Thursday, March 20, 2008

Sony Booth at the PIE 2008




Like any major player in the photo industry Sony had its booth at the PIE 2008, and there we were able to discover and play with all their latest goodies, like the Alpha 700 for example or with the new S-Frame line-up. Actually we were quite impress by these gorgeous digital Frame. Thanks to different vide mode and its rotation sensor, the S-Frame are one of the most interesting digital frame on the market... I am really looking forward to get one of them for myself.

Source: http://www.akihabaranews.com/en/news-15715-Sony+Booth+at+the+PIE+2008..html

PS3 Getting "Blu-ray Disc LIVE" Update ("LIVE"?)


Sony announced today that the PLAYSTATION 3 will be getting interactive Blu-ray movie features in the next system update (v. 2.20) that's expected in late March. The update with add Blu-ray Disc (BD) Profile 2.0 or BD-LIVE, which will let PS3 owners experience interactive features like downloadable video content, ringtones, games and more. The 2.20 update will also allow photo and music playlists to run on the PS3. Says Sony's Scott Steinberg:

With Blu-ray established as the high-definition optical disc standard, more consumers are ready to jump in and take advantage of everything the format offers. Whether you want to download movie extras, send ringtones to your
phone, or play interactive games, BD-LIVE will offer exciting new ways to enjoy a Blu-ray movie. With these regular firmware updates and future-proofed technology, SCEA is making the 10-year lifecycle of PS3 possible.

BD-LIVE will let users download various content like bonus scenes, shorts, trailers, subtitles and ringtones for mobile phones. Also, BD-LIVE features interactive movie-based games that lets players face off in the same living room or across the world.

"LIVE" is an interesting choice, huh? Haven't heard that one before. Oh. Wait.

Hit the jump for the press release:

PLAYSTATION(R)3 To Support New Interactive Blu-ray Movie Features (BD-LIVE) With Upcoming System Software Update PS3(TM) Owners Will Soon Enjoy Downloadable Movie Content, Games And More With Blu-ray Disc(TM) Profile 2.0; PS3's Interoperability With PSP(R) Will Also Be Enhanced FOSTER CITY, Calif., March 20 /PRNewswire/ -- Sony Computer Entertainment America (SCEA) today announced that the next system software update for PLAYSTATION(R)3 (PS3(TM)) computer entertainment system, slated for release in late March, will add Blu-ray Disc(TM) (BD) Profile 2.0 or BD-LIVE, enabling PS3 owners to experience interactive features, such as downloadable video content, ringtones, games, and more. In addition to BD-LIVE, the system software update (v. 2.20) will enable photo and music playlists on PS3 to be copied to PSP(R)(PlayStation(R)Portable) handheld entertainment system, among other new features. These updates demonstrate how PS3 continues to evolve as a home entertainment hub with the flexibility to deliver the newest technology innovations that benefit PS3 owners. "With Blu-ray established as the high-definition optical disc standard, more consumers are ready to jump in and take advantage of everything the format offers," said Scott A. Steinberg, vice president, product marketing, SCEA. "Whether you want to download movie extras, send ringtones to your phone, or play interactive games, BD-LIVE will offer exciting new ways to enjoy a Blu-ray movie. With these regular firmware updates and future-proofed technology, SCEA is making the 10-year lifecycle of PS3 possible." BD Profile 2.0 requires an Internet connection and at least 1GB of local storage. The following features have all been demonstrated as possibilities with BD-Live and will vary by movie title.

-- A variety of downloadable content can be offered, including bonus
scenes, shorts, trailers, subtitles, ringtones that can be sent to
mobile phones, images, and more.
-- Interactive movie-based games can pit players who are sitting in the
same room, or are across the world and online, against each other.

In conjunction with the PS3 firmware update, Sony Pictures Home Entertainment (SPHE) is pleased to announce two BD-LIVE enabled titles to be released on April 8 - Walk Hard: The Dewey Cox Story and The 6th Day. Both titles will include exclusive downloadable content that goes beyond what is available on the actual Blu-ray discs. These initial releases preview some of the exciting new developments that will soon be available from BD-LIVE on Blu-ray disc.

Beyond BD-LIVE, the new system software update enhances PS3 system's interoperability with PSP system, enabling users to take their favorite music and photo playlists with them on-the-go with their PSP. To copy a playlist, PSP and PS3 must first be connected with a USB cable, and the PSP must be in USB mode. Then, on PS3, select "Copy" in the option menu of each music or photo playlist, and choose PSP as the destination. Now the playlist order, and the songs or photos themselves, will be accessible on the PSP's Memory Stick PRO Duo anytime, anywhere. This new functionality makes it easer than ever to share media content between the two systems.

The following new features will also be included in the system software update.

-- "Resume play" will enable PS3 system to start playing a Blu-ray disc
and DVD at the point it was stopped, even if the disc had been
removed.(*1)
-- "Audio Output Device" will be a new Remote Play setting, enabling PSP
to serve as a remote control for music played through PS3.
-- PS3 system's Internet browser will be enhanced: Video files directly
linked from a Web page will be able to be streamed, and the browser's
view speed will be improved.
-- DivX and WMV format videos that are larger than 2GB will be playable.
-- "Mosquito Noise Reduction" will be added as an AV setting in the
control panel of the DVD/BD player for improved movie playback.(*2)


*1 BD-J format disc is not supported.
*2 BD discs recorded with BDMV format are not supported.

Source: http://kotaku.com/370076/ps3-getting-blu+ray-disc-live-update-live

Gold Facial and Gold Bubble Jelly Pedicure from Spa V




Nowadays, fruit scrubs, hot stones and even four hands kneading your body sound ho-hum compared with the latest breed of massages, facials and body treatments. By now its known by all that Gold is a major anti-oxidant so it combats free radicals, one of the major culprits in the aging process. It's purported to reduce wrinkles and firm skin, just like Cleopatra did, long before your time. Recently Spa V at Miami's Hotel Victor has also introduced two new spa treatments that harness the unique healing powers of gold to make you feel like Cleopatra. One is the Gold Facial that certainly sounds extravagant while the other treatment is for your feet – the Gold Bubble Jelly Pedicure. Roll over to read more about both of these fashioning treatments that incorporate the luxurious ingredient Gold.

Gold Facial - This luxurious facial treatment is based on Ayurveda, an ancient health regimen used in India and Sri Lanka that means "Knowledge of Long Life." The Gold Facial is the worlds most precious and sought after treatment, and has been rooted back to the Egyptian Queen Cleopatra's beauty secrets. Scientific research has shown that Gold contains natural healing properties and is easily absorbed by the skin. The Gold Facial treatment uses 24-karat gold, which tightens the skin and facilitates the removal of toxins. This treatment will instantly brighten the complexion, soften and smooth the appearance of fine lines and produce a lasting youthful glow! Lasting for 90 minutes it lightens you by $300. However this price also includes a 50 ml Gold Lotion to maintain the result at home.

Gold Bubble Jelly Pedicure - Ultimate Luxury for the Feet and Mind

Gold Jelly Foot Soak, an exclusive spa product imported from overseas, is mixed with Champagne to create a soothing, cloud-like foot bath. A blanket of warm, fluffy "jelly" surrounds the lower legs and feet to relieve stress and relax the muscles. For additional luxury, this treatment also incorporates Maica Gold, which naturally assists in removing impurities from the skin and leaves a luminous, sparkling effect. Lasting for 60 minutes you need to shell out just $100.

Source: http://www.luxurylaunches.com/fashion/gold_facial_and_gold_bubble_jelly_pedicure_from_spa_v.php

TAG Heuer Carrera Calibre 1 Vintage Hand-Wound


A Limited Edition of 6,000 Pieces

The first hand-wound mechanical movement in the TAG Heuer Carrera series since 1996, this limited edition of 6,000 watches hosts a movement that was historically used in the pocket watches of the 1960s.

The polished steel case measures 43mm. The small second’s hand at 6 o'clock with a semi-circular graduation has a rhodium hand indicating 0 to 30 seconds and a red hand indicating 30 to 60 seconds. Clous de Paris decoration is used on the movement and on the rubber strap. The crystal is sapphire with AR coating, and it features a display back.

Source: http://forums.timezone.com/index.php?t=tree&goto=3473237&rid=0

iPhone 2.0 SDK: Video Games to Rival Nintendo DS, Sony PSP


Daniel Eran Dilger
When the iPhone was unveiled a year ago, it was obvious that it would outclass the status quo in mobile phones, particularly in the US where mobile operators have been holding back innovation. Far less obvious was the potential for the new phone to rival dedicated handheld gaming consoles. Here’s how well the iPhone stacks up against the Nintendo DS and Sony PSP in both hardware and as a business model.


Not a Fair Fight.
At first blush, one likely wouldn’t think of the iPhone as being in the same league as handheld gaming consoles. However, when Apple showcased a half dozen prototype apps at the SDK launch, fully half of them were games. Clearly, Apple isn’t going to be ignoring games on the iPhone.

The most obvious competition the iPhone faces is the leading Nintendo DS and the distant runner up, Sony’s PlayStation Portable. Incidentally, both gaming units appeared on the market in late 2004; the iPhone benefits from being nearly three years younger, and therefore based on considerably more modern technology. However, gaming isn’t an easy market to break into.

In addition to the very popular DS and the runner up success of the PSP, there have been notable failures in mobile gaming. Nokia’s Symbian-based “side talking” N-Gage, released in late 2003, fell dramatically short of sales goals and turned into an embarrassing joke for the company. In early 2005, Microsoft worked with Gametrac to deliver a WinCE based gaming device called Gizmondo; that company fell apart after scandals erupted involving executives’ ties to a Swedish crime ring and massive embezzling and reckless spending resulted in its bankruptcy. It didn’t help that Gizmondo was branded the “worst console of all time” by gamer magazine writers.

The Spectacular Failure of WinCE and Windows Mobile

Playing the Console Game.
Successfully deploying a game console is a lot of work and a lot of risk. The hardware has to deliver competitive features while also being priced low enough to attract a large audience of buyers. There’s also the catch-22 of selling units before enough game titles exist, or alternatively, lining up developer support before having sold any units to players.

Gaming heavyweight Sega pulled out of the living room games console business entirely after the tepid launch of the Dreamcast in 1998. Despite pioneering hardware, the Dreamcast suffered from poor marketing and was subsequently blindsided by the smash success of Sony’s PlayStation 2 nearly two years later.

However, Sony’s own efforts to enter the handheld gaming world, long dominated by Nintendo, didn’t materialize as planned either. Despite attractive hardware and its association with the most popular series of living room consoles ever, the PSP has fallen short of selling half as many units as the DS: 31 million PSP units versus 65 million DS. Nintendo also still sells the earlier generation Game Boy Advance, which has sold an additional 81 million units since 2001. Combined, Nintendo has sold nearly as many handheld gaming units since 2001 as Apple has sold iPods.

Microsoft similarly proved that its desktop PC monopoly power was no match for the entrenched players in the games console business, losing tens of billions on the original Xbox and Xbox 360 while remaining in a distant also ran position. Just two years into its massive investments in the 360, the console has already seen sales fall of dramatically in its second year, and entering 2008, it has consistently slipped behind the PS3 in monthly unit sales.

Apple’s Quiet Gaming Strategy.
Apple seemingly wouldn’t stand much chance in throwing its own ring into the rough and tumble games console business. Its last effort, a licensing deal with Bandai to resell a low end PowerPC Mac as the 1995 Pippin entertainment system, was a notable failure.

Rather than directly competing against the big players, Apple has been developing games for the iPod in what has appeared to be a Steve Jobs Hobby since late 2006. However, those efforts translate directly into the new iPhone development platform, as Apple has used iPod games to perfect a system for secure digital software delivery through iTunes.

When the games appeared, it was a bit of a surprise to see what the iPod could deliver. It shouldn’t have been; the 5G iPods have the same ARM7TDMI processor as the Game Boy Advance (the iPod actually has two), a higher resolution 320×260 screen compared to the GBA’s 240×160, far more RAM (64MB) and plenty of disk storage to avoid needing to carry around any cartridges.

The iPod could deliver these major hardware advantages over the GBA because it was designed to be sold for around $400; the GBA was intended to retail for around $200. The iPod certainly wasn’t designed to compete as a gaming device, but its latent capacity makes it a viable alternative for the tens of millions of users who already have an iPod and want to use it for new things. Apple’s pioneering $5 game market also lowers the threshold for impulse buying.

Hacking iPod Games: How Apple’s DRM Works

Can a Phone Play Real Games?
The iPhone has similar hardware advantages over the DS and PSP, both of which were engineered to sell at much lower price points. The DS originally sold for $149 (and is now $129), and the PSP debuted in the US at $249 (now sells for $169). The 8GB iPhone debuted at $599 (and now sells for $399).

Apple’s engineers not only had a bigger budget to spend, but could use more modern technology given that Apple released the iPhone two and a half years later. Here’s how their hardware compares:

Nintendo DS: Late 2004
67 MHz ARM 946E-S (N-Gage processor) + 33 MHz ARM7TDMI (same processor as the original iPods)
4MB RAM
256KB Flash + cartridge storage
Dual, 256×192 3“ displays; one is stylus touch sensitive
No accelerometers
No camera
No mobile radio
WiFi 802.11b/g
No Bluetooth

Sony PSP: Late 2004
333 MHz MIPS R4000 CPU + GPU with 2 MB onboard VRAM running at 166 MHz
32 MB main RAM (new models expanded to 64MB), and 4 MB embedded DRAM. MemoryStick storage, UMD media
480×272 (368×207 usable for video); no touch screen features
No accelerometers
No camera
No mobile radio
WiFi 802.11b
No Bluetooth

Apple iPhone: Mid 2007
Samsung ARM SoC 620 MHz 1176 running at 412 Mhz + PowerVR MBX 3D GPU
128MB RAM
8 or 16GB Flash storage
320×480 3.5” display with finger multitouch input
Accelerometers for direct physical control
2 Megapixel camera
Quad band GSM + EDGE
WiFi 802.11 b/g
BlueTooth 2.0 EDR

The iPhone is in a significantly different class of performance, has far more internal resources for games, and is equipped with a variety of other hardware–from its camera to its ubiquitous (if slow) mobile network to its multitouch high resolution display and accelerometers–all of which have to power to unlock entirely new classes of games and other more serious applications.

As a handheld console, this feature set makes the iPhone a bit like the Wii, with interactive new gameplay features, and a bit like the PS3, with higher performance gaming specs and additional online and media capabilities. Buyers won’t have to decide if they want a handheld game console; they’ll get it for free when they buy the iPhone or iPod Touch.

Further, because Apple is attaching game development as a sidecar dessert on top of a device that is primarily monetized as a hardware sale (boosted by retail and accessory sales, media sales, and carrier revenue sharing), developers will get more bang from their buck and will incur less risk developing games for the iPhone. The iPhone has also already proven itself as a very desirable smartphone, even before the arrival of any native games, ameliorating the worries of a whether games developers should invest in the platform.

The iPhone’s development tools are more approachable to a wide audience of developers already familiar with the Mac, they’re significantly cheaper to obtain and get started with than other consoles, and game distribution will be much easier and more lucrative because Apple doesn’t need to squeeze fat licensing fees out of its developers to make money. In fact, Apple will do best by continuing to give developers those groundbreaking 70% royalties on their software sales, encouraging a wide and deep gaming market to develop for the iPhone and iPod Touch.

The Chips and the Frameworks.
The iPhone’s System on a Chip processor bundles an ARM 1176 clocked at 412 MHz. The DS uses a pair of much earlier and simpler ARM processors, while the PSP uses the now dead end MIPS architecture, which was used in the Nintendo 64 and earlier PlayStation and PS2 consoles. Both Nintendo and Sony have since moved their modern living room consoles to variants of the PowerPC family.

That leaves the iPhone with an ideal CPU architecture for handheld gaming, and one familiar to existing smartphone developers. Above the hardware level, the Phone’s Cocoa Touch layers on a mature development framework that makes creating software for the iPhone much easier than developing for Symbian, Windows Mobile, Palm, RIM BlackBerry, and other mobile platforms.

The iPhone’s SoC also bundles a PowerVR MBX graphics processor. In the late 90s, prior to the advent of ATI and NVidia as GPU leaders, PowerVR rivaled 3dfx Voodoo graphics cards in the PC market. Sega’s Dreamcast was also built around a PowerVR graphics processor. Following the rise of ATI and NVidia, PowerVR moved into the embedded mobile arena and became the standard for mobile smartphones and related devices.

Getting performance from smartphones has often been difficult because mobiles commonly rely on their own proprietary software or least common denominator packages like Sun’s stripped down Java ME. Apple’s iPhone SDK uses OpenGL ES, the same standard graphics API used by Symbian smartphone developers and the Sony PS3. This standardization will make graphics and games development for the iPhone familiar to a wide audience.

Again, in addition to using the PowerVR hardware and Open GL ES software, Apple is also providing its own slick software integration with tools such as Core Animation, making it much easier for developers to achieve a consistent look and feel with the buttery iPhone interface without necessarily being experts in embedded video development.

And the Competition?
Nintendo has long held a dominant position in handheld gaming, developed through a strategy of focusing on playability. The Game Boy, GBA, and DS didn’t deliver the most incredible hardware of the time, but did serve as low cost gaming devices paired with large libraries of games licensed by Nintendo. The company has worked to maintain high quality games for all of its platforms.

That also results in making Nintendo’s platforms closed tighter than Apple. Nintendo started in its closed development plans after the Video Game Crash of 1983 nearly wiped video gaming out of retail stores. Atari had encouraged unlimited game production for the 2600, resulting in some game titles being produced in greater quantities than the console itself. The result was a glut of games foisted upon retailers and a backlash against gaming.

Nintendo successfully reintroduced gaming by positioning its new NES game console as an “entertainment system” paired with a toy robot. As gaming took off again in the late 80s, Nintendo’s strict controls gave it strong market power and delivered exceptional profits. Independent developers couldn’t ship games for the NES without a licensing agreement with Nintendo.

Nintendo ruled the roost until its deal to build a new CD-equipped Super NES system with Sony fell through, resulting in Sony leaving to develop its own PlayStation games console in late 1994. Sony maintained the same games licensing model as Nintendo. When Microsoft entered the fray in 2001 with the Xbox, it similarly relied upon software licensing revenue to partially bail out its console hardware losses.

These conventional game console makers rely heavily on software licensing fees to keep their heads above water; Apple doesn’t. Software sales through iTunes will be self supporting in an effort to drive software availability. Nintendo, Sony, and Microsoft have largely been opposed to small homebrew development, and are therefore going to be threatened by Apple’s encouragement of software development freed from licensing profiteering.

Microsoft recently unveiled XNA plans that try to achieve both: courting small developers to make online Xbox games and software for the Zune, and then subsequently taxing them as much as 70% in exchange for marketing exposure. Like Apple’s iPhone App Store, Microsoft won’t allow outside development, not because of security issues, but because that’s where Microsoft hopes to make the majority of its money. It remains to be seen how well that will work for the company, particularly given the extremely low uptake of the Zune and the year over year free fall in sales of Xbox 360 units.

Microsoft also appears to have given up all efforts to repurpose WinCE as a third party handheld gaming platform after the failure of the Gametrac Gizmondo. While the company recognizes the importance of “developers, developers, developers,” without a viable platform to sell to, those developers won’t care.

Nokia is trying to resuscitate N-Gage 2.0 as a gaming platform for its higher end N-series smartphones as part of Ovi, a portal site that also plans to sell music and GPS maps. The gaming platform will be constrained somewhat by the simpler specs of Nokia’s phones; the N81 has a similar processor, but only 96MB of RAM, a far more limited graphics resolution of 240×320, and no touchscreen or accelerometers, limiting the new N-Gage platform to the simplistic cell phone style games that have already failed to garner much attention.

Nintendo is unlikely to be pushed from its perch of selling $130 handheld game consoles by the $299 and up iPod Touch and iPhone. It has also demonstrated no interest in moving into mobile phone gaming itself. Unlike other hardware makers, Nintendo has also worked to sell its consoles at a profit while also earning software licensing revenues. That means Nintendo may be less likely to deliver games for Apple’s platform, as it would tend to draw attention away from its own handheld gaming efforts.

At the same time however, the company was quick to point out that its DS didn’t directly compete against the Sony PSP, and those two products were only $100 apart; Nintendo might therefore aim to deliver software for the iPhone because of the limited competition between the two platforms serving different markets at very different price points.

Sony is working to establish the PS3 and grow sales of the PSP before the three year old platform begins to run out of steam. PSP developers face more complex and expensive tools, which has resulted in fewer games being developed and sold. The PSP only had 2 games in the US top 50 last year, compared to 12 for the Nintendo DS.

Sony has also hampered the PSP with its preoccupation with promoting its own proprietary, physical media formats, including the failed UMD and MemoryStick. Apple’s online distribution model will democratize development and the iPhone’s wireless App Store and large Flash storage will encourage lower priced game sales in volume.

Sega no longer makes its own gaming hardware, giving it free rein to develop titles for the iPhone. It demonstrated a prototype of Super Monkey Ball using the iPhone’s accelerometers to control player movement. Sega noted that the iPhone’s 320×480 resolution meant that it had to spruce up its graphics, commenting that the iPhone supported console-style graphics rather than those typical of a cell phone.

Artificial Life, Aspyr, Electronic Arts, Feral Interactive, Freeverse, Gameloft, id Software, Pangea, THQ, and Namco Bandai have all confirmed an intent to deliver games for the platform, with Gameloft announcing plans for fifteen titles by the end of the year. Apple also demonstrated Touch Fighter, its own in house game, showing off the iPhone’s use of both OpenGL graphics, accelerometer support, and OpenAL audio for stereo sound positioning.

Ethan Einhorn, who demonstrated Sega’s Super Monkey Ball, told gaming site Next-Gen, “From a technical standpoint, the iPhone is competitive with dedicated handheld gaming devices [like the DS and PSP]. The delivery system for software will be digital and easy to use. And the ability to have all of your portable electronics needs catered to with one device is irresistible. Given all of that, the potential for the iPhone as a games platform is massive. From a technical standpoint, the iPhone is competitive with dedicated handheld gaming devices. This is a phone that offers plenty of power to work with, no compatibility concerns, and uniform input functionality. That represents an evolution in the mobile gaming space.”

10 Games Perfect for iPhone : Next Generation

As Apple migrates its 150 million iPod installed base toward the iPod Touch and iPhone, the company will pair a large user base with enthusiastic development efforts. Users will get the gaming environment as a free addition to the phone, media player, and web browser they purchased. Conversely, that also means that lesser phones with plodding web browser capabilities and simplistic media playback–as well as dedicated games consoles that really only play games–will have a hard time competing against the new platform. That should make for an interesting 2008.


Source: http://www.roughlydrafted.com/2008/03/20/iphone-20-sdk-video-games-to-rival-nintendo-ds-sony-psp/

LG to launch its wide Touch Web phone 'LG-LH2300'


LG Electronics announced the launch of its Touch Web phone ‘LG-LH2300’ in Korea market, which features a 3-inch wide full touchscreen LCD with 800 x 480(Wide VGA) resolution.

Delivering full Internet browsing service, the Touch Web phone adopts Quick Search Icon providing direct access to main portals, Internet hot key and jog wheel.

Other features included a 3M camera with auto focus, T-DMB, Bluetooth 2.0, and Micro SD memory slot. It is expected to be available in early April for between 600,000(KRW) and 700,000(KRW).


Source: http://aving.net/usa/news/default.asp?mode=read&c_num=77465&C_Code=01&SP_Num=0

I-Coloured Mobile's ZJ268 offers 666 days of wicked standby


Ugh, what have we started? After showing you that Chinese cellphone with a reported 1-year standby, Solomobi returns with yet another dubious discovery from China. How does 666 days of standby tickle your noxious, soul-eating fancy? This dual-SIM, GSM900 / DCS1800 candybar with 3.0-inch display is said to achieve that milestone with the help of a 32,800mAh "super battery." Yours now for $128 and the blood of one fetal goat. We've got the phone on order and will get back to you in 616 665 666 two years with the results... right. Picture of the 87 x 51 x 10-mm / 0.12-kg lithium battery and the devil's own credit card after the break.


Source:http://www.engadget.com/2008/03/20/i-coloured-mobiles-zj268-offers-666-days-of-wicked-standby/

Wednesday, March 19, 2008

How to blow bubbles with an iPod


As people seek out all manner of gadget-powered therapy--even for their pets--there may be something much simpler available to soothe the soul. Such as a "Sound Bubbler."

This iPod dock's name pretty much says it all, as it releases bubbles in sync with the beat and rhythm of your tunes, according to Chip Chick. It even comes in three colors, though they have a long way to go before re-creating a true '60s atmosphere. Still, it's better than nothing if you're whiling away the time while chained to the desk and sure beats USB aromatherapy.

If only they could combine this with a swirling vortex, we might be able to cut back on the valium once and for all. Maybe.


Source: http://crave.cnet.com/8301-1_105-9897663-1.html

Wii Launching in Korea Soon


Korea, get ready. The Nintendo Wii is finally coming. According to The Korea Times, the console should be coming this spring, but Nintendo Korea refuses to confirm the release date. Since Nintendo Korea recently applied for game ratings for Wii Sports and Wii Play (probably won't be bundled — it's not in Japan). What's more, Activision also got the country's game ratings to board to rate two of its Wii titles. All signs point to a probable release around Children's Day on May 5th. Kim Sang-yean, Nintendo Korea's PR mouthpiece says: We will make an official announcement once we are all ready.

Source: http://kotaku.com/369527/wii-launching-in-korea-soon

The world's most expensive iPhone


Austrian luxury designer and jeweler Peter Aloisson has something more to add to his kitty – ladies and gentlemen, presenting to you the Aloisson designed iPhone – the world’s most expensive iPhone. While diamond studded phones are nothing new, the only thing the iPhone Princess Plus has to its credit is being the most expensive iPhone. The phone derives its name from the Princess cut used on 138 of the 318 diamonds on its surface. The rest of the 180 diamonds on the phone are brilliant cut and it has 17.75 carats of diamonds set in 18k white gold around its rim. All diamonds used are of the best quality.

This iPhone Princess Plus has a price tag of €120,000 ($176,400 USD) its first customer is a Russian businessman who had pre-ordered it way back in October 2007 for January 2008 delivery. And if you can’t afford this, the poorer lot can buy the iPhone set only with brilliant-cut diamonds. This can be purchased for the more “modest sum” of €45,000 ($66,150 USD).

Source: http://www.luxurylaunches.com/gadgets/the_worlds_most_expensive_iphone.php

Adobe says Flash is coming to the iPhone


he word is out, kids. Adobe has apparently gone against old Jobsy's wishes, and it's planning a Flash player made all special for the iPhone (ala Windows Mobile) despite Apple's concerns that the technology -- in its current incarnation, anyway -- isn't cut out for mobile duty. During a conference call today, Chief Executive Shantanu Narayen said, "We believe Flash is synonymous with the Internet experience, and we are committed to bringing Flash to the iPhone," adding, "We have evaluated (the software developer tools) and we think we can develop an iPhone Flash player ourselves." We wouldn't be surprised if Adobe were to be given a pass on all those pesky SDK rules that would likely prevent a proper browser-based Flash component to be coded for the device, though those Apple dudes can be real sticklers for rules.


Source: http://www.engadget.com/2008/03/19/adobe-says-flash-is-coming-to-the-iphone/

Sanyo introduces Xacti DMX-CG9 handheld camcorder

Sanyo Xacti DMX-CG9 camcorder

Though not quite as posh as the Xacti HD2, Sanyo's DMX-CG9 is still apt to satisfy those in no hurry to make the leap to high-def. The handheld camcorder arrives in white, black, silver and pink motifs and features a 2.5-inch flip-out LCD, 5x optical zoom lens and a 9.1-megapixel CMOS sensor that captures stills when not logging clips (640 x 480 at 60fps maximum) of everyday life in MPEG-4 AVC / H.264. You'll also find a digital image stabilizer, wind noise reduction and PictBridge compatibility, and you can load in any spare SD / SDHC card in order to stockpile footage. No word on a price just yet for this entry-level unit, but those shacked up in Japan can look for it to land in late April.



Source: http://www.engadget.com/2008/03/19/sanyo-introduces-xacti-dmx-cg9-handheld-camcorder/

Panasonic's DMC-TZ50: a TZ5 with WiFi and Picasa photo sharing, maybe

Panasonic 9.1 Lumix DMC-TZ50 megapixel TZ5 10x optical zoom
Take Panasonic's 9.1 megapixel TZ5 with 10x optical zoom and 3-inch LCD, slap in some 802.11b/g WiFi and what do you get? This, the Lumix DMC-TZ50. As with most WiFi cameras, the TZ50 can upload your pictures from any WiFi hotspot but is then locked into specific image sharing sites; in this case, Panny's own Lumix Club. There is hope for a more open model, however, when the TZ50 goes global. After all, the Panasonic / T-Mobile WiFi demo we saw at CES tied images to Google's Picasa. Ok, it's not Flickr but it's a start. Available May 16th in Japan for ¥49,800 or about $500.

Source: http://www.engadget.com/2008/03/19/panasonics-dmc-tz50-a-tz5-with-wifi-and-picasa-photo-sharing/

Tuesday, March 18, 2008

Sharp knocks out cheap new high-def TVs


Sharp has announced that it's launching a new range of budget HDTVs. The new Aquos D44E LCD TVs come in a range of sizes starting at 26 inches, at a price point of £499.

The models in the new AQUOS D44E series - LC-26D44E, LC-32D44E and LC-37D44E - have a resolution of 1,366 x 768 pixels and a supposed contrast ratio of 10,000:1. They're not full-HD 1080p screens then, but that's a minor consideration considering the quality of the panels in comparison to the fairly modest price.

HD-for-all

The 26-inch and 32-inch models (LC-26D44 EBK, LC-32D44) are available in the UK from late March 2008 with RRPs of £499 and £599 respectively. The 37-inch version (LC-37D44 EBK) will be on sale in the UK from July 2008. Pricing is not yet confirmed for this model, but you can bet that all of them will be available for less than their initial recommended prices.

Features of the range include:

  • 176 degree viewing angle
  • 6 m/s response time
  • Enhanced programme overview with image-split and image-in-text functions
  • Freeze-frame function to keep a favourite scene on screen
  • Built-in DVB-T and analogue tuner for all-round TV reception
  • 2 Scart sockets and the HDMI inputs with HDCP support
  • YUV, AV/S Video IN, VGA IN and Audio OUT sockets

Source: http://www.tech.co.uk/home-entertainment/tv/tvs-displays/news/sharp-knocks-out-cheap-new-high-def-tvs?articleid=1521867470

Bakker Grizzly All-Round puts big Gixxer power in an adventure package


It might look something like a Beemer R1200GS Adventure - but it’s much nastier. Flying Dutchman Nico Bakker saw a gap in the market at the top end of the adventure tourer segment - BMW’s massive Adventure is absolutely decked-out for touring, but probably sees far more road use than off-road in the hands of most owners. So why limit that bike to 100 horsepower?

The Bakker Grizzly All-Round matches the BMW’s adventure credentials, with a comfy all-day riding position, sturdy braced frame, bash plates and massive armoured luggage - but it’s built around a GSX-R1000 engine that’s around 80 horsepower up on the Beemer’s.

Built in Holland and to the buyer’s specifications, the Grizzly can be ordered with your choice of most modern 4-cylinder superbike engines, although it’s been developed around the GSX-R. The frame, single-sided swinger, tank and fairing are custom built by Bakker, and other parts are brought in from Ducati, Marzocchi, BMW, HK and Akraprovic, among others.

It’s only geared for 260km/h, which is about as fast as you’d want to be going on an unfaired bike anyway - but this drastically lowered gearing should make the All-Round an absolute monster in the lower gears. At 190kg including the hard luggage, it’s certainly not a heavy bike, so if you can keep the front down and the rear from lighting up, there’s a good chance one of these would even beat a superbike at the lights. Bakker calls it a “wolf in disguise” and looking at those numbers, it’s very hard to argue. Bravo!

Check out the Bakker website to see more of Nico’s work, including the very smooth Bakker Grizzly streetfighter this bike has been developed from.


Source: http://www.thebikergene.com/custom-bikes/bakker-grizzly-all-round-puts-big-gixxer-power-in-an-adventure-package/


Next-gen Acura RL to get V8 power


Apart from Lexus, Japanese luxury brands still pale in comparison to their German rivals in terms of the number of models they produce and the prices they can command. Acura has made it clear it wants to be a top tier luxury brand but to do this it will need to change its lineup to suit the tastes of wealthy buyers, who more often than not demand RWD cars with powerful V8 engines.


That’s why for its next-generation RL sedan due in 2010 Acura will make the car RWD and add a new V8 option. The information comes from an inside source who told Edmunds the new engine will displace 4.8L and output close to 420hp. It will also benefit from cylinder deactivation technology to help improve fuel consumption.

The new RL was originally meant to be based on the Acura Advanced Sedan Concept (pictured) from the 2006 Los Angeles Auto Show, but it has since been completely restyled after scathing criticism of the original design. Expect to see more of an evolution of the design of the facelifted RL (pictured below), which was launched at last month’s Chicago Show.

With its new styling, powerful V8 and RWD platform, it looks as though Acura is finally capable of achieving the same success as Toyota’s Lexus - and it will likely get a price tag to match. Expect to pay over $70,000 for the new RL when it debuts in 2010.


Source: http://www.motorauthority.com/news/sedans/next-gen-acura-rl-to-get-v8-power/

Mercedes testing fuel-cell vehicles ahead of 2010 launch


Carmakers are faced with a number of options for alternative fuel motoring but at this stage it’s still anyone’s guess as to what will be the dominant fuel source of the future. That’s why most of the major carmakers are hedging their bets, developing a number of different technologies in the hope that one of them will be the right one.


The most popular alternatives to current fossil-based fuels include bioethanol, electricity and hydrogen. Mercedes-Benz is banking on both electric and hydrogen power as the most likely fuel sources of the future and is currently prepping a new fuel-cell model to be released in 2010. The new car, seen here undergoing cold weather testing, will be based on Mercedes’ next-generation fuel-cell technology, which is claimed to be 40% more compact than current designs while at the same time offering 30% greater performance.

The fuel-cell in this B-Class prototype develops around 136hp and 320Nm of torque. The fuel cell uses the equivalent of about 3L of fuel per 100km, all with zero emissions. Testing of the car found that it had no problems with cold starts. However roadholding tests revealed that current ESP systems need to be recalibrated for the fuel-cell vehicle, due to the different power delivery style of electric engines compared to traditional combustion engines.

Honda, meanwhile, has beaten its rivals in the fuel-cell race with the unveiling last year of the FCX Clarity, which officially goes on sale in the middle of the year.



Source: http://www.motorauthority.com/cars/mercedes-benz/mercedes-testing-fuel-cell-vehicles-ahead-of-2010-launch/

Samsung 8MP Cellphone Module is World's Slimmest

Samsung 8MP Cellphone World Slimmest
Good news for those who rely on their cellphones for their photo taking needs; Samsung has just unveiled the world's slimmest 8MP CMOS, which measures a diminutive, 28mm × 15.3mm × 8.5mm. The semiconductor was designed specifically for cellphones, and it will push handsets beyond their current 5MP restraints. However, that's not the only good news. The new module, which is 10% more compact than current solutions, will have an ISO 1600 sensitivity, anti-shake capability, face detection technology, 1-cm macro and an automated shoot mode that is activated by silly, smiling faces. We're guessing the technology for the smile shutter is what we have seen previously in some of the Cybershot range. All in all, it's great news for high end photography on your cellphone and as the advanced CMOS sensors will go into mass production in Q3/4 this year, we won't have to wait too long either.

Source: http://gizmodo.com/369036/samsung-8mp-cellphone-module-is-worlds-slimmest

Intel's 6-core Dunnington CPU coming this year, Nehalem gets official

intel 8 core processor 32 dual-processor 8core rigs
Quad-core shmod-core Intel, we need 6 cores or more to keep our uh, web browsers snappy. While you're at it, how about tossing in some Simultaneous Multithreading (SMT) so that each core can process two threads at a time -- 16 simultaneous threads per 8-core processor or 32 for dual-processor, 8-core rigs. If that sounds good then you're in luck; Intel just went official with its near-term architecture plans which include the 2008 launch of a 6-core Dunnington-class server CPU platform based on Intel's 45-nm Penryn "tick" architecture. On deck is Intel's second generation Nehalem "tock" architecture with SMT and scalable from 2- to 8-cores. We're talking "dramatic" performance and energy improvements, according to Intel, from a microarchitecture bent on delivering an 8 MB level-3 cache, DDR3-800 memory support, 25.6GB per second Quickpath interconnects (so long Front Side Bus!), an integrated memory controller and optional integrated graphics to high-end servers and eventually laptops. Hear that AMD? Tick, tock goes the clock.


Source: http://www.engadget.com/2008/03/18/intels-6-core-dunnington-coming-in-2008-nehalem-official/