Solid Alliance’s new earbuds are ‘crazy,’ ugly

So, you broke the bank (and several credit cards) picking up that uber-stylish Acronym GT-J14 earbud-friendly jacket only to find that no one even noticed? Or perhaps your Lady GaGa-approved beats couldn’t endure the Paris Is Burning-style bad craziness you put ’em through? Well, it looks like it’s time to sell a pint of plasma and use the cash for some psychedelic (and highly unfortunate) Crazy Earphones from Solid Alliance. Featuring a banana, a kitty paw print, sushi, or a Frankenstein’s monster-esque bolt affectation, we promise you that a pair of these will get you noticed. But not in the good way. Pre-order now for $22, shipping in December.

[Via Akihabara]

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Solid Alliance’s new earbuds are ‘crazy,’ ugly originally appeared on Engadget on Wed, 21 Oct 2009 09:36:00 EST. Please see our terms for use of feeds.

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Ultrasone goes ‘airy’ with $329 HFI-2400 headphones

They’re no Edition 8s, but Ultrasone‘s newest cans are still aiming to make a believer out of you. The mid-range (by its standards, anyway) HFI-2400 headphones are collapsible, over-the-head cans that promise an “airy tone” from the 40 millimeter drivers. Encased in black and silver, these definitely look the part, and the bundled velvet case and demo CD certainly go a long way towards making you feel like a real epicurean. The pain? Just $329, and they should be up for order as we speak.

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Ultrasone goes ‘airy’ with $329 HFI-2400 headphones originally appeared on Engadget on Wed, 07 Oct 2009 08:04:00 EST. Please see our terms for use of feeds.

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NTT DoCoMo’s eye-controlled music interface evolves at CEATEC

NTT DoCoMo’s R&D labs are amongst the busiest in the world, and here at CEATEC the company is showing off a development that it has had in the oven for quite some time. The difference now? Elegance. The eye-controlled music interface that we first spotted in mid-2008 is being showcased yet again here at the Makuhari Messe, but instead of having a short straw-drawing employee stand around with an absurd amount of headgear on, this year’s demonstrator was equipped with little more than a special set of earbuds, a few cables and a swank polo. Put simply, the contraption watched subtle changes in eye movements and altered the music accordingly. A look to the right moved the track forward, while a glance to the left went back a track. The demo seemed buttery smooth, but there’s still no telling when this stuff will go commercial. Still, progress is progress, and there’s a video after the break showing as much.

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NTT DoCoMo’s eye-controlled music interface evolves at CEATEC originally appeared on Engadget on Tue, 06 Oct 2009 04:08:00 EST. Please see our terms for use of feeds.

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Giz Explains: Why You Can’t Get Decent Earphones for Less Than $100

Crappy earbuds are killing music. It’s true. The problem is that good earbuds, like speakers, aren’t cheap.

We’re gonna be talking in-ear earbuds—canalphones, really, or in-ear monitors, if you’re snooty—since all the good stuff goes deep into your precious earholes. We aren’t talking about headphones because great headphones aren’t the most discreet things around—can’t defeat physics, children. Unless you derive some sick pleasure from jogging with a pair of giant cans bolted to your head, earbuds are the way to go.

It’s All About the Drivers—No, Not Those Kind

Whether you’re talking about headphones or earbuds, they work a lot like loudspeakers, just miniaturized. The key element in both are drivers, though earphone drivers are a lot smaller, and do a lot less work to make the same music.

There are two main types of drivers: The a dynamic driver works just like a traditional one in big ol’ speaker. The benefit of the dynamic driver is that it produces a nice bass response, though it can be hard to miniaturize.

A balanced armature driver is pretty common in serious in-ear monitors, since it’s easy to shrink down. Originally found in hearing aids, it houses a magnetic armature that moves when an electric current runs through the coil, putting pressure on the diaphragm, creating sound. It can be, and often is, paired with a dynamic driver.

Most earbuds just have the one driver, though more and more have multiple drivers. That costs more ’cause it’s harder to cram more than one into a tiny casing meant to rest gravity-free in your ear. With multiple drivers also comes a “crossover network,” circuitry meant to divide music into different frequencies and route them to the appropriate drivers, an additional payload to stuff into that tight space. Once all that is crammed in, however, multi-driver earbuds typically sound better than single-driver ones, because the woofer, tweeter and mid-range horn are more innately equipped to handle their own domains of sound—from boomy bass to sizzly treble.

Among the least expensive multiple-driver earbuds are Apple’s fancier $80 in-ear earbuds, which use two drivers, a tweeter for highs, and another for everything else. It gets more expensive as you creep up. Shure’s three-driver SE530 lists for $500 (but can be found for much less). Ultimate Ears‘ UE-11 Pro, which will run you a ridiculous $1150, come with a correspondingly ridiculous four drivers. That’s one for mid-range and one for highs and two for bass.

Some companies opt for a single driver because they think it’s better, since there aren’t complications with crossover networks, trying to get all the drivers to work together to produce seamless sound. On the other hand, with a single driver, you’re asking one driver to do everything: highs, lows and mid-range, says Stereophile senior contributing editor Michael Fremer Fremer. (Yes, that Michael Fremer.) That’s why , FutureSonics, for instance, makers of pro monitoring gear, charges so much for their single-driver earbuds. “A really good single-driver can sound really good,” says Fremer.

What It’s Made Of, How It’s Made

Besides more drivers, what you get in pricier earbuds is (surprise, surprise) better materials, finer build quality and a more focused design. Michael Johns, headphones manager for Shure—known for earbuds with MSRP ranging from $100 to $500 but rarely double digits—told me that most of the really cheap ($20) headphones on the market are basically rebranded crap from no-name factories, and that when you buy those with suggested retail pricing between $50 and $100, you’re mostly paying for style, not sound. The top-tier brands, of which there are many, tend to design and engineer their own headphones. The expense of that is, unfortunately, passed on to you.

The cost of raw ingredients is also passed to you—the cable material, the magnet behind the diaphragm, the diaphragm material itself, the overall quality of the driver, and the enclosure. (Again, all of the stuff that jacks up the price of higher quality loudspeakers too.) None of that stuff, when it’s well made, is cheap. Fremer says, for instance, that better headphones actually use stronger magnets than cheaper headphones. As you might guess, the more powerful the magnet, the higher the cost.

The Fit

With legit in-ear buds, fit matters a lot, because the seal is critical. Not only does a good seal mean less ambient noise infiltrates your ears—allowing you to keep your volume low while still catching the full dynamic range—but an airtight seal is how you get decent bass response. And you want something shoved deep down inside your ear to be comfortable, as well as fit, so there’s a lot of different kinds of tips earbud makers have come up with. Besides the standard rubber bulb, there’s squishy foam, and the Christmas tree-lookin’ triple-flange sleeves. What works best often comes down to your own ears and personal preference, which is why better earbuds come with a ton of tips.

What Do I Buy?

So, uh, what’s the sweet spot price for great headphones? If Shure and Fremer had their way, everybody would spend upwards of $200 on their earbuds, but if you twist their arm, they’ll agree that $100 is where buds start getting decent. The real trick, according to Fremer, is just getting people to “spend that first hundred bucks.”

The law of diminishing returns tends to kick in above that point: The difference between $300 set of buds and a $400 pair is nowhere near the jump from $20 to $100. Even smaller is the difference in models between generations. The best value on the market might be a previous-gen version of Shure’s 500 series buds at a cut rate ($290), but if you can find $100 earbuds for 70 bucks, it’s even better.

Interestingly, Fremer says what you’re looking for in great earbuds is “a relatively flat frequency response so no frequency is accentuated above another,” so “the product that sounds the best is usually the one that impresses you the least at first.” Buds that tout big bass, for instance, don’t actually have better bass, just more of it. (You can always adjust the EQ if you want more bass.)

Whatever you do, for Christ’s sake—and yours—ditch the iPod earbuds.

Still something you wanna know? Send questions about buds, tips or hot waitresses who deserve big tips to tips@gizmodo.com, with “Giz Explains” in the subject line.

Sony Ericsson Intros Motion Activated Headphones

MH907sony.jpg

Pulling out an earbud is generally considered the pinnacle of MP3 player etiquette. It demonstrates a slight–but not overwhelming–interest in the world outside of your head. Sony Ericsson is harnessing this early 21st century move for its latest pair of headphones.

The new MH907 headphones, described by Sony Ericsson as “clever,” automatically turn off one’s music when an earbud is removed from the ear. Placing it back in one’s ear will start the music back up. The headphones do the same for initiating and ending calls.

No word yet on pricing or availability.

Sony Ericsson’s motion activated MH907 headset could change things forever (update: or not)

See that? That’s the device that will forever change the way you to listen to music. At least that was the promise made in the teaser running up to today’s press event. The buttonless MH907 buds are the world’s first “Motion Activated” headphones with Sony Ericsson’s “SensMe Control” tech: bung them into your ears to automatically start listening to music, remove one bud to pause. The buds are activated by body contact and mimick the way we control sound now. What’s cool is that the headphones seem to use your body as an electrical conduit (a Body Area Network) based on this quote from the webinar:

“Requires conductive surface to activate the controls – i.e. your ears, hence it won’t turn things on in your pocket by just squeezing the ear buds”

If so, this is a first consumer application of this technology that we can recall. Available globally this week for any Fast Port equipped phone for just €39. Video fun after the break.

Update: SE has further clarified that the technology is capacitive in nature. In other words, removing an ear bud isn’t breaking the flow of current between buds (and across your noodle) — it’s destroying the dynamic capacitor formed by the touch of human skin. Right, this is technology we’ve seen before in capacitive touchscreens and trackpads.

Continue reading Sony Ericsson’s motion activated MH907 headset could change things forever (update: or not)

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Sony Ericsson’s motion activated MH907 headset could change things forever (update: or not) originally appeared on Engadget on Mon, 21 Sep 2009 06:12:00 EST. Please see our terms for use of feeds.

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Griffin’s volume-limiting MyPhones can’t crank to 11… or 8

Griffin Technology’s MyPhones are far from being the first cans on the market with volume limiting tech built-in, but unlike some parent-friendly options, these can never, ever be cranked to levels appropriate for ear bashing. You see, rather than giving adults (you know, those Earthlings that are already hard of hearing) the chance to set the limit too high for their offspring, Griffin has implemented an “always-on sound-control circuit to cap peak volume levels at 85 decibels.” That’s the maximum level recommended by many auditory health organizations, and if you don’t like it, tough noogies. But we mean, just look at those two kiddos above — don’t they just look elated? Kidz Bop 14 at barely-audible levels tends to have that effect, or so we hear.

[Via Macworld]

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Griffin’s volume-limiting MyPhones can’t crank to 11… or 8 originally appeared on Engadget on Sun, 20 Sep 2009 13:56:00 EST. Please see our terms for use of feeds.

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SteelSeries takes another stab at gaming headsets with Siberia v2

We played with the original Siberia headset from SteelSeries, which was specifically designed to emphasize “gaming noises” like grenade pin pulls and footsteps — but didn’t do much good for listening to anything else. The Siberia Headset v2 looks to solve some of that with slightly larger speakers, an enclosed design to reduce ambient noise, improved frequency response and increased volume. There’s also a built-in mic now. We took a listen and found the music listening capabilities much improved, especially in the bass end, but still no challenge for “regular” over the ear headphones. Still, serious gamers should get what they need out of the cans, which will be offered in models with and without a USB 7.1 virtual surround soundcard in November. No word on price until then.

We also got a quick look at the new Xai and Kinzu gaming mice. The ambidextrous-friendly nature of the pair is nice, materials are great, and mousing around briefly on a fancy SteelSeries mousepad certainly felt effortless and accurate, but mouse technology is so wild these days it’s hard to differentiate one multi-megapixel optical or laser sensor from another — to these untrained eyes, anyway.

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SteelSeries takes another stab at gaming headsets with Siberia v2 originally appeared on Engadget on Fri, 18 Sep 2009 17:24:00 EST. Please see our terms for use of feeds.

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Griffin Creates MyPhones, Headphones for Kids

MyPhones.jpg
Get out credit cards, parents, ’cause you know you’re buying this. You don’t want to be bad parents, do you? You don’t want your tots rocking out a little too hard and damaging their hearing. That’s why Griffin Technology just announced MyPhones, safety headphones for kids.

MyPhones have a circuit that limits playback to 85 decibels, which is the level pediatric hearing and safety agencies say is ideal for kids. They also offer an over-ear design, so that your rugrats won’t jam an earbud too far and damage their eardrums.

These headphones come with three changeable endcaps in pink, blue, and orange, or your kid can customize their own endcaps. You can download other designs from www.myphoneskids.com. Also, the packaging doubles as a durable case and includes room for an iPod.

You can pick up MyPhones starting in early October for $39.99.

Sleek Audio adds phosphorescent glow to wireless CT6 Aura earbuds

Even those with everything probably wish their high-end earbuds had a bit more personality, and if you’re reclined in your Victorian-era sofa in a robe befitting one Chuck Bass nodding in agreement, we’d encourage you to have a gander at Sleek Audio‘s latest. Essentially, these are the same Kleer-enabled CT6 ‘buds that the affluent among us have grown to love, but with an obvious twist. Thanks to the inclusion of phosphorescent particles within the shell and top plate, the $374.99 CT6 Aura can actually glow in a variety of colors, giving DJs around the globe one more reason to ditch the cans and go small. Currently, the CT6 Aura can be ordered in green, blue, orange, yellow and white, with pricing set at $25 more than the standard CT6. Gnarly, right?

Continue reading Sleek Audio adds phosphorescent glow to wireless CT6 Aura earbuds

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Sleek Audio adds phosphorescent glow to wireless CT6 Aura earbuds originally appeared on Engadget on Wed, 16 Sep 2009 11:56:00 EST. Please see our terms for use of feeds.

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