Monday, 15 September 2014

First Microsoft smartphone without Nokia branding leaked

Microsoft recently announced three smartphones with Nokia branding, named Lumia 830, 730 and 735. However, this launch was soon followed by reports of Microsoft doing away with Nokia branding on future mobile phones. And now we have the leaked photos of the first smartphone sans the Nokia name.

The images, leaked by French website Nowhereelse.fr, show a big-screen smartphone with ultra-thin bezels, suggesting it may be a top-end device as most manufacturers keep such design innovations for their top models.

Above the display where usually the Nokia name is seen is the branding of Microsoft. Thus, this smartphone may be the first one to bear the Microsoft name. However, the smartphones in the upcoming range will continue to be called Lumias, reports suggest.


Earlier, a report said that Lumia 830, 730 and 835 will be the last smartphones to hit the market with Nokia branding. As part of the deal with Nokia, Microsoft can use the Nokia brand on its mobile phones for a period of 10 years.

It also said that Microsoft will do away with the 'Phone' in the name of its mobile operating system Windows Phone. In July, CEO Satya Nadella had announced that all major versions of Windows will eventually merge into one platform.

According to the rumour mill, the next major version of Windows operating system will integrate various Microsoft software together.




@sourcefromTOI

Apple Watch

NEW YORK: Apple is a habitual party crasher, but can the company's history of arriving late and making a big splash in various gadget categories continue with the Apple Watch?

The technology company was a late entrant into many of its most prominent product categories: The iPod wasn't the first digital music player and the iPad wasn't the first tablet. But in most cases, the innovation the company infused into its devices ignited previously dormant markets — and Apple products became "must haves."

Smartwatches have been around for a few years, but makers such as Samsung and Sony have failed to make them a runaway hit.

Apple's stated entry into the smartwatch arena this week with a gadget that won't go on sale until early 2015 raises questions: Can the company work its magic as it has in the past and convince people that they really need a smartwatch -or will this time be different? 

Experts say Apple is likely to stimulate interest in smartwatches, but they contend that the company must overcome a few hitches before its device can succeed. 

Wearable devices is a small but growing area that technology companies are hoping to capitalize on as the smartphone and tablet usage grows. Citi Investment Research estimates the market for smartwatches will be $1.4 billion to $1.8 billion this year and could grow to $10 billion by 2018. 

But no company has cracked the formula for a mass-market success. The entire "wearables" category includes sport fitness bands, watches and other apparel -everything from Fitbit's $99 Flex fitness tracker and Nike's $99 Fuelband fitness monitors to Samsung's $199 Galaxy Gear smart watch. Experts say the Apple Watch's real test will come when developers begin to develop apps for the gadget, which is Apple's first brand-new product introduction in four years. 

"What separates Apple from the others is partially the design itself -it's a lot more elegant than other offerings- as well as the Apple ecosystem and (software) developer opportunity," said Susquehanna Research analyst Chris Caso. 

"They made it something you wanted to be seen carrying," he said. "You have (an iPod) just to make people see that you have it. Even people who didn't buy it knew what it was." 

McQuivey predicts a successful launch but not quite as big a launch as Apple's iPad. He believes the company will ship 10 million units by the end of 2016. 


A slow build won't necessarily doom the product. iPhone sales started slow in the device's first year on the market. Apple sold just 5.4 million iPhones between mid-2007 and the summer of 2008. More than 550 million have been sold as of June. With the iPad, Apple sold 19.5 million tablets in the first year on the market. More than 225 million iPads have been sold. 

The Apple Watch faces a few other problems: lt's unclear how long the battery lasts and the watch won't ship until early 2015, disappointing those who were hoping to get or give one as a holiday gift. It also has to be tethered to an iPhone via Bluetooth for some functions, including GPS. 

"The lack of GPS or Wi-Fi natively on the device will require an iPhone to be nearby for most tasks, which both limits some near-term use cases," said Raymond James analyst Tavis McCourt. "But it provides ample fodder for upgrade opportunities in the future." 

The long lead time before the product ships could mean the device will be more functional once it's released, since app developers have more time to create apps specifically for the watch. And Apple is loading the device with fitness apps and an Apple Pay digital wallet service that might appeal to some consumers who are on the fence. 

"The intention (of showing the watch months before it ships) is to show the developer community they have an elegant industrial design, but to make it really useable and exciting you have to have apps for it," said Susquehanna Research analyst Caso. "Apple is playing the long game here for sure."




@sourfrom TOI

Saturday, 19 July 2014

Apple's 6 worst acquisitions


Over the years, some of Apple's biggest successes have been the end result of the company acquiring another with promise and integrating their technologies with its own in a way that provides real value to users.

Mac OS X and iOS are the result of the purchase of NeXT in 1997. iTunes, which truly set the iPod apart from its competitors, came from the purchase of SoundJam MP in 2000.

Of course, not all of Apple's purchases have worked out so well. Some of the technologies Apple has bought never made it to market and others just didn't seem to fit in with Apple's other products. Here are Apple's six worst acquisitions...

1. Power Computing Corporation:


 Under Steve Jobs, Apple bought a company that was undercutting Mac sales with its clones.

Apple gave Power Computing Corporation a license to make Mac clones in 1995 in the hopes that Apple could transition to a business model closer to Microsoft's, which was poised to have a major hit with Windows 95.

When Steve Jobs came back to the company in 1997, he realized that it was simply too late to beat Microsoft at what had become its game and that Mac clones were doing more harm than good by undercutting its own high-margin Macs.

That year, it bought Power Computing for $100 million and shuttered the Mac clone business, an embarrassing but necessary move.

2. Orion Network Systems:


 Apple waited until IBM had 80% of business user market share before buying a company that let its computers network with IBM machines.

Apple bought Orion Network Systems in 1988 in an effort to make buying an Apple computer at a business that already used lots of IBM PCs less of a hassle.

By that time, IBM had already captured 80% of the market, leaving Apple with roughly 6%.

Even with software that made networking easier, there were too many other reasons not to get an Apple: price, other software incompatibilities, and and the difficulty of training workers who had never used a computer in their life to learn a second operating system.

3.  Raycer Graphics:


Apple bought a graphics chip maker before it had even brought the product to market.

When Apple acquired Raycer Graphics in 1999, it also hired Bob Mansfield, their vice president of engineering.

While Raycer's technology may not have been very important for Apple — the company used industry standard graphics chips from ATI and Nvidia in later computers — the acquisition is still seen as a success by many because of Mansfield's later work.

Bob Mansfield went on to lead Mac Hardware Engineering through the release of some of the best-selling computers in the company's history and later became senior vice president of technologies, a role he has since stepped down from to work on special projects.

4. PowerSchool


Apple bought a student information system for K-12 students in 2001. The purchase of PowerSchool for $62 million in shares seems like a very strange decision for Apple to make back in 2001.

Sure, the company has always tried to have a presence in schools via programmes like student and teacher discounts, but PowerSchools software for keeping track of grades and assignments was essentially enterprise software for a niche market — not exactly Apple's style.

That disconnect from Apple's other products and services is a likely reason for why they sold the software to Pearson Education in 2006 for an undisclosed sum.

5. Placebase:


Apple bought a mapping company three years before it released Apple Maps.

When Apple bought Placebase in 2009, some speculated that it would use the company's technology to replace Google's backend from the iPhone's Maps app.

Three years later, Apple unveiled iOS 6 and Apple Maps to less than stellar reviews (to say the least). A lot of the maps were just plain wrong — and the release made Google Maps look awesome.

While many of Apple Maps problems stemmed from data Apple brought in from other sources, many thought that three years of development should have resulted in a better final release.

6. NetSelector


In 2000, Apple bought a company that blocked kids from going on sites other than those approved by a panel of teachers and librarians.

NetSelector differed from other filters by not attempting to blacklist all of the inappropriate sites on the web. Instead, it had a panel of teachers and librarians select sites that were acceptable for children and made only those available.

Of course, the number of sites that could be educational for children is essentially endless. As a result, most found the software more limiting than useful and most schools instead instituted school-wide traditional filters.

Nevertheless, Apple bought NetSelector after two years of including its software on iMacs and iBooks.






@source from TOI

Friday, 18 July 2014

Titanfall review



Titanfall is the first game released by Respawn Entertainment, a company made up of people from the team behind the Call of Duty: Modern Warfare games, Infinity Ward. After parting ways amidst controversy from Activision, the former Infinity Ward developers formed Respawn and worked with Electronic Arts to release their new game. EA in turn had long been looking for a game that could successfully compete with the Call of Duty franchise, and the talent and money behind this game left little doubt that the final product would be something special.

If you were a fan of Call of Duty's chaotic multiplayer deathmatches, then Titanfall is a great new game to move to, but there's a catch - the game only has multiplayer modes, without a single player campaign that you can play offline.

What do you do when the best game in recent times comes with the one "feature" that makes you avoid a game entirely? Simple, you grit your teeth, check your FUP, and start playing already because even as a multiplayer-only game, Titanfall is something that's amazing.

There are two aspects to the game - you start off as a squishy human (a "pilot", in the game's jargon) who can run and gun with the best of them. In fact, just moving as a pilot feels amazing as you parkour your way quickly across the map, wall running and climbing past obstacles that would've stopped all progress in other games.


The freedom of movement is matched by a good selection of weapons. There's nothing particularly unique here - the same balance of close up and long range guns that you'd find in most games. But Respawn's developers know that you have to make the most repetitive actions the most enjoyable ones, and so running and gunning is pure joy, thanks to the excellent sound, recoil and handling. Add to that the smart pistol - keeping people in your targeting reticle "locks" onto them, and you get an experience where your movement trumps aiming, encouraging fluid shifts in the battlefield.

The twist comes from the eponymous Titans - these giant robots are armoured and hard to kill, packed with a huge array of weapons, and when they come into play, they completely change the dynamics of the game.

The games are 6 vs 6 matches, where you start off with just the pilots in the map. This sounds a little sparse, but there are also AI controlled opponents, some basic grunts called Marvins and the slightly more dangerous Spectres. Killing these gets you points that reduces the time required to call in your Titan.

Robot warfare

Everyone gets a Titan, but you can upgrade your mech and also unlock new types of Titans, to choose ones that suit your particular playing style. These walking tanks really open up a lot of different options, and you don't need to be sitting in your Titan either - you can set it to patrol automatically, while you run around flanking enemies.


There are some great moments in gameplay that emerge from this arrangement - the asymmetric nature of fighting between a Titan and a pilot can be intense, and there can be amazing moments such as climbing onto the back of an enemy Titan and blowing it to bits.

It helps that everything looks great. Titanfall's visuals aren't the sharpest and most detailed in the market, but there's such a coherent sense of design that it's hard not to marvel at the game. The maps are detailed and the Titans themselves look amazing.

Or you could have a moment where you call down your Titan a little late, and drop it right on the heads of your enemies. The handling of the Titans is as well thought out and executed as that of the pilots - the giant mechs can't access all the areas that a pilot can get to and they won't move as fluidly, but it's still an incredible amount of fun to walk around and blast away, and Titan battles are intense.

Online only

The catch is that the matches themselves quickly become repetitive - with small team sizes, there's only so much that can happen in each game, and while the gameplay loop is very satisfying, there's never a feeling of building up to something.


The first Modern Warfare might be most famous for its multiplayer, but Infinity Ward also delivered an incredibly polished single player campaign, with some amazing narrative moments. Later games in the series focused on the bombast more than anything else, but Titanfall's world is richly drawn, and its art and design practically beg for a strong single player campaign.

Instead, there are two multiplayer campaigns, which play out like the regular multiplayer games, and there's really much incentive to keep playing the campaign, except for the fact that completing it unlocks a Titan.

Other game modes include Attrition (deathmatch), Capture the Flag, Hardpoint (fighting for control of three points on the map) and since you want to rack up experience and call your Titan down quickly, all play fairly similarly. Last Titan Standing starts you off in your Titan and has only one life per round, which changes things up a little, but there's no way to play offline at all, which is very disappointing.

The verdict

The game is an incredible achievement, and manages to be a lot of fun. It's fairly forgiving and while higher level players have a bigger variety of weapons to choose from, catching up doesn't take too long.


Titanfall plays remarkably fluidly, but there can be some problems with lag. With a ping in the lower double digits, there were still times where people I couldn't see were eviscerating me. It's not always like that, but that makes the times where lag causes problems feel even worse.

If you've got a gaming computer and a fast connection, Titanfall delivers an amazing experience. If you played Call of Duty multiplayer games, then the game can not be missed. But if you want any meaningful story, or a campaign you can play through with friends, you're going to be sorely disappointed.

Price: Rs. 3,499 (PC)




@source from NDTV

iPhone 6 to Come With an Improved Touch ID Sensor



When Apple unveiled the iPhone 5s last year, one of the most notable features that set the handset apart from its predecessor, the iPhone 5, as well as its lower-priced sibling, the iPhone 5c (Review), was the Touch ID sensor. Apple is also expected to bring the same feature to its next iPhone devices as well.

Now, new reports indicate that Apple is working to improve its own Touch ID sensor on the alleged iPhone 6, which is believed to be unveiled to come in two variants 4.7- and 5.5-inch. Nowhereelese has also posted an image that purportedly shows the Touch ID panel of the alleged iPhone 6 compared side-by-side to the iPhone 5s.

MacRumors citing Nowhereelese notes that the new Touch ID component seems to be similar in design to the one found on the iPhone 5s. The most prominent difference is reportedly the relocation of the screw holes that now line-up with the metal housing of the component.

The report also hints that the new Touch ID sensor that will be seen in the unannounced iPhone 6 will be more durable that the one currently fit in the iPhone 5s.


Earlier reports had suggested that the Touch ID sensor tech is all set to go mainstream in Apple devices and is likely to be seen next on the second-generation iPad Air and the new iPad mini with Retina display, apart from the alleged iPhone 6.

Earlier this year, some users reported that their iPhones seemed to forget their fingerprints after a while; however, Apple released an update with improvements to Touch ID fingerprint recognition on the iPhone 5s.

In addition, Uswitch has posted images that are claimed to be of the purported rear shell of the 4.7-inch iPhone 6 model, showing the cut-outs on the rear shell as well as internals of the alleged shell that will include the various components of the device such as the antenna.

Earlier this month, a report indicated a September 25 (Thursday) availability date for the alleged 4.7-inch and 5.5-inch iPhone 6 models, which is not in line with Apple's traditional Friday launch, while also claiming that the name of the larger 5.5-inch iPhone 6 variant will be iPhone Air.





@source from NDTV

Thursday, 17 July 2014

Visa Launches New Online Payment Service for Quicker Checkout



Payment processor Visa is launching a new service called Visa Checkout that eliminates a few steps in online payment.

The company and its retailing partners, including Neiman Marcus, Pizza Hut, Staples and others, hope a quicker payout will lead to fewer abandoned shopping carts online. As more customers shop on smaller screens like smartphones and tablets, the hassle of entering in credit card numbers and billing addresses is becoming a sticking point and payment processors have been working to find ways to simplify the process.

Beginning Wednesday, users can sign up with Visa credit and debit cards, as well as other branded cards, and enter their card information just once. Then they will be able pay for things via Visa by only entering their username and password at participating sites. The service is currently being offered in the U.S., Canada and Australia,

Visa Checkout joins similar services like eBay's PayPal, MasterCard's MasterPass, Amazon's one-click checkout and others. It's not Visa's first effort. In 2012, Visa launched a similar V.me service, which Visa Checkout is replacing.

V.me was being used by about 300 retailers like 1-800-Flowers and AutoZone, who are all switching over to the new service. But Visa says its Visa Checkout is an improvement, with a more recognizable name, streamlined functionality and more of a focus on larger retailers.

It also functions as a pop-up window on a retailers' site rather the directing users to another window. Major banks that issue Visa cards including Chase, Citi and Wells Fargo are also supporting it.

Visa has been working to expand its reach into the payments processing business with new products like Visa Checkout. The company is also opening a technology center in San Francisco in an effort to court mobile developers in the Bay Area tech community. It plans to hire 100 new technology staffers for the center.





@source from NDTV

MediaTek launches 64-bit octa-core chip for Android devices

 Chip maker MediaTek has announced MT6795, a 64-bit 'true octa-core' LTE smartphone System on Chip (SoC) with support for a 2K display. The company claims the new SoC is the first chip to support 2K displays.

MediaTek uses the term 'true octal core' to suggest that all cores of the processor are capable of running at the same time.

MediaTek's flagship smartphone SoC is targeted at makers of high-end devices, especially the ones who intend to transition to the 64-bit Android device market.

The company says that MT6795 is set to be the first 64-bit 4G LTE True Octa-core SoC running up to 2.2GHz to hit the market.

The SoC features MediaTek's CorePilot technology that offers enhanced multi-processor performance and thermal control, as well as dual-channel LPDDR3 clocked at 933MHz for high-end memory bandwidth in a smartphone.

The SoC also features high-end multimedia subsystems including support for 120Hz displays and the capability to create and playback 480 frames per second (fps) 1080p full-HD, super-slow motion videos through the phone's camera. Most cameras support 120 frames per second in the slow motion mode.

The MT6795 SoC will also feature support for Wi-Fi 802.11ac, Bluetooth, FM radio, GPS and Glonass connectivity options.

The first phones to feature the processor will commercially launch in Asia by end of 2014 with other markets getting the devices by 2015.

Earlier this year, Huawei had also unveiled its first 64-bit octa-core chip. However, the processor is based on big.LITTLE architecture and only four cores run at a time.

Apple ignited the 64-bit mobile processing war with the launch of iPhone 5S, which featured its new A7 chip with 64-bit architecture.






@source from TOI

Xiaomi launches Mi 3, Redmi 1S and Redmi Note in India

Xiaomi has launched three new smartphones in the Indian market - Mi 3, Redmi 1S and Redmi Note at Rs 13,999, Rs 6,999 and Rs 9,999.

The phones will be exclusively available on ecommerce retailer Flipkart. While the Mi 3 will go on sale starting July 22, the two Redmi phones will be available in August.

Xiaomi Mi 3 has a 5-inch Full HD display and runs on a 2.3GHz quad-core Snapdragon 800 processor with 2GB RAM. It is powered by Android 4.4 (KitKat) with Xiaomi's proprietary MIUI skin on top. It packs 16GB internal storage, but does not support storage expansion via microSD cards.

Xiaomi Mi 3 sports a 13MP camera with dual-LED flash on the back and a 2MP camera in front. Connectivity suite of the smartphone consists of 2G, 3G, Wi-Fi, Bluetooth 4.0, microUSB 2.0 and NFC. It has a 3,050mAh battery, and Xiaomi claims that the smartphone can deliver talk time of up to 21 hours on 3G networks.





Made of aluminium-magnesium alloy, this smartphone weighs 145 gram and is 8.1mm thick.

The smartphone will come with Xiaomi's Mi Cloud service, which will allow users to save and access their contacts, messages, photos, notes and call logs online. They will also be able to back up apps in the cloud and locate the handset online in case it is lost.

READ ALSO: 5 reasons Xiaomi Mi 3 is the best budget smartphone


Xiaomi Redmi 1S, which was unveiled earlier this year, sports a 4.7-inch 720p IPS display. It is powered by a 1.6GHz Qualcomm Snapdragon 400 quad-core processor and 1GB RAM. It comes with 16GB internal storage and a microSD card slot that supports storage cards of up to 64GB. The phone has a 2000mAh battery and runs Android 4.3 Jelly Bean with Xiaomi's MiUi layer on top. It sports an 8MP rear camera and a 1.6MP front facing camera.

 Unveiled in May, Xiaomi Redmi Note phablet sports a 5.5-inch 720p IPS display. It is powered by a 1.7GHz MediaTek MT6592 octa-core processor and 2GB RAM. It comes with 8GB internal storage and a microSD card slot that supports storage cards of up to 32GB. The phone has a 3100mAh battery and runs Android 4.3 Jelly Bean with Xiaomi's MiUi layer on top. It sports a 13MP rear camera and a 5MP front facing camera.


During its launch in Singapore, 5,000 units of Redmi Note, priced at S$199 (Rs 9,600 approximately), were sold out in just 42 seconds. Judging by the pricing of Mi 3 in India, we expect the company to unveil the other phones at an equally competitive prices.


Talking about the company's India operations, Manu Jain, India operations head, Xiaomi, said "We are looking to provide the best in class experience to our Mi fans in India. We are starting with 35+ service centres across top 20 cities, a hotline that operates 7 days a week, and a vibrant Mi India Facebook page. Our partner Flipkart, with its world-class technology and customer service, will be key to providing this experience."

Xiaomi Mi3 sales will commence July 22 at 12 noon on Flipkart. However, interested buyers will need to pre-register before July 22 on Flipkart to become eligible. The company will have a dedicated helpline to track orders. Xiaomi will have 36 service centres in India with two exclusive Mi centres in Delhi and Bangalore.

Xiaomi intends to sell its phones exclusively through an online model. Initially, it has partnered with Flipkart, however, it plans to start selling phones on its own website, in the near future, according to Jain. The company is also open to partnering other online retailers.









@source from TOI