Samsung Just Killed Nokia’s ‘True PureView’ Windows Phone And It’s Not Even Unboxed Yet

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Poor Nokia. Samsung doesn’t stop. It’s just announced a new iteration of its flagship Galaxy S4 handset which has a digital camera embedded in its rump. The Galaxy S4 Zoom has a 10X optical zoom lens on the back, giving it two clear aspects: from the front it looks exactly like Samsung’s flagship S4 smartphone. But from the back it looks like a point and shoot digital camera.

The result is a hybrid handset that squeezes the ability of Nokia’s carefully crafted PureView cameraphone brand to stand out. Sure, Nokia’s high end phone lenses might still have better — or at least decent — low light performance, but to the untrained consumer eye which device is going to look more capable in the camera department?

This one:

Or this one?

And that’s before Nokia has even got around to launching the long rumoured ‘true PureView’ Lumia. Which will possibly look a little like the original (Symbian-based) 808 PureView — so something along the lines of this:

If you’re going to ask consumers to lug around a bulky, heavy phone, might as well make it look as much like the camera they used to own as possible. Familiarity will aid the trade off, helping them justify carrying a much larger device because it clearly melds two functions. Meanwhile Nokia’s PureView brand has to shout even louder to get noticed. And no matter how great their camera algorithms are, a lens that relies on digital zoom alone simply doesn’t look as capable as an optical zoom lens.

As well as a 10X optical zoom, the Galaxy S4 Zoom has a 16 Mega Pixel CMOS Sensor, Optical Image Stabiliser (so it’s raining on the Lumia 920′s parade too) and Xenon Flash. So basically Samsung is pushing into all the areas where Nokia is trying its utmost to differentiate its flagship Lumias vs the Android-powered competition (i.e. low light photography and extra steady video). Nokia could still push the boat out on megapixel count — if it launches a 41MP Lumia — but that’s a nerdy specs game to play that’s unlikely to have an impact on the mainstream consumer.

Beyond looks and specs, Samsung has also embedded new camera functions into the S4 Zoom designed to tie hardware and software together. For example, a feature called Zoom Ring allows the user to activate an in-call photo sharing feature by twisting the zoom ring on the device and then capturing and sending an image to the caller via MMS — all without having to suspend the call. The Zoom Ring can also be used to activate the Quick Launch and Shortcut features to navigate to the camera and through its modes quickly, again by twisting the ring.

Of course, the S4 Zoom will stand and fall on camera performance — so there’s a lot riding on the quality of the optics and the smoothness of its functions. But from the outside, at least, Samsung has created a device that bellows a heck of a lot louder than Nokia’s Lumias do, for all the marketing cash Nokia has poured into PureView. Even if Nokia can produce some camera comparisons that rank its kit over Samsung’s, being technically better isn’t always enough in the fiercely competitive smartphone space. Having the marketing brashness and brass neck (and massive budget) to get noticed is what counts.

Samsung has not released full details of all the markets where it intends to sell the S4 Zoom but has confirmed the handset will be coming to the U.K. this summer, and the U.S. and other parts of Europe from Q4. Like Nokia with the original 808 Pureview, Samsung dabbled in this area before with last year’s Galaxy Camera but that device was a Wi-Fi/3G/4G connected camera only, so did not include a phone dialler function. The Galaxy S4 Zoom is a full hybrid of phone plus camera, and yet another iteration of a flagship brand. This is Samsung continuing its strategy of iterating its portfolio to saturate the market by pushing its hardware into all the niches, large and small.

Nokia, meanwhile — which used to follow a similar strategy to Samsung, i.e. by producing a vast portfolio of devices across multiple price-points and form factors — now has a larger mountain to climb to get its camera-focused flagship phones noticed by the general consumer. Since switching to the Windows Phone platform, Nokia has had to rein in its portfolio to fit the shrinking size of its business, no longer having the resources to spread its hardware so far. But even while it’s focusing its remaining energy on specific niches, like high end cameraphones, Samsung is harrying those efforts by pushing its fingers in all the smartphone pies.

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Take A Peek At The Inner Workings Of MakerBot’s New Brooklyn Factory

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Brooklyn-based MakerBot is a darling of the 3D printing community, and it recently moved into its new digs in Sunset Park, so the crew can more efficiently build and ship their shiny new Replicator 2 and 2X printers. Call it a classic case of growing pains — once demand for 3D printers started picking up, the MakerBot team soon found themselves aching for even more space to work in, and we got the chance to tour the new 50,000-square-foot facility when it opened last week.

All things considered, it’s a nifty operation, and the move should help MakerBot cope with growing prominence as the 3D printing movement slowly moves into the mainstream… especially as it attempts to make the printing process easier with its forthcoming desktop scanner. Of course, MakerBot’s position as a high-profile purveyor of 3D printing wares has reportedly made it an attractive target for a potential acquisition, with Minnesota/Israel-based Stratasys and even Amazon (which just recently opened a 3D printer section) being pegged as potential purchasers.

MakerBot’s ebullient founder Bre Pettis was keen to downplay that acquisition chatter, as he cut the ceremonial ribbon at the factory’s grand opening (using a partially 3D printed pair of scissors, naturally), but he did later note that they weren’t going anywhere. But while those conversations continue behind closed doors, the roughly 100 employees at MakerBot’s new Brooklyn outpost will continue assembling those printers by hand for a while to come — why not take a look and see what they’re up to?

This Mechanical, 3D-Printed Entabulator Is An Amazing Tribute To The Power Of Clockwork

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As a lover of all things mechanical, I’m in awe of Chris Fenton’s Entabulator. Using an old book about mechanical loom-making, a 3D printer and some serious patience, he engineered a computer that can read a program off of punch cards and, in this case, calculate the Fibonacci sequence. The machine runs using a hand crank (Fenton notes you can overclock it by cranking faster), and it is quite finicky but also quite beautiful in its own way.

Obviously the world doesn’t need this Entabulator. It is so wildly impractical that it’s almost ludicrous, and the usability is limited (at least in this iteration). But isn’t it great that it exists? I’ve been messing around with 3D printers for most of this year and I’ve found a great deal of joy in wresting the means of production from Big Plastic by mass producing little parts and trinkets (this is my new business card) but I’ve also come to understand the real value of 3D printing.

In short, these things allow us to create what we can imagine. Whereas a few years ago, building something like this out of wood and metal required a different set of skills and tools, now you can build most of it online and “build” it in a few hours. It allows for hacking in a very real sense — the consequences of failure are almost nil when you use these tools as compared to situations where a builder has to work in less forgiving materials.

The Entabulator, while beautiful, is more important as an artifact of a post digital age when machines can beget machines. It’s actually quite thrilling.

You can download the project here and build one yourself. Because it’s programmable, you can entabulate all sorts of stuff — a dubious but exciting prospect, to be sure.

Who Won E3?

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By now we’ve heard most of what the big three have had to say. Nintendo is holding the line with the Wii U, Microsoft has announced an always-on box for $499, and Sony has made nice with gamers by offering a $399 device that allows users to share and sell games. All of the consoles are HD, all of them support multi-player, and the console wars are essentially over. Each console is a permutation of a high-end PC and each console should have a life-cycle of about seven years, give or take, until 4K becomes interesting then the new console generation will pop onto the scene.

It is, as the Lion King says, the circle of life.

Sadly, however, I think older gamers are finally seeing through the console ruse. To be clear, every console from each manufacturer will sell in the millions. There will be lines around the block at Best Buys across the nation come November as holiday buyers rush for the Xbox One and further lines when the PS4 launches. Nintendo’s top-flight franchises will sell out and the Wii U, while seemingly disappointing, will still sell kids just coming up in the gaming world and to nostalgic adults. In that way, no one can “win” E3 – no matter what the memes say.

So what’s next for gaming? It’s clearly not “casual consoles” like the Ouya nor is it Zynga’s brand of crack gaming that fails when the addicts lose interest. What, then, constitutes the future?

Mobile Gaming?

The phone has to, at some point, replace the handheld console and give the home console a run for its money. Mobile games are addictive but non of them offer the depth and complexity of a game that requires concentration and a stronger control system. There is a reason RPGs and other “deep” games work well using keyboards and, to a degree, controllers: the medium is separated from the message of the game. Games like Kingdom Rush and Angry Birds rely on the device and are, in a way, wedded to it. More complex games are wedded to a passive screen that we control using hand motions that are completely divorced from the actual game play.

This is not to say that mobile gaming can’t create rich worlds. It’s just far harder. It’s not difficult to grab a mobile gamer’s attention for a long time – games like Civilization Revolution are a testament to that – but the interface doesn’t lend itself to long, complex adventures like Oblivion or Bioshock. Once the hardware and software reach parity, however, I could definitely see something in that vein. While console makers aren’t quite ignoring this, Nintendo (and others) could be leaving money on the table by not developing for mobile platforms.

Oculus Rift?

Products like the Oculus Rift are examples of true innovation in gaming. I’ve tried the developer kit and while it is far from complete or even particularly compelling, it does bode well for an immersive future. It is obviously a gimmick, just as the Kinect was before it, but it adds a great deal to the gameplay experience and I could see a day when a headset could augment the gaming experience considerably.

But the future cannot be all headsets and multi-dimensional treadmills. The future has to be filled with compelling content created for a wide audience, something that blockbuster games makers are increasingly afraid to attempt. LEGO City Undercover and Bioshock Infinite are both recent examples of some of the best – and worst – habits of game makers. The LEGO title has all of the fun of a Pixar kids’ movie mixed in with a compelling (if cute) story. Bioshock Infinite has all of the twists and turns of a good movie and the majesty of a Hudson River School painting. Both of the games are flawed in their own way but, in another sense, both are perfect examples of the genre. Most important, however, is that they could be improved like a gimmick like the Oculus Rift but they do not require it to shine.

The Console Makers?

While I intimated above that none of the “big guys” won E3, Sony and Nintendo, at the very least, captured hearts and minds across the globe. In short, they understand the primary value of the console as a physical media player. Allow me to explain.

Game services like Steam (and, to a degree, OnLive) got one part of the equation right. They understood that gaming is usually a solitary endeavor that takes place on a one-to-one basis between a player and his or her monitor. Microsoft is hoping that this relationship can easily cross over to the console experience, which is untrue. On the console, physical media is important for a few reasons and, while the urgency of these are rapidly diminishing, they still exist in most of the world.

First, physical media is popular because it allows folks without stable Internet (arguably an increasingly small cohort) to play any game, it allows for easy trading and aftermarket sales, and it allows, to a degree, for piracy. These are, whether we like it or not, all important things to consider when creating a living-room-based games console. You can, obviously, attempt to crack a console to play downloaded games but, thus far, the physical media has been the primary vector for piracy and will remain so. Not every gamer lives in the U.S. where games aren’t amazingly expensive and so there is far more of an impetus to pirate than any of the big three let on.

When you have both parts of the equation correct – the DLC for solitary, more mature gaming and the physical media for a more price-sensitive market – you win. When you fail to address both sides you fail. Microsoft will probably rejigger its strategy shortly to concede to the mass of gamers who are outraged or it can ignore the complaints and just go for a more mature, less-price-sensitive gamer who doesn’t take his or her disks to a friend’s house to play.

Why does this matter to a non-gamer? First, consoles and the attendant applications drive the direction of in-home media. The PS2 drove DVD adoption just as the PS3 drove Blu-ray (for a while). Consoles are streaming video, allowing for interactive chat sessions, and encouraging us to upgrade our televisions. Gaming is an industry, not a business, and millions of people world-wide are shaped by its tribulations and triumphs.

Gaming is great. For all their complaints, the game-playing masses are still investing time and energy into some amazing titles and games are becoming increasingly more immersive, exciting, and artistic. To say any one console “won” E3 is to ignore the up-and-coming technologies that will make our twitch-fests more interactive and the older players who, by now, are the interactive equivalents of the movie studios of old. Gamers love to whine, but when the pre-order button lights up or its time to queue around the GameStop there is little that can hold them back. The giants at E3 know this implicitly and while no business is guaranteed, there is more than enough precedent to point to a bright and fascinating future.

[Oculus Rift photo via hortont]

BrickPi Is A Robotics Hacking Platform That Combines Raspberry Pi And LEGO Mindstorms

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DIY micro-robotics is having a moment. The latest project to take the crowdfunding route — via Kickstarter — to build out a platform for playing around with robotics is called BrickPi. As its name suggests, BrickPi is a mash-up of the Raspberry Pi microcomputer, co-opted to act as the brains of the robot, plus LEGO Mindstorms sensors, bricks and motors for crafting its working parts. Firmware is written in Arduino, making it open and hackable. Indeed, the BrickPi makers have put their hardware designs and software source code online for download on Github.

The BrickPi extends the Raspberry Pi with a board that snaps in place over the Pi to connect it to the various LEGO sensors (such as touch sensors, colour sensors and gyroscope). This is then contained within a plastic case that is compatible with LEGO bricks so it can act as the base for building out the robot. An on board battery connector allows the robot to be untethered from a power socket so it can go roving.

The BrickPi is the brainchild of educational robotics company  Dexter Industries which also sells sensors for LEGO Mindstorms. The Kickstarter campaign has five days left to run and is approaching $90,000 in pledged backing from more than 1,270 backers — hugely above the original (modest) goal of $1,889.

Going the crowdfunding route sounds like it was primarily about building a community and getting the word out for Brick Pi’s makers but they have added a series of stretch funding goals to explain what they plan to do with the extra money raised. These include adding more sensors and ports to the device and creating additional libraries (in C/C++, as well as the original Python libraries) to expand programming options.

“We have a lot of plans for the extra funds raised and they all include improving the user experience and opening up the BrickPi to a wider audience,” says Dexter Industries’ John Cole. ” That mostly means putting together some sharp tutorials, and putting together more examples.  In my humble experience, where a lot of technical projects like this go wrong is when they have only 2 or 3 example projects.  Adults can think of a lot of projects and interesting ways to use the product, but kids have trouble with it, get bored, and move on.”

The original goal of the funding campaign was to bring the cost of the BrickPi down to $35 — making it the same price as the Raspberry Pi. BrickPi also pledged to write a library for the Scratch programming language, itself developed for helping kids to learn how to code. With projects like this, and mOwayduino — another robotics platform in the making due to go the crowdfunding route shortly — hardware hacking for creatively minded kids has never looked so easy.

This Week On The TC Gadgets Podcast: iOS 7, OS X Mavericks, And Other WWDC Goodness

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Today is the big day. The era of iOS 7, OS X Mavericks, the Mac Pro is upon us, even if we won’t actually enjoy these wonderful wares for another few months.

That said, we’ve switched things up a bit and decided to do an extra, non-Friday TC Gadgets podcast to discuss how fundamentally all of our lives have changed.

This week, the podcast features John Biggs, Matt Burns, Jordan Crook, and Romain Dillet. But if you listen closely, and pray hard enough, you may be able to hear the faint whisperings of a French Siri in the background.

Enjoy, and happy Monday!

We invite you to enjoy our weekly podcasts every Friday at 3pm Eastern and noon Pacific.

Click here to download an MP3 of this show.
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Intro Music by Rick Barr.

Up Close And Personal With Apple’s New Mac Pro, A Sleek Black Aluminum Beast

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Apple’s new Mac Pro is a radical departure from previous versions, and a redesign that in many ways has to be seen to believed. Which is why we’ve put together this gallery of the new pro desktop for power users, which is clad in black aluminum and houses not one but two workstation graphics cards along with PCI Express flash storage, Thunderbolt 2, Xeon processors and 4k video output for up to three monitors at 4K resolution.






The most impressive part of the Mac Pro might be how much Apple’s engineers managed to cram into such a small package. There are not one, not two, but six Thunderbolt 2 outputs, which adds tons of external expandability, as well as two FireWire 800 ports, audio in and out, HDMI and Ethernet.






The top of the device is designed to double as a handle, and the whole external casing slides off when unlocked to give access to internal components for swapping parts out. It doesn’t have the same kind of internal drive bays for traditional platter-based HDDs as the old silver aluminum behemoth it replaces, but this little powerhouse is sure to find a place in the hearts of many video and graphics pros.






Apple Has Sold 600M iOS Devices, But Android Is Not Impressed

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While Apple touted selling a cumulative 600 million devices, their numbers will inevitably draw comparisons to the figures that Google shared last month at developer conference I/O. At that point, Google said that it had seen 900 million devices activated.

What’s clear — whichever way you cut it — is that Android is leading the market in terms of device share. Yet the picture is far more complex when you slice it by share of profits, or by time spent in apps.

This is one angle that Apple tried to play up today at its Worldwide Developers Conference. The company said that iPhone users are 50 percent more engaged by time on their devices than Android users.

They also cited a J.D. Power survey saying that that iOS users were far more satisfied than owners of Android or Windows Phone devices.

The issue, though, and a partial reason for the 23 percent decline in Apple shares over the past year, is whether Samsung-made Android devices are starting to eat into, or at least slow, Apple’s share of the high-end handset market. At the same time, Android is now taking a decisive lead in emerging markets like China, which has just become the world’s largest smartphone market in the last six months.

For now, Apple still holds the lead in profits and time spent in apps. But the concern is that the raw number of devices in circulation may be a harbinger of what’s to come.

Microsoft Will Launch The Xbox One This November For $499

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While that other big tech press event soldiers on, Microsoft just recently wound down its E3 media briefing with a long-awaited bit of news: the Xbox One will launch sometime this November, and gamers in the U.S. will have to shell out $499 to get their hands on one.

Don’t live in the U.S.? No problem. Microsoft has said that the console will be available in 21 (currently unspecified) markets, and shared some pricing details for those living across the pond. Folks in the U.K. can claim their One for £429, while those in the rest of Europe will pay €499.

To no one’s surprise, Twitter is already lighting up with gamers who don’t agree with Microsoft’s pricing decision — the original Xbox 360 launched with a seemingly crazy $399 price tag back in 2005, a price point that some analysts figured Microsoft would revisit with the Xbox One. It’s hardly a shock to see that the new Xbox is a costly package though, especially since the console comes with an upgraded Kinect right in the box.

Now that Microsoft has laid its Xbox One cards on the table, all eyes are on Sony to pull back the curtain on its much-anticipated PlayStation 4. The company held a New York press conference back in February that was unfortunately light on the juicy details, and Sony is widely expected to out the console in a big way at its own E3 press event later tonight.

Apple Updates MacBook Air With 1.3 GHz Haswell CPU, Claims All-Day Battery Life Up To 12 Hours

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Today at WWDC, Apple updated the MacBook Air to give it a boost. VP of worldwide marketing Phil Schiller insisted on one of its main feature, its battery. The 13-inch now has 12 hours of battery life while the 11-inch is supposed to last 9 hours.

“You can watch almost the entire Lord of the Rings trilogy,” Schiller said.

The MacBook Air now boasts a new Intel Haswell CPU, a 40 percent faster GPU and twice the “GPU execution units.” The entry 11-inch and 13-inch models have the same $999 and $1,199 price tags. The faster $1,399 13-inch model now costs $1,299. Apple hasn’t specified which CPU will ship with those new MacBook Airs yet. It’s available today, so Apple’s website should have this information after the keynote.

Update: Apple’s website is now up to date, and sadly the new MacBook Air now comes with a Core i5 1.3 GHz across the board. Haswell CPUs are more efficient, especially for graphics performances. A dedicated GPU is now almost redundant for casual web surfing and office usage. It could explain the great battery performance while we await some benchmarks.

The flash memory was updated as well to be faster. The MacBook Air is compatible with the 802.11ac Wi-Fi standard. As a reminder, Apple’s “netbook” latest update was unveiled at last year’s WWDC.