (along with emergency brake assistance, ABS, stability and traction control, front and side airbags, and all the other safety kit the regulators demand) but it’s not too over-assisted, meaning there’s a fair amount of feel from the road. We had the most fun when we ignored the “change up” indicator which flashed up with miserly regularity by the rev counter, but if you obey the instructions Dacia claims you could see combined fuel consumption of 48.7mpg (Euro).

Curiously, though, while the low starting price is working as the initial point of appeal, Dacia says most buyers actually opt to step up through the range. Pay £7,395 ($11,285) and you get the Sandero Ambiance, with a choice of TCe 90 or dCi 90 gas or diesel engines (with frugal ECO modes saving roughly 12-percent in fuel consumption) borrowed from Renault’s swankier 4th-gen Clio, as well as a Bluetooth-equipped radio/CD player, electric windows, body-color bumpers, alloy wheels and central locking. Finally, there’s the £7,995 ($12,200) Sandero Laureate, with the joys of air-con, rear electric windows, cruise control, electric mirrors, and even the unbridled luxury of a leather-wrapped steering wheel and gear knob (there’s no auto option anywhere in the range).

Then there are the options, like £395 ($603) for a 5-year (60,000 mile) warranty, or £850 ($1,450) for 7-years (100,000 miles); Dacia knows that other car companies go for 5- or 7-years as standard, but they also recognize that some of their customers would rather pay less and then run the car into the ground. You can even have leather seats and other luxuries, but we can’t help feel that over-speccing the Sandero starts to blunt its overall purpose.

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With that in mind, the TCe 90 and dCi 90 engines, though more refined than the entry-level lump, lack some of the charm. They chug away well, are a little faster, and manage better fuel economy (56.5mph Euro combined for the TCe 90; 74.3mpg Euro combined for the dCi 90), but we’re not convinced the initial extra outlay is worth it. The Sandero makes most sense when you think of it in terms of a washing machine, or a refrigerator: it’s an appliance, not a luxury or a status symbol. That might not appeal to car enthusiasts, but anybody wary of the used car market and simply wanting cheap A-to-B transport should take a look.

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This Dacia is the UK’s cheapest car… and it’s not half bad is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Chromebook Pixel detailed with world’s most HD laptop display

This week the folks at Google have revealed the next step in the evolution of the Chrome operating system: the Chromebook Pixel. This machine works with the highest definition display available on the market for a notebook computer, works with multi-finger touch, and is made for the “power user.” As such, this is not your everyday ultra-inexpensive Chromebook. This machine is going to cost you just a bit more than units revealed in the past.

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The Chromebook Pixel works with 2,560 x 1,700 pixels – 239 pixels per inch across a 12.85-inch display. You’ve got a 3:2 aspect ratio “designed for the web” and it’s all covered with a 0.55mm layer of touch-friendly Gorilla Glass for full touchscreen action. This machine will be sold as a wifi-only edition if you like, but you’re also welcome to jump on board with 4G LTE with Verizon too – mobile speed!

You’ll be working with a glass touchpad, a backlit keyboard, and an integrated 720p HD camera as well – all the Google+ Hangout action you can handle. This Chromebook weighs in at 3.35 lbs / 1.52 kg and is 297.7 x 224.6 x 16.2 mm, made up of mostly anodized aluminum with “active cooling” and no immediately visible vents – we’ll see how that works out when we get our hands on a full review sooner than later.

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Inside you’ve got 4GB of DDR3 RAM, an Intel Core i5 dual-core 1.8Ghz processor, and integrated Intel HD Graphics 4000. You’ll find 2x USB 2.0 ports, a mini display port, and a combo SD/MMC card reader around the edges and a 32GB SSD on the inside. If you pick up the LTE model, you’ll be getting 64GB SSD instead – large!

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With each purchase you get one free terabyte of Google Drive cloud storage for three years, 12 free sessions of GoGo Inflight Internet, and – if you’re working with the 4G LTE Verizon model – 100MB of data a month for 2 years of mobile broadband connectivity. Pricing starts at $1,299 U.S. and £1,049 U.K. for the wifi-only version and the LTE version will cost you $1,449 – with shipping in April. The wifi version begins shipping next week, while Best Buy and Currys PC World will begin showing the device off within a week from today.


Chromebook Pixel detailed with world’s most HD laptop display 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.

ZTE and NVIDIA announce world’s first Tegra 4 Super Phone

The world is about to get its first Super Phone working with NVIDIA‘s new Tegra 4 quad-core processor, and the manufacturer of this masterpiece has been announced as ZTE. This will be the first time the Tegra 4 will be available on a smartphone in the world according to ZTE and NVIDIA, with a release time set for somewhere before the half-way point through 2013. This announcement does not include a name for the device, nor many specifications or a price, but it does let loose that one important bit – first ever!

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With ZTE once again joining up with NVIDIA to bring a “first” to the market, we’ve got to wonder how much of it we’ll see at Mobile World Congress (coming up in just a few days). ZTE generally brings quite a show to the international mobile event, but with an announcement set so close to the actual reveal, we can’t imagine a real bit of hardware really ready for the public so quick. Regardless, we will be seeing something big from NVIDIA and ZTE separately without a doubt.

Check our SlashGear 101: NVIDIA Tegra 4 in detail guide for more information on Tegra 4 as well – pump up your brain!

As far as this first Tegra 4 Super Phone from ZTE – whenever we do get to see it – it’ll be working with Android and will have the full-fledged NVIDIA Tegra 4 processor rather than the NVIDIA Tegra 4i we saw earlier this week. This means that the i500 LTE modem will not be integrated in on the SoC and the amount of GPU units inside will be higher as a result. While the Tegra 4i works with 60 GPU cores, the full Tegra 4 works with 72.

You’ll also be seeing the Tegra 4i in action with the Phoenix Reference Platform before too long as well. No release date has been mentioned with that device either, but we’re crossing our fingers for soon!

With ZTE bringing another hit to the market in 2013, we can’t help but hope that it’ll enter the USA this time around. ZTE is responsible for such cool devices as the ZTE Grand X with the first Tegra processor / Icera modem combo – we saw that last year at MWC as well. There’s also the ZTE U950, a Tegra 3-toting smartphone for less than $160 USD – an undeniably enticing combo.

Stick around in our Mobile World Congress 2013 portal for more information from the NVIDIA and ZTE teams in the near future – we’ll be flying in this weekend!


ZTE and NVIDIA announce world’s first Tegra 4 Super Phone is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

SlashGear 101: HTC UltraPixel Camera Technology

This week we’re seeing HTC come into the light with a massively important new device by the name of HTC One, and with it, a new collection of features included under the “HTC UltraPixel Camera” umbrella. With the features we’re working with here on the HTC One hero phone’s implementation of HTC UltraPixel Camera, you’ll find that image quality is, first and foremost, not solely dependent on the amount of megapixels a camera has. HTC UltraPixel Camera technology is here demonstrated with an UltraPixel Sensor, HTC ImageChip, f/2.0 Aperture, and Optical Image Stabilization.

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UltraPixel Sensor

HTC is bringing what it calls its first UltraPixel sensor to the market with the HTC One, showing off the full setup in the image you see below. This image shows the HTC ImageChip architecture (not unlike what we saw with each of the HTC One models in the past), the UltraPixel Sensor itself, an f/2.0 Aperture, and the HTC One’s lens. With the UltraPixel sensor, you’ll now be working with larger pixels than the average camera.

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With the UltraPixel Sensor collecting UltraPixel-sized pixels, you’ll be getting the ability to capture “300% more light than many of the 13 megapixel cameras on the market.” Each pixel contains more light and more data than ever before, all this with a sensor whose size is equivalent to that of a standard 8MP or 13MP smartphone camera. This UltraPixel Sensor is a CMOS BSI and is classified as having a 1/3′ sensor size.

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Each photo you’re going to be taking will be 2688 x 1520 pixels in size on the HTC One at a 16:9 aspect ratio, and you’ve got a 5 piece lens element setup with a focal length of 3.82mm. Each one of the pixels you’re picking up here is a 2.0 micrometer UltraPixel. These pixels have “effectively” twice the surface area of the standard pixels you’re working with on 8MP and 13MP setups, those being generally 1.4 micrometers and 1.1 micrometers respectively.

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In effect, you’ve got the same size photo, but instead of creating smaller pixels to fill the area as larger megapixel cameras are doing, HTC is creating larger pixels to fill the area. This results in the HTC One’s camera being 4MP strong, but creating photos that are the same size – and better quality – than the larger megapixel solutions. File sizes are smaller for the HTC-taken photos here as well.

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With the newest edition of HTC’s own ISP (Image Signal Processor), you’ll find that the HTC ImageChip feature collection has expanded since the HTC One X arrived on the scene right around a year ago with ImageSense. The first big innovation is a rather speedy 200ms full distance scan for use with Continuous Auto Focus. That’s quicker than a human blink – you’ll have a harder time being out of focus than you will getting instant focus.

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Next you’ll find Real-Time Video HDR – with a dynamic range that can be cranked up to a lovely -92dB, you’ll be able to “match the human eye capability” as you capture interlaced frames at 60fps. You’ve what HTC notes is “always on” HDR here for video, even at HD 1080p. Due to the nature of the curved lens, darker spots appear near the edge of your photos almost no matter what – HTC has compensated for this with an algorithm designed specifically for the HTC One’s hardware.

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This newest HTC ImageChip also works with de-noise processing on both the front and the back-facing camera on the HTC One. With this simple concentration of effort, HTC says noise is cleanly removed at all times.

f/2.0 Aperture

HTC shows quite simply how the HTC One uses the largest of three apertures available in some of the best selling smartphones on the market today, with the Galaxy S III working with an f/2.6 and the iPhone 5 utilizing an f/2.4. With the HTC One’s f/2.0 size, one whole heck of a lot more light is able to be let in, this resulting in better results in low-light photo conditions.

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Optical Image Stabilization

The HTC One’s camera setup allows its camera to capture a full sized photo as fast as 1/48 of a second. This compares with the current market standard of 1/30 of a second, that speed also the best the HTC One X can do currently. Along with this you’ve now got a real-deal physical optical image stabilizer (OIS) on the HTC One working with the smartphone’s dedicated imaging gyroscope.

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With its own OIS, the HTC One’s lens physically moves according to what the dedicated imaging gyroscope tells it, this countering the inevitable shake that happens when someone takes a photo without a tripod. This OIS is different from the more common digital stabilization used on many competitor model solutions, those solutions opting to cut out shaking bits of the photo, reducing the resolution of the photo in the process.

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The HTC One’s OIS works at an “unprecedented” frequency of 2000Hz and has been made small enough to fit inside the HTC One’s relatively thin chassis. Working on two axis, this OIS detects pitch and yaw movements and counters them at 2000 times a second. Video quality is also significantly improved over past solutions as the OIS effectively removes background shakes and mimics smooth panning, top to bottom.

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More on the HTC One

Below you’ll find a timeline of HTC One hands-on or otherwise in-depth explorations from SlashGear. We’ll also have a full review of the HTC One up sooner than later, so be sure to stick around for the big drop! Seeya then!


SlashGear 101: HTC UltraPixel Camera Technology is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

PlayStation 4: your full pre-event guide

Tonight is the big night for Sony, with a rather solid expectation of the PlayStation 4, a new set of controllers and functionality to with it, and a swath of new game announcements to boot. What we’re going to do for you here and now is make it all real simple in a guide that’ll get you pumped up and prepared for the event [6PM EST right here on SlashGear]. It all begins with what we’re expecting the actual console to present – and yes, we are expecting a new console.

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PlayStation 4: a whole new machine

The next-generation console from Sony is being tipped to be a lot of different things, so before you jump in here, know this: the lot of these tips are rumors. Unless it’s written here specifically that we’ve got confirmation of anything, you’ll want to follow the link back to the post where we first encounter each bit of information. Take everything here with a salt block. Also remember that Sony has promised commitment to the PlayStation 3 through the year 2015.

With Microsoft’s own Xbox 720 hot on its heels, Sony will likely set a release date for sometime inside November. There you’ll find a remote control for TV-related content and a new set of wireless controllers as well. You can also expect pricing on the PlayStation 3 to be slashed almost immediately after the announcement of the PlayStation 4 as well as surprisingly low prices coming with the PS4 itself.

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Concept PS4 via Yanko Design (designer: Joseph Dumary)

We’ve seen more than one PlayStation 4 controller leak with a rather similar-looking overall body to the classic PlayStation controller design. The big differences will be in touchpad controls not unlike what we’re using currently on the PS Vita which, also, has seen some price slashes as of late. This touchpad tip has come more than once.

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Transparent PlayStation 4 concept via Tia Chiem

Also take note that the PlayStation 2 is now no longer being manufactured. The code-name for the PlayStation 4 has been tipped as “Orbis” several times over the past few months and has been suggested to be working with an AMD processor. We’ve also seen a rather unbelievable tip for a Sony PlayStation EyePad for 3D control of the PlayStation 4 – not to mention the Dual-Shock/Move hybrid that, once you see, you’ll never be able to un-see.

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Software Features

You’ll be seeing some backwards compatibility with the PlayStation 4 that’s entirely virtualized. In this case that means that you’ll be able to play PlayStation 3 games and legacy games galore, but they’ll all be downloaded from the cloud in one way or another. You can expect Gaikai technology to be in full effect for streaming content as Sony picked them up last year. PlayStation Home Arcade should give you some more clues on this futuristic universe – sort of like a microcosm.

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The Sony Entertainment Network Online Store has been ramping up with games, movies, and more and will certainly be re-addressed at the event tonight. The PayPal bump for the PlayStation Store earlier this year also points toward larger anywhere-purchase strategies for Sony. There’s also a rumor of a Sony online TV service launching soon.

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The one-owner-only rumor for games on the PlayStation 4 rages on – that one’s still a toss-up, mind you – see the discussion on this in the “Opinions” section below.

Games

You will be seeing Destiny on the PlayStation 4 after it hits the PlayStation 3. That’s all but confirmed by everyone and their mother now that a legal document was made public surrounding a case that involved Destiny content and the companies that will work with it. Have a peek at this Destiny trailer and freak out about it!

One game you can expect will not be optimized for PlayStation 4 is Grand Theft Auto V – its creators have specifically addressed the idea that they’re waiting for the PS4 release and have said no way! You can expect The Witcher 3: Wild Hunt though in all its REDengine3 glory.

Opinions

We’ve got a few opinions you should have a peek at before continuing on to the real deal as well, starting with Why Motion Gaming Should Be Left Out of the PlayStation 4 and continuing on with Why the Used Game Model Needs Fixing (But Not Banning). You should also read the column called PlayStation 4: What Sony Must Do for some pre-event anticipatory action and discussion – the chat rages on!

Event Time

The event starts at 6PM Eastern Time – that’s New York City time, if you did not know. If you’re living in Minnesota like your humble narrator, you’ll be tuning in at 5PM (CST), and if you’re in England, you’ll be tuning in at 11PM. Over in California you’ll be seeing this event at 3PM (PST). We’ll have the whole lot of announcements ready to rock as they pop up straight from Sony right here on SlashGear – don’t miss it!


PlayStation 4: your full pre-event guide is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

New Google Glass video demos true potential of water-resistant wearable

Google has spilled a fresh batch of Google Glass details, with a new video detailing what the wearable can do – including video, Google searches, photos, voice translation, and more – as well as showing the latest hardware. The new footage is apparently a far more realistic demonstration of Glass’ potential than Google’s original concept video, putting a preview pane of the Glass eyepiece in the upper right corner of the screen, and showing how the headset can react to spoken commands previewed with the order “OK, Glass.”

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So, to take a photo you can merely wake the headset with the “OK, Glass” command, and then say “take a picture” complete with a preview in the corner of your vision. The same is true for video – “Start Recording” – and you can trigger Google+ Hangouts too, giving friends a live streaming view through the headset’s front-facing video camera.

There’s also support for directions, with overlays of which roads are coming up, what path to take, and ETA, together with the ability to Google for information such as “how long is the Brooklyn Bridge.” Glass even supports voice-dictated messages, and translations, so you can ask “how do you say bread in French?” and have the headset whisper the answer to you.

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Google Now-style features, such as flight information cards, are also included, popping into your vision when relevant rather than forcing you to manually ask for them.

Meanwhile, there are new images of the Glass headsets, including five different colors – charcoal, tangerine, shale, cotton, and sky – and seemingly confirming that the wearable will be water-resistant. Considering it’s designed to be worn all the time, that’s probably a good idea. A version with sunglasses lenses attached is also shown, and we know Google is thinking about prescription lens support too. Finally, the headband itself is seemingly made from flexible metal, for better resilience.

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Google is yet to delivery the first batch of Glass Explorer Edition headsets to Google I/O 2012 preorder customers, though that hasn’t stopped it opening up for a second round of orders. Developers who can give a sufficiently interesting use-case will be invited to preorder one of 8,000 more Glass units.

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New Google Glass video demos true potential of water-resistant wearable is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

8,000 more Google Glass wearables on offer for creatives

Google has re-opened preorders for its Glass wearable computer, though it’s not just a case of opening up your wallet to the tune of $1,500: you’ll need to have some good ideas as to what exactly to do with the wearable to qualify. First put up for sale at Google I/O 2012 as the limited edition Glass Explorer Edition, still yet to ship though promised sometime in early 2013, the new round of orders extends the net to developers across the US.

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They’ll have to convince Google that they’re worthy customers, however, using either Google+ or Twitter to do that. In the space of a fifty word or less outline, accompanied with up to five photos and up to a fifteen second video, they’ll need to explain what they’d do if they had a Glass headset.

Applications are being accepted up until February 27, which basically means a week to come up with a killer idea. Of course, since the applications are all being made publicly, the longer you wait, the more likely it is that someone else might figure out your idea and detail it first.

Only three applications are allowed per person, and they can’t be modified after being submitted. Google will be judging them via an independent jury, based on creativity, compelling use, originality, and “social and spectrum”; there’ll be 8,000 headsets to be had in this new round of orders. Collection will be made in person, at one of three special “pick-up experience” events held in New York, Los Angeles, or in the San Francisco Bay area.

If you’re not a developer, but would still like to keep abreast of some of the ideas people are coming up with, you can follow along on both Twitter and Google+ using the #ifihadglass hashtag. More details in the FAQ.

[via The Verge]


8,000 more Google Glass wearables on offer for creatives is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.