Friday, 20 December 2013

Phone-hacking joy: Prince William calls wife 'babykins'

Amid the somber revelations from the UK's News Of The World phone-hacking trial, there comes a ray of family light.

What, I wonder, does she call him?
(Credit: CNN/YouTube screenshot by Chris Matyszczyk/CNET)
What do you call the one you love?
Do you offer a generic "darling" or "honey"?
Do you go for something of a more personal nature that, if overheard, no one would understand unless you explained it? Examples I have heard include: "Bizca (look it up)," "Barry" (to a girl), and "Nancy" (to a man).
One would have thought, though, that the British royal family wouldn't resort to anything that might ultimately be ridiculed.

When it comes to Prince William and his wife Kate Middleton, the Duchess of Cambridge, I would have imagined utter decorum. For example, she to him: "Kinglet." He to her: "Bridgey."
However, the trial of News of the World executives accused of knowing about phone hacking has brought up a true royal revelation.
As the Mirror reported on Thursday, one of the hacked voice mails unveiled that Prince William calls his wife "babykins."

Personally, I am moved beyond words that the prince would use such a sweet, endearing and, frankly, unroyal way to refer to his Queen (To) Bee.

William seems to be a thoroughly decent human being. Indeed, he likes football (soccer, to some), which you wouldn't have got any member of the royal family to heartily embrace in previous years.
There have been so many gruesome revelations about how the newspaper's journalists and operatives hacked the phones of seemingly everyone in the news. So this one charming tidbit is a blessed relief.
Of course, those who read the News of the World (guilty m'lud) reveled in the intimate inside information that the newspaper provided. Somehow, the massive readership never conceived that subterfuge might have been involved.

It makes ones only wonder that, should Google one day be taken over by those with the revelatory spirit shown by some at News Corporation, even more glorious tales of intimacy will come to light.
For now, we must content ourselves with knowing that a prince calls his princess "babykins."
I am determined to try this slightly outmoded term of endearment at the very next opportunity.

Why Android won't be getting App Ops anytime soon

Don't hold your breath hoping that Android will regain the hidden permissions toggle that Google pulled last week, because it's going to be a long wait.

Android 4.4.2 KitKat yanks a hidden feature, and finds controversy.
(Credit: CNET) An outcry of disappointment greeted Google when people found out that the hidden App Ops feature was yanked from Android KitKat last week, and it's going to be a long time before you see it again.
Google said at the time that it removed the feature because its experimental nature could break apps, a statement that was greeted with skepticism.
The Electronic Frontier Foundation's Peter Eckersley wrote, "The fact that [Android users] can not turn off app permissions is a Stygian hole in the Android security model, and a billion people's data is being sucked through."

While calling the lack of a per-permission toggle a "Stygian hole" might be a bit dramatic, it's true that Android would benefit from a more nuanced approach to permission security.
"I think many consumers would love to use certain apps, but limit [those apps'] access to certain pieces of information," said Jeremy Linden, a security product manager at Lookout Mobile Security. "More granular access to permissions is a better take."
However, it's not going to happen. At least, not before Android 5 at the earliest, and possibly not before Android 6.
 
Permissions toggle breaks apps
Google would face two major problems if it had kept App Ops in KitKat. The first is that the company is probably right about how a per-permission toggle could prevent apps from functioning properly.
"Android developers have developed their apps with a certain paradigm: you either get all the permissions or you don't get the app," Linden explained. "So many apps developers have been building for either all or nothing, [the App Ops] functionality in its present state would break many apps."

CyanogenMod's new Privacy Guard feature lets users toggle some permissions that an app requests, but not all of them.
(Credit: Screenshot by Seth Rosenblatt/CNET)

Imagine you have a movie theater app that tells you what films are playing nearby. It wants to access your GPS, but you're only interested in its showtimes feature. If you disable the GPS permission, the failure of the location request might break the app.
Eventually, Linden explained, "the developer could code the app to gracefully fail, but the app ops feature didn't allow that."

Not being ready for "prime time" but allowing the feature to stand, he said, would result in Android users would get error messages they couldn't understand.
And that leads to Google's second problem when introducing App Ops, or something similar: its user base.

While Google isn't talking specific user numbers, there have been more than 1 billion Android device activations, and somewhere around 1.5 million new Android devices get activated every day. Google simply, and arguably, quite logically, doesn't want to risk introducing a feature that will break phones for new or old users.

"Google's covering for the casual user," said CyanogenMod's Abhisek Devkota, who heads up the custom ROM's moderation and community team.
CyanogenMod is the most popular third-party remix of Android, with more than 10 million users. That's not many compared to Android itself, but for an alternative version of Android with a complex installation process, 10 million is an impressive accomplishment.
And because they have fewer users to worry about, they can make changes to the Android code faster than Google can.
 
Permissions toggle comes easier to third parties
If the issue is important to you, you might be aware of the fact that CyanogenMod has implemented the exact feature that Google has just pulled. Why is CyanogenMod able to pull it off, when Google can't?

The list of permissions requested by Camera ZOOM FX is far longer than the three permissions that Privacy Guard can toggle in it. In part, that's to keep the app from breaking.
(Credit: Screenshot by Seth Rosenblatt/CNET)

Part of the answer lies in the aforementioned user base. Google can't push out a new feature that would potentially break most if not all apps.
"Most users aren't comfortable knowing what all the permissions are that an app can handle," Devkota said.

CyanogenMod recently updated its Privacy Guard feature to include the App Ops functionality, but even then, Devkota noted that it blocks only a few kinds of permissions such as contact list access and location list access.

CyanogenMod circumvented the problem of having a disabled permission breaking an app by telling the user that a feature has been blocked with a persistent notification in the app. Still, there remains work to be done in CyanogenMod's implementation of the feature.
"In an ideal world, you could control app features on a per-app, per permission basis," Devkota said. "I don't think we've seen the end of it."
 
What Google must do to resurrect App Ops
Google left the App Ops framework in Android 4.4.2, an indication that the company is not sticking its head in the sand.
"Seeing it somewhere in the operating system means we're probably going to see it again at some point," said Devkota.

The feature is a major one, and its impact on developers shouldn't be underestimated. Given that, if and when the feature comes back, it'll probably be in the next major-point update to Android -- or the update after that.

"The vast majority of this is not a simple coding challenge. We are happy that Google choose to be conservative in this respect, as Android app developers," Linden said.
He estimated that only 5 percent of the work would be the effort to get the new permissioning model to function. The rest of the effort would have to be devoted to figuring out how to migrate older app to work with the new permissions scheme.
"It would be the largest change in modern Android history," he said.

Jolla Sailfish phone swims into Europe

The 4G phone runs Sailfish OS, which started life as MeeGo -- software that was briefly considered the future of Nokia.

Finland's Jolla smartphone picks up where Meego left off.
(Credit: Jolla) 

Bored of Android or the iPhone? The latest upstart smartphone system, Sailfish, born within Nokia, is on sale now in the shape of the case-swapping Jolla phone.

The Jolla phone is available to buy now for 399 euros (about $545) in Europe, Switzerland and Norway. The 4G phone runs Sailfish OS, which started life as MeeGo -- software that was briefly considered the future of Nokia before the company settled on Microsoft's Windows Phone instead.
Jolla sports a 4.5-inch screen with a run-of-the-mill 540x960-pixel resolution, a dual-core 1.4GHz Qualcomm Snapdragon 400 processor, and 1GB of RAM. It also boasts an 8-megapixel camera with a 2-megapixel front-facing job for video chat, and 16GB storage. The back plate of the phone is called "The Other Half," and you can swap in different plates in different colors -- or even add a keyboard or e-ink screen.

Japan's Iosys clones the iPhone 5C, slaps on Android

What's the next best thing to a real iPhone 5C? Japan's Iosys believes it's an iPhone 5C look-alike running Android.

The ioPhone5: Swap out one letter and you have the iPhone 5C. And it looks like one too.
The ioPhone5: Swap out one letter and you have the iPhone 5C. And it looks like one too.
(Credit: Iosys)
The iPhone has a big following in Japan these days. So, why not tap into the 5C aesthetic with an Android phone?
That appears to be the thinking of Japan's Iosys, which will market the ioPhone5 on Friday, according to a report at Ascii.jp, a major Japanese tech site, and other Japanese sites.

Aside from the Android 4.2 OS, the biggest differences appear to be price and specs.
Ascii was kind enough to post a comparison chart for the ioPhone5 -- which, in effect, is a colorful shell on top of an Android phone -- and the real McCoy.

The ioPhone5 has a 480x854 resolution display, 512MB of RAM, a dual-core Mediatek chip, 4GB of flash storage, and a 2 megapixel camera.

The iPhone 5C boasts a 640x1,136 resolution display, 1GB of RAM, a dual-core A6 chip, 16GB of flash storage (minimum), and an 8 megapixel camera.
Dimensions of the two phones are almost identical.
Oh, and about the price. The ioPhone5 starts at 15,490 yen (about $150).
If you're not sold yet maybe this catchy video will win you over.

Micropayments, mega angst, and the future of console games

Sony and Microsoft have delivered their next-gen visions, but with this caveat: more microtransactions. Cash grab or survival strategy, it will surely generate controversy as 2014 rolls along.


It's not the most fearsome name for an ominous, lurking force in video games, but it still has many console gamers up in arms and on the defensive: microtransactions.
With microtransactions, portions of a video game's content are walled behind a system of low-cost purchases or in-game currency, and this is a reality that has long been the lucrative core of Facebook, mobile, and free-to-play PC titles. After some experimentation, the business model has made its way to full-priced console games, from Forza Motorsport 5 to Grand Theft Auto. Depending on your outlook on that gaming bastion, this could be another reason to hold off on an Xbox One or PlayStation 4, or it could be the beginning of the end.

The move toward microtransactions brings to mind some of the more malignant issues lying beneath flashy next-gen launches and the war for the living room. It's no secret that gamers don't particularly like change, not when it's sloppily handled and looks on the surface antithetical to earlier days of cheaper, simpler gaming -- on discs and cartridges -- that involved no further transactions.
"It feels like you're intentionally making a bad game," said Frank Lantz, a game design veteran and director of New York University's Game Center. "You're offering the player, 'OK, well I'm going to make this more tortuous and boring that you'll pay me not to experience it.'"

And in 2013, the behemoth console sector of the gaming industry is grappling with changing up its business models while trying to defend the bottom line. It's a strategy that is amplifying the already adversarial relationship between consumers and microtransaction pioneers like publisher Electronic Arts, named worst company in America two years in a row.

Now that microtransactions in console titles are the next big push from game publishers, they're also quickly becoming an emerging nucleus of player hate. Think of the model as downloadable content (DLC) goes mobile, or "fee to play" as The Escapist's Jim Sterling puts it. Not aiding publishers is the fact that mixing the terms "microtransactions" and "console gaming" is considered tantamount to heresy among hardcore gamers.

You see, by tacking extra costs onto a $60 product when players have also already spent $500 or more on hardware -- and then an additional $60 for the annual service that lets them play that game online -- microtransactions in console games are being seen not as the industry adapting to the times in a measured manner, but rather as an unwanted gesture driven by the pursuit of profit.
 
Microtransactions in 2013: The design dilemma
 
Microtransactions in the Xbox One title Forza Motorsport 5 show up in the form of both time-based boosters to aid the earning of in-game currency and the ability to purchase currency bundles outright.
(Credit: GameSpot)

Microtransactions in full-priced console games have been experimented with before -- in Mass Effect 3 and Dead Space 3, to heated backlash -- and have had their fair share of controversies even in PC titles. For instance, Diablo 3 received so much pushback for its purported "pay to win" auction house that developer Blizzard decided to ax both real and in-game money systems entirely from the game.
But it hadn't quite reached a boiling point until this fall, when a handful of games -- many for the next-gen PS4 and Xbox One just released in November -- were designed with intrinsic microtransaction models that many gamers feared fundamentally tampered with design processes and a game's core experience.

Xbox One exclusive Forza Motorsport 5 from Turn 10 Studios has become the poster child for this debate, implementing an in-game currency model that players could use to access what some considered to be an inordinate amount of in-game content. Furthermore, the prices for that content were so high -- and the game's progression system for earning credits without paying so slow -- as to slyly entice people to rely on real money instead, the criticism went. Contributing to the outcry was the fact that the game also had a system that allowed players to purchase a booster that would speed up the amount of currency you earned for a brief period of time.

"I just get an uneasy feeling that monetization was firmly in Turn 10's mind when it devised its progression mechanic," wrote Dave Cook at gaming site VG24/7.
Forza's microtransactions became such a pressing issue that developer Turn 10 Studios had to make changes to the game's economy to allow faster earning, as well as offer a brief 50 percent discount on all car purchases and dole out a number of appeasing bonus vehicles.

Neither Turn 10 nor Microsoft, which owns the studio and oversees the Forza series, would comment on the matter of microtransactions. Though Microsoft Studios chief Phil Spencer told Kotaku that the company is "still learning" about microtransactions and looking to adjust their implementation based on player feedback.
"It feels like you're intentionally making a bad game"
 
--Frank Lantz, game design veteran and director of New York University's Game Center
Given the PR nightmare Microsoft waded through after unveiling the Xbox One in May and subsequently walking back many of its riskier features, many gamers were placing their hopes in Sony to be the pro-consumer alternative to that caricatured version of Microsoft. But Sony, too, has cozied up to microtransactions, slipping them into the recently released Gran Turismo 6 for the PS3. Though Sony, which owns Gran Turismo developer Polyphony Digital, is adamant in its defense that the microtransactions in no way impose themselves onto players.

"I do want to clarify that microtransactions are not something that is a focus in Gran Turismo 6," said Farm Saechou, a Sony representative. "It is not required -- we do not penalize players for not making transactions (they still have access to everything) and it is completely optional and not prompted in the in-game experience at all."

In Gran Turismo 6, the microtransactions do allow players to purchase in-game currency as a way to bypass the unlocking of content one would have to otherwise earn through game play. For instance, buying the most expensive car in the game -- the Jaguar XJ13 -- would cost an astounding $140, if you were so inclined to access it that way. "We do not require players to purchase or use purchased in-game currency to experience or progress through the complete game," Saechou added.

To purchase Grand Turismo 6's most expensive car -- the Jaguar XJ13 -- solely with real money, one would have to spend $140.
(Credit: Geek.com)

That distinction is important because "just offering an alternative path to busy people," as Sony President Shuhei Yoshida wrote on Twitter, instead of a system that appears to incentivize the use of real currency is a dividing line between doing microtransactions right and doing them in a way that tarnishes the experience. It's that distinction that players feel Turn 10 Studios did not take into account with Forza, letting the game's progression system and overall design tip into the realm most console players associate with the worst aspects of mobile and free-to-play games.

Still, many gamers abhor the idea of microtransactions in console games at all, seeing it -- no matter how they're implemented -- as a red flag signifying both the decay of the off-the-shelf product that has its upfront costs and nothing else as well as a compromise on good design.
"There's a way in which they [microtransactions] are a kind of intrusion of an unpleasant reminder that you're engaged in a business relationship," Lantz said. "We used to push off all this unpleasant tension...onto another department," he said of traditional clashes between design and marketing departments in game making.

But now, given the rise of new business models, these conversations are being baked right into the design process. "You can't externalize all the negative aspects of making a product because it's right there in the game," Lantz said.

Lantz, whose studio Area/Code -- makers of the popular Drop7 mobile game -- was acquired by Zynga in 2011, is well aware of the ways in which social and mobile monetization strategies intertwined with game design can be detrimental to the creative process. "There was a real imbalance between creative voice and the business person who thought of games as a commodity," he said. "I think we all recognize that plasticity of a social game that doesn't have the feel of something crafted by someone who's passionate about games. There might be someone like that in the process, but there voices do not carry loudly."

It's not all doom and gloom at the moment, as this is just the beginning of a likely protracted conversation the console industry will have with consumers as it maneuvers microtransactions. "I believe that while these companies are providing options for consumers, they must also be executed with care," said Liam Callahan, a game industry analyst at NPD. "Meaning, the way a game offers paid transactions is important as gamers cannot feel that they are being forced into buying things to progress and gamers also despise 'pay-to-win' types of monetization."

But Lantz points out that games like Forza do illustrate that the tide is turning with the onset of the next-gen. "AAA titles still feel like they're made by people who are passionate about games. They still have that culture. They still come out of the culture where the voice of the enthusiast rings loud," Lantz said. "But we're starting to hear this other sound," he added with a pause, "the sound of the cash register."
 
The stakes for console gaming

 
  (Credit: AFP/Getty Images)

DLC, online passes, and now microtransactions are all attempts from the AAA industry to further monetize the smaller slice of the gaming market consoles command. Sony and Microsoft had blockbuster launches of their new consoles after a seven-year lull. However, that doesn't save the space from being bogged down by expensive, controversy-prone hardware and highly priced software that still struggles to make money off multimillion-dollar games that are not designed around an annual release schedule solely because it maximizes profit. Christofer Sundberg, founder of Sweden-based Avalanche Studios, which is developing the upcoming Mad Max reboot, wrote in a widely circulated tweet, "Micro-Transactions, subscriptions and other biz models will be the next generation of games. It is that simple." He's not alone in expressing that change in the console industry is coming, for better and for worse.

"Why are publishers so eager to implement solutions like that? They're living in a world where the total growth of the install base of the market is of grave concern," said Greg Richardson, CEO and founder of free-to-play developer Rumble Entertainment. Before venturing into the development space, Richardson held stints at EA and Elevation Partners that saw him oversee the publisher's acquisition of BioWare, which would later develop the popular Mass Effect console series that EA would use as one of its primary trial runs for microtransactions in console gaming.
"The cost of building and marketing this product is tremendous," he added. "So they're saying that instead of changing the model, we are going to go even deeper in the wallets of the people who are already passionate about those games."

As for the total growth of the install base Richardson refers to, it's important to note that by the time the PlayStation 2 was retired in early 2013, it had sold 155 million units. Total unit sales of the PlayStation 3 and the Xbox 360 combined were barely able to crest that figure by November of this year, and industry analysts expect the new consoles to fare only slightly better at best.
"So they're saying that instead of changing the model, we are going to go even deeper in the wallets of the people who are already passionate about those games."
--Greg Richardson, CEO, Rumble Entertainment

The unpleasant side effect of this stagnation is that publishers have become heavily reliant on innovation-stifling development strategies to make more money per game. The biggest game makers -- not just EA but Ubisoft, Activision, and the slew of studios Microsoft and Sony oversee -- now repeatedly return to proven successes like Call of Duty and its first-person shooter brethren and double down on a commitment to try to annualize every new series.

This monetization model of milking a franchise rehash for $60 to $100, and now much more with microtransactions, each year is unproven as a long-term model in the face of the ever-rising number of alternatives to hardcore, price-heavy gaming. The approach is also one that is stuck between gaming of the past and newer business models that treat video games not as expensive things you own, but as cheap services you pay for as you see fit.
"It's the erosion of the boxed product," said Lantz. "All the stuff we complain about -- 'sequel-itis,' the fact that every game looks like every other game -- that is partially a result of the influence of a business model."

Now publishers and game makers are experimenting with taking that boxed product down a path toward a fundamentally different business model, all while keeping the initial price tags high. Microtransactions are now present not just in Forza and Gran Turismo, but also in next-gen titles like Ryse: Son of Rome and wildly popular games like Grand Theft Auto V. The experimentation will undoubtedly sprout up in a number of next-gen titles in 2014 as well, though many developers like Destiny-creator Bungie are tight-lipped on the existence of such pay systems. 

Respawn Entertainment's unique decision to exclude them from upcoming Xbox One exclusive Titanfall was warmly welcomed by fans. "We want to make sure people understand we're not going to nickel-and-dime you with microtransactions," producer Drew McCoy told GameSpot. "What you get on the disc is what you bought, and that's how we're going to do it." That's an increasingly rare position to take, and one that openly lays out those pay systems in console games as potentially anti-consumer.

But contrary to what many console devotees will tell you, microtransactions are not always the embodiment of money-grabbing suits rotting gaming to the core. The model does function properly, in a multitude of genres and platforms, and is blazing a bright future for games outside the bubble of AAA development, one that may even be warmly welcomed on consoles if microtransactions are done right. Killer Instinct, a free game for Xbox One, walks the line of various microtransactions in an experimental display of what more console games may look like down the line.

Most importantly though is that these new business models can bring down initial cost, sometimes to zero, and foster risky and rewarding moves by allowing game makers more leeway to change a formula weeks, even months, after a game's launch thanks to the lower barrier to play. League of Legends and Dota 2, both free-to-play titles that subsist wholly on microtransactions, are now the most played PC games in the world.
 
A path to microtransactions done right, and hopefully innovation too
One point of agreement is that mixing and mashing fundamentally different business models was never supposed to be easy, and that actively hoping that console game makers and publishers figure it out sooner is better than admonishing them for trying at all.
"I don't think there are any simple solutions. We're better off to try these different things, and when they're not working, complain loudly," Lantz said. "But don't complain in a way that is naive. Recognize good ways of doing this and bad ways of doing this." Lantz also is quick to point out that all consumers, not just gamers, tend to dislike anything that involves spending more money, making microtransactions an easy target for accusations of greed regardless of how they're used.
"I think it's hard when you say, 'Hey, I'm going to go into this contract where I buy a shiny disc that I get to own and keep' -- the old contract -- and now one that has this second, new microtransactions model graphed on to it," Richardson said.

But where microtransactions have a future are in the ways in which they can help transform colossal console gaming ventures into more nimble operations. Ideally, that would allow them to employ the innovative approaches of the larger-than-ever indie game community and the now tried-and-true free-to-play approach of PC titles.
Sundberg of Avalanche Studios conceded to the difficulty in a follow-up tweet to his blunt admission of the future of microtransactions:

Building the game with the community is ultimately the player-first future underneath the bad reputation of mishandled micotransactions. With that model done right, costs can go down and riskier strategies become more viable. Players will be less reluctant to try out original titles knowing they're not spending $60 or more and less reliant on the guaranteed experience of worn-out franchises. And, in turn, game makers may become less inclined to serve up those Call of Duty's and the same round of sequels every year with little more than incremental changes.
"Maybe as annoying as it is now, this new world, new business model, will have some downsides and some crappy games that feel like slot machines, and also good games with a little too much slot machine in them," Lantz said. "But then maybe it will also lead to an environment where there's more experimentation, more innovation."

Lantz points to an often overlooked aspect of the first-person shooter Doom, released by Id Software in December of 1993 and widely recognized as one of the most influential video games of all time. Many can recall its ground-breaking graphics and perhaps most vividly its level of then-unprecedented violence.

But beyond boundary-pushing gore lies a lesson in experimentation: Even 20 years ago, the developers had employed a unique monetization strategy, shareware, that let players experience a healthy chunk of the beginning of the game before prompting them to buy the full version.
"People forget that they were tampering with business models," he said. "Those guys weren't evil. They were trying to make a buck and make a great game at the same time."



 
 

Apple's Mac Pro goes on sale; top-end model costs $9,600

The new workstation costs $3,000 for the basic but still powerful model, but upgrading the processor, storage, and graphics quickly raises the price.

The Mac Pro is a compact cylinder, but its design won't be so sleek after people plug in power cords, video capture hardware, external storage systems, Ethernet cables, or other devices.
The Mac Pro is a compact cylinder, but its design won't be so sleek after people plug in power cords, video capture hardware, external storage systems, Ethernet cables, or other devices.
(Credit: Apple)
The $3,000 entry-level configuration of Apple's new Mac Pro is nothing to sneeze at -- but if you want more horsepower, the price goes up rapidly as high as $9,600.
Apple's distinctively glossy black and cylindrical Mac Pro just went on sale Thursday, with a ship date of December 30. Apple teased customers for more than a year about the new machine, which replaces a much bulkier and now quite elderly Mac Pro. Mac Pros are geared for people with demanding computing chores, with video editing at the top of the list: each step up in computing power means that editors can add new effects, experiment with more looks for a scene, or share rough cuts sooner.

The basic model of the distinctive workstation includes a 3.7 GHz quad-core Intel Xeon E5 processor with a 10MB memory cache, 12GB of 1866MHz DDR3 error-correcting memory, dual AMD FirePro D300 graphics chips with 2GB of video memory each, and a 256GB SSD whose flash memory is connected via the PCI Express bus for faster performance than ordinary SATA-connected SSDs.

It's also got four USB 3.0 ports, six Thunderbolt 2 ports, an HDMI 1.4 port, two gigabit Ethernet ports, 802.11ac and Bluetooth 4.0 wireless networking, a headphone jack, a digital or analog audio output jack, and a built-in speaker.

If you have another $1,000 to spend and you don't want a new MacBook Air, you can pick a higher-end Mac Pro configuration. It's got a six-core Xeon E5 with 12MB of cache, 16GB of memory, and dual AMD Firepro D500 graphics chips.

t's also got four USB 3.0 ports, six Thunderbolt 2 ports, an HDMI 1.4 port, two gigabit Ethernet ports, 802.11ac and Bluetooth 4.0 wireless networking, a headphone jack, a digital or analog audio output jack, and a built-in speaker.

If you have another $1,000 to spend and you don't want a new MacBook Air, you can pick a higher-end Mac Pro configuration. It's got a six-core Xeon E5 with 12MB of cache, 16GB of memory, and dual AMD Firepro D500 graphics chips.

The Mac Pro is built in the US.

The Mac Pro is built in the US.
(Credit: Apple)
For the higher-end Mac Pro, moving to the 3.0GHz 8-core chip with 25MB of cache adds $1,500.00, and the 2.7GHz 12-core chip with 30MB of cache adds $3,000.
Upgrading the basic configuration to 16GB of memory costs another $100, 32GB costs $500 more, and 64GB costs $1,300 more. Upgrading the higher-end model to 32GB costs $400 more, and to 64GB costs $1,200 more.

For graphics upgrades, the lower-end starter model offers two upgrades: dual AMD FirePro D500 graphics chips with 3GB video RAM for another $400, or dual D700 graphics chips with 6GB of VRAM for another $1,000. The higher-end Mac Pro offers only the latter upgrade, which costs another $600.

Adding Apple's mouse or trackpad costs another $69, and adding the company's wireless keyboard also costs $69.
The Mac Pro doesn't have a monitor, of course, but you can add an Apple 27-inch Thunderbolt display for $1,000 or a 32-inch Sharp PN-K321 4K display for $3,595.
Shipping is free, though.

The upgrade options for the Mac Pro quickly push up the workstation's price from its base-model $1,000 configuration. (Click to enlarge.)
(Credit: screenshot by Stephen Shankland/CNET)


Wednesday, 18 December 2013

Preorder an unofficial Iron Man suit for $2,000

Iron Man Factory is looking to crowdfund its way into full production of unofficial Iron Man armor suits.

Iron Man prototype suit

This shows off the 3D-printed prototype suit.
(Credit: Video screenshot by Amanda Kooser/CNET)
Behold the ultimate Iron Man collectible, a wearable full-body armor suit complete with glowing lights in all the right places. Iron Man Factory, based out of a Beijing design workshop, is hoping at least 5,000 people will plunk down $2,000 each for a Mark III suit of their very own.
The suits will be crafted from injection-molded pieces made with reinforced polymer. A sensor on the side of the helmet will open and close the face mask. Battery-powered LED lights provide the glow. Unfortunately, there are some size restrictions. It will only fit people between 5 feet 6 inches and 6 feet 1 inch tall. That leaves me out of the fun, unless I want to buy one anyway and just stare at it longingly.
If you do decide to preorder, you will have a bit of a wait in front of you. First, Iron Man Factory says it needs all those preorders before going into production. Once that's achieved, it will take up to eight months to make the suits and get them shipped.

If that's too long to wait, you can speed things up by ordering a 3D-printed version for a whole lot more money ($35,000) that will take about four months to get to you.
Potential customers have queried Iron Man Factory about the possibility of legal action from Marvel against its unofficial suits. The response was, "We will only charge your credit card when your order is shipped and we will still ship out all orders no matter what."

The price tag isn't insane for a complex costume with working lights and an automated helmet. Personally, I would sleep better knowing there are 5,000 people out there in world walking around looking just like Iron Man. Check out this video of the 3D-printed prototype in action:

UPS leaves Android tablet gift in trash can (on trash day)

A woman buys an Android tablet for her daughter. The UPS driver leaves a note reading: "In black trash can." Oh.



Wise move?
(Credit: KTVI-TV screenshot by Chris Matyszczyk/CNET)
It's role playing time again.
You're a UPS driver. You're delivering an Android tablet to someone's house. There is nobody home.
Where do you leave it? a) on the doorstep? b) somewhere that looks safe? or c) in the trash can?
Because you're alert and will have probably been drawn here by the headline, you'll know that one UPS driver in Barnhart, Mo., plumped for c).

Here is what he might not have foreseen: It was trash day.
As KTVI-TV reports, Tracey Sole was taken aback when she came home to find a note from UPS in her mailbox.
It said that the Archos 7 Android tablet she bought as a Christmas gift for her daughter was "In Black Trash Can."

Sole has a steep driveway, so she knew a truck wouldn't get up it. One might imagine, though, that a human being might. Presumably, she manages. And Android tablets aren't that heavy.
Instead, the tablet was gone. The trash can was empty. Sole's logical deduction was that it was now crushed in some garbage truck.
Perhaps I forgot to mention, this all happened on trash day.

Sole says she'd saved for months to buy her daughter the gift and was distraught at the idea that the driver would have put it in the trash can.

For its part, UPS is launching an investigation. Moreover, the company from whom Sole bought the tablet said it would send her another, but could not be sure it will arrive before Christmas.
After she publicized her story, a happier ending was reached. Sole took to the comments section of KTVI to explain further what happened.

She said: "UPS has apologized to me. The package was placed in the trash can. The trash can was empty when the package was put in there, because I could not get my trash up my driveway on the ice. I guess he thought the empty trash can meant that they had already picked up. UPS is going to be getting a new tablet for my daughter...before Christmas!"

When UPS, FedEx, or USPS drivers make mistakes that become public, they are often summarily terminated, with profuse apologies pouring from the company involved.
Sole, though, doesn't want the driver ("though he made a huge mistake") fired.


Google Dart target: Chrome soon! Other browsers...someday

Google begins building its Dart programming language directly into Chrome, hoping a multilingual future will speed up Web apps. But what if Dart apps only work in Chrome?

Chrome programmer Lars Bak speaking at Google I/O 2013

Chrome programmer Lars Bak speaking at Google I/O 2013
(Credit: Stephen Shankland/CNET) Minecraft is one of the most widely used games around these days. So it was notable when the programmer who wrote it, Markus "Notch" Persson, embraced Google's Dart programming language for Web apps.

"I love it," Persson tweeted in November, shortly after Google released Dart 1.0.
That's music to the ears of Google developers who created Dart to rewrite the rules of Web programming and, as they see it, to overcome shortcomings of the JavaScript language at the foundation of Web apps today. To fully succeed, though, Google will have to persuade a lot of skeptics to see things the way Notch does.

Google believes Dart speeds up both developers and the programs they write, but skeptics worry that it fragments Web programming and undermines the industry's focus on better JavaScript. So far, it's been a largely academic debate, but that will change in coming months.
That's because Google right now is building Dart technology directly into Chrome.

Google Dart logo

"The next step for us is to get the Dart virtual machine into Chrome," said Lars Bak, the leader of Google's project, adding that he hopes it'll be done within a year. "If everything pans out the way it's predicted, with a factor of two performance boost and a factor of ten in startup-time boost, I'm pretty sure the other browsers will be enticed with what we're doing."
Bak is "pretty sure," but Mozilla, Apple, and Microsoft -- which make the other three of the top four browsers in use today -- don't care for Dart. When Google ships a Dart-enabled Chrome, the debate over the language will transform from dueling blog posts to live code on the Web that affects the public.
 
Dart on the Web
There are two ways Dart can make its way to the Web. Today, it can get there only with Google software called dart2js that converts a programmer's Dart software into JavaScript that any browser can run. That's not controversial, and indeed many languages including CoffeeScript, Red Hat's Ceylon, and Microsoft's TypeScript take that approach.

Second -- and this is the project the Dart team is working on now -- is building the Dart virtual machine (VM) into a browser. A virtual machine is a software layer that acts like self-contained computer on its own, running instructions in its own particular language.
So far Dart programs only work directly in an experimental Chrome build called Dartium, but building the Dart VM into Chrome would mean native Dart programs would have a place on the

Web. That's the phase that Dart fans such as Mixbook are eager to see.
That same step worries some other developers who've seen past problems when the Web was fragmented with software platforms that worked in one browser but not another.

"What I find worrying is [Google's] tendency to push for in-house, works-only-on-Chrome solutions instead of trying to work with the wider web standards community," said Henri Bergius, founder of the NoFlo project and co-creator of FlowHub. In this they strongly resemble Microsoft of the bad old IE market dominance and ActiveX era."

Dart has some big differences compared to ActiveX, though. For one thing, it's open-source software, which means anyone can adopt it for free and that Google is, at least in principle, open to outside contributions. And last week, Google convinced the Ecma standards group to tackle Dart, an effort that could more formally ensure that others get a say in Dart.
 
Dart's Dash debut
One advantage of JavaScript is an informality that encourages a seat-of-the-pants programming style -- you can write and go without too much advance planning. But that informality can become a drawback for big programming projects -- and sophisticated Web apps have hundreds of thousands of lines of code. Dart is geared for larger-scale projects where informality can cause problems.
For example, it's got optional "typing," which essentially means that when one part of a program calls upon another, the programmer must lay out what kind of data it sends out and what kinds it expects back. That's the kind of thing that lets programming tools do a better job finding bugs early, and it's something that could make Web-app programming easier for developers coming in from native-app languages like C++ and Java.

Google released Dart in testing form two years ago. Before it was publicly announced and was still called Dash, though, Dart got off to an inauspicious start by antagonizing JavaScript fans with us-vs.-them wording: "The goal of the Dash effort is ultimately to replace JavaScript as the lingua franca of Web development on the open Web platform," an early memo about it said.

Brendan Eich, Mozilla's chief technology officer and the founder of JavaScript, said the B2G browser-based mobile OS has less software overhead than iOS and Android and therefore can use lower-cost hardware. He spoke at Mobile World Congress.

Brendan Eich, Mozilla's chief technology officer and the founder of JavaScript, said the B2G browser-based mobile OS has less software overhead than iOS and Android and therefore can use lower-cost hardware. He spoke at Mobile World Congress.
(Credit: Stephen Shankland/CNET)
That raised hackles.

"Things that start out revolutionary and with a 'replace' agenda have failed repeatedly on the Web," said JavaScript founder and Mozilla Chief Technology Officer Brendan Eich.
Google doesn't really intend to replace JavaScript -- indeed, such a feat would be impossible given how many sites rely on it -- but more to compete alongside JavaScript. A victory for Dart would mean a gradual shift toward Dart, though, so that new Web sites employ it and programmers use dart2js to handle browsers that only can handle JavaScript.
JavaScript performance improvements have been impressive, but Bak thinks "it's harder and harder to get gains. I think if you really want to go to next level, like a factor of two, you have to go to a different technology," he said. Unlocking that performance will free programmers to tackle new classes of Web apps, he argued.
 
Dart resistance
Eich is skeptical of Google's performance claims and of the wisdom of adding a Dart virtual machine.
"Most browsers have no reason to include Dart because doing so would not only be extremely difficult for engineers to accomplish in each major browser, it would also result in a quality hit," Eich said.

Specifically, he pointed to problems with having two separate virtual machines, both trying to clean up computer memory through a process called garbage collection and both trying to control Web page elements through the browser's Document Object Model (DOM) interface. "Two runtimes sharing the DOM adds both bug habitat and a performance tax," Eich said. That's an objection Apple has raised, too.
Luke Hoban, Microsoft's TypeScript product manager, believes that speeding up JavaScript will deliver limited returns.

Five browser logos

"In practice, JavaScript performance is not the bottleneck in real-world performance," Hoban said. More often, it's things like pre-written libraries of JavaScript code and the interaction between JavaScript and the browser pages via the DOM, he said.
Dion Almaer, vice president of engineering for WalmartLabs Mobile, agrees. "I think the JavaScript engines are awesome," he said, adding that he'd like to see DOM improvements and better use of graphics-chip acceleration.

The practical difficulties of Dart, including the resistance of other browser makers, means that moving to Dart "feels like a big pill to swallow," Almaer said.
 
Microsoft's TypeScript approach
Microsoft, which in recent years has re-engaged with the Web standards world and rebuilt Internet Explorer into a much more competitive browser, agrees with Google that JavaScript programming has problems. "The difference is in the approaches to how we solve that. Our belief is that we can build on JavaScript and get it to where it can scale up to large-scale application development," Hoban said.

TypeScript is a superset of JavaScript: it'll run JavaScript software unchanged but adds techniques that ordinary JavaScript engines can't handle today. That means TypeScript can take advantage of "one of the most successful programming ecosystems over the last 10 years," Hoban said.
"The JavaScript ecosystem is one of the strongest ecosystems around. There's an enormous set of frameworks and libraries and tools. There are millions of programmers who know JavaScript and are comfortable working with it, and it's built into the browser itself," Hoban said. "If you can build on it, you get to leverage all that goodness."

Microsoft TypeScript logo

Today, TypeScript also relies on a compiler that transforms the code into ordinary JavaScript. It doesn't guarantee a performance boost when that JavaScript runs, but when programmers use TypeScript's more industrial-strength approach, "that tends to be the same code that the JavaScript VMs are very good at optimizing," Hoban said.
TypeScript is nice, Bak said, but ultimately too limited. "We are trying to solve a bigger problem," fast program execution and fast program startup, he said. There's only so much that computing industry companies -- Google among them -- can do to improve JavaScript through the Ecma standards group.

"Whatever you do in a standards committee, it has to be backwards compatible always," Bak said. "There are things in JavaScript that are just real hard to make really fast."
Microsoft is committed, though. About a dozen people are on the TypeScript team, including Anders Hejlsberg, the chief designer of Microsoft's C# programming language, and Steve Lucco, the architect and lead engineer of the Chakra virtual machine at that Internet Explorer uses to execute JavaScript.

Microsoft is eating its own dogfood, as the expression goes: it's using TypeScript to power the Bing.com Web site; the Visual Studio Online programming tools, and the Xbox Music app on Windows 8.1, the Web, and the Xbox One game console.
 
Multilingual future
Bak is no JavaScript foe. He played a lead role developing V8, the engine in Chrome that executes JavaScript code and that helped push JavaScript performance industrywide to new heights.
Now, though, he wants to see many languages flourish on the Web -- not just Dart and JavaScript, but something more like the panoply that you'll find elsewhere in the computing industry.
"I hope we get the Web platform to a point where there are different types of technology that can be used, so there is innovation going on," Bak said. "The more the merrier."

Samsung unwraps game controller for Android phones

The new GamePad is now up for sale only in parts of Europe, though Samsung says it's slated for additional markets.

Samsung's new GamePad controller. 

Samsung's new GamePad controller.
(Credit: Samsung)
Android smartphone owners can add some gaming savvy to their device via a new controller from Samsung.

Dubbed the GamePad, the steel-framed controller grasps your phone as you work the knobs and buttons to play your favorite games. The GamePad can hold Android devices ranging in screen size from 4 inches to 6.3 inches, so it's geared more for phones but can certainly squeeze in a phablet.
The controller is compatible with any device of the right size running Android 4.1 or higher. But Samsung says it's also optimized for Galaxy devices outfitted with Android 4.3 or higher, such as the Galaxy S4 and S3 and the Note 3 and 2. That means the GamePad can more easily pair with Galaxy devices via NFC and that it will give Galaxy owners quicker access to games via a Play button.
The Play button launches Samsung's Mobile Console app, which helps people browse and buy games supported by the GamePad. The 35 available games are "reasonably-priced," according to Samsung and include such titles as Need for Speed Most Wanted, Asphalt 8: Airborne, Modern Combat 4: Zero Hour, Virtua Tennis Challenge, and Prince of Persia: The Shadow and the Flame. More games are due in 2014.

For now, the GamePad is available only in some European countries. Samsung promises that it will launch in additional regions in the coming weeks but didn't name any actual markets. A spokeswoman for Samsung couldn't offer any further details to CNET except to say that US availability for the controller has not been announced.

Nelson Mandela tops Google's 2013 searches

What other people, products, and events made it onto the search giant's year-end zeitgeist?


Credit: Google)
Google's top ten global searches for the year marked moments of sadness but of course took time out for the usual buzz about tech products.

Topping Google's zeitgeist, aka "spirit of the times" for 2013, was the late Nelson Mandela. The former South African president was already high on the list of searches among Google users, but his passing on December 5 triggered a surge in interest about his life, according to Google.
Actors Paul Walker and Cory Monteith, were No. 2 and No. 4 on the list, respectively. Walker, famous for his role in "The Fast and the Furious" films, and Monteith, most recently known for his part on the "Glee" TV series, affected fans with their untimely deaths this year.

At No. 6, the Boston Marathon bombing in April was another tragedy that drove people to Google's search engine. At No. 10, North Korea earned a spot on Google's list in light of the sabre-rattling of leader Kim Jong Un. Dance craze the Harlem Shake shook up the ranks at No. 5, while the birth of the royal baby earned the No. 7 spot.

Curiosity about new tech products also earned spots on the annual zeitgeist. Apple's iPhone 5S was at No. 3, and Samsung's Galaxy S4 came in at No. 8. Sony's PlayStation 4 took the No. 9 spot, probably to Microsoft's chagrin since the Xbox One failed to crack the top ten.

Best Buy lops half off Nokia Lumia 520 price

Available via AT&T's contract-free GoPhone program, the 520 is now selling for just $50, but not for long.


Credit: Screenshot by Lance Whitney/CNET)
Consumers looking for a holiday deal on Nokia's Lumia 520 will find the price slashed in half at Best Buy.

The retailer is currently selling the phone for $50, down from the usual price of $100. The 520 is offered through AT&T's GoPhone program, which lets buyers prepay for the device without having to sign up for the usual two-year contract. Under GoPhone, consumers can choose from among four different plans ranging in price from $25 to $60 per month.

Best Buy is promising a delivery date of December 24, so holiday shoppers should be able to squeeze this one in as a present to put under the tree.

The deal is good only online. And eager shoppers will have to be quick about it. The price of the phone will rise to $60 later in the day, a price that will be valid through Thursday.
Amazon had been offering a similar half-off deal on the 520 but has since upped its price to $82.50.
The Lumia 520 offers a 4-inch LCD IPS screen, a Qualcomm Snapdragon processor, a 5 megapixel camera, 8GB of onboard storage, and support for 64GB of additional storage.

Apple's tearjerker holiday ad: Self-absorbed teens care after all

A new ad launched just in time for the holiday season shows a family getting together and a teen seemingly absorbed by his iPhone 5S. Until...

 Apple holiday ad with snowman
Is he ignoring everyone? Or did he forget to buy Christmas gifts?
(Credit: Apple video/Screenshot by CNET)
You're familiar with the iPhone.
It's the one that everyone carries around in order to take pictures of everything they see. All the time. Without cessation.
Earlier this year, Apple boasted about this. Now the company would like you to know that, during the holiday season, teens who seem absorbed in iPhone world might not be as self-absorbed as they seem.
A new ad for the holidays shows the Harris family getting together. You know the Harrises. They live somewhere cold and the wife had that fling with the famous fiction writer.
Well, here they are getting together for Christmas. And everyone's happy. Except their teenager, who seems entirely engrossed in his iPhone 5S. He never lets go of the thing. It's like Captain Hook's hook.

Everywhere he goes, it's there in the palm of his hand. One assumes he's texting lovers or looking for naked pictures of his teachers on various illicit sites.

It seems impossible for him to offer attention to anything else.
Then, when all the family's gathered together, his human side emerges like the sun after a bitterly cold night.

He directs everyone's attention to the TV.
In fact, he's been making the perfect, tearjerking video of the Harris Family Holidays on his iPhone 5s. Here it is, Airplayed. (The whole ad was actually shot on a 5S. Full version below.)
If, at this point, your eyes don't well up with some type of liquid then you should be the next CEO of Microsoft.

The moments are touching. The observations are telling. When the film is run, there's even the semblance of tear in the teen's own eyes. Yes, adolescents have feelings too.
I can only hope that your holidays will be as moving as the ones presented here.



Apple envisions PC as projector -- with your wall as the display

The so-dubbed "desk-free" computer would jettison the monitor and use a projection system to display the image on a wall or other surface.

(Credit: Apple/USPTO)

Would you buy a computer with no case or monitor or tangled cables to deal with? Apple has proposed such a system in a newly-awarded patent.

Granted on Tuesday by the US Patent and Trademark Office, a patent called "Computer systems and methods with projected display" describes a "desk-free" computer that would dispense with a case, monitor, and wired cables. Instead, the entire package would be housed in a projection system that would include all the necessary components and display the image on a wall or other surface.

Similar to an all-in-one PC, Apple's projection system would house the CPU and all the other internal parts. A wireless network interface and speakers could also be integrated, eliminating the need for any external peripherals. Onboard sensors would control the projected image to display the optimum color, resolution, and size.

The system would also combine elements of a desktop and laptop, displaying a large screen but offering some degree of portability so you can use it beyond the confines of your office or living room.

Perhaps best of all, the system would be virtually or entirely cable-free. The mouse and keyboard would talk to the computer using Bluetooth or another wireless technology. The system could grab its juice through batteries or inductive charging rather than directly via AC power cords.
The patent itself describes the technology as follows:
Computer systems and methods may provide a projection display as a primary visual output. In particular, a computer system may include an integrated projector output. Such a computer system may be substantially or even entirely externally wire-free. Methods of image processing may involve a computer system with an integrated projector output. Such methods may involve using raw presentation data for image processing, including adjustment and/or correction for brightness, color and/or geometry artifacts generated from aspects of the projection surface (such as geometry, texture, color or the like), the surroundings (such as ambient light), the relation of the computer system (or integrated projector output) to the projection surface (such as distance, orientation or the like), and/or the relation of a user/viewer to the projection surface (such as viewing angle, distance or the like).
As always, even an awarded patent doesn't mean the technology will ever see the light of day. But such a system would certainly be an innovative step up from all-in-one computers that include all the internals but still saddle you with a large monitor that takes up space.

Why Apple's 2014 won't be like 2013

It's not just about the next hit product. Apple is preparing for a future beyond phones, tablets, watches and TVs, in which it's the premium brand for life in a fully digital age.

 Hundreds of people await the iPhone 5S and 5C launch at Apple's Fifth Avenue store in Manhattan.

Hundreds of people await the iPhone 5S and 5C launch at Apple's Fifth Avenue store in Manhattan.
(Credit: Sarah Tew/CNET)
As 2013 draws to a close, Tim Cook is feeling good. The holiday quarter once again proved that Apple's products and stores can draw a crowd. Pent-up demand for new iPhones and iPads was satisfied once again, and Apple's reputation as a purveyor of objects of desire was reaffirmed. As a reward, Apple' stock price hit a 52-week high this month.

Apple's precision-engineered, meticulously designed, mass-produced objects of desire are not the most advanced or clever computing machines. Many Android devices are tricked out with more pixels and features. Nor is Apple the undisputed market share leader, which is not the company's first priority.

After its initial breakthrough product and domination of the market, Apple cedes share to followers and carves out a highly profitable niche. Like BMW in the automotive industry, Apple is not trying to blanket the market. The Android platform now maintains the majority market share by far, especially outside the US, but for contestants other than Samsung the profits are slim or none. And, Apple's mobile platform, iOS, accounts for more than 50 percent of mobile Internet usage, according to Net Market Share research.

Mobile and tablet worldwide market share of operating system usage for November 2013. Net Market Share collects browser data from a worldwide network of over 40,000 websites.
 (Credit: Net Market Share)

In the coming year, Apple will continue its wash, rinse, repeat cycle, incrementally refreshing the iPads, iPhones, and Macs with more speed, less weight, longer battery life, additional sensors, and improved apps.

There are also hints that 2014 won't be another year of just incremental improvements like 2013. Apple could reveal something more dramatic and groundbreaking than adding a fingerprint sensor to an iPad or delivering iPhones and iPads with bigger screens and better cameras, or finally shipping the powerful R2-D2- looking Mac Pro.

It's been four years since the company's last market-defining product, the iPad, was unveiled. Here's what Steve Jobs said at the time: "iPad is our most advanced technology in a magical and revolutionary device at an unbelievable price. iPad creates and defines an entirely new category of devices that will connect users with their apps and content in a much more intimate, intuitive and fun way than ever before."

Apple is rumored to be working on several products that could be eventually pitched as the "most advanced technology in a magical and revolutionary device at an unbelievable price." According to reports, Apple has in excess of 100 people working on an "iWatch." The company has trademarked the iWatch name around the world, and has filed 79 patents containing the word "wrist."

Neptune's Pine is among the upstarts trying to lead the next wave of wearable computing. (Credit: Neptune)

Following its usual product strategy, Apple isn't rushing to market to join the pack. Pebble, Samsung, Sony, ZTE, Martian Fitbit, Basis, Neptune, Metawatch, Qualcomm already have wrist wearables in the market, and LG, Google, and even Dell might be working on similar products. No one so far has a hit product. Apple hopes that an iWatch can follow the same pattern as the iPod, iPhone and iPad -- not the first in its category, but the one that redefines a market and dominates it for the first phase of adoption.

That will be a far more difficult challenge than in the past with all the innovative startups chasing the dream. And, the bar is set much higher for Apple.

It may be that an iWatch will focus on a few apps, such as health and fitness, and serve as more of an accessory to the iPhone. You don't have to take it out of your pocket to browse alerts and other information or talk to Siri. An iWatch with a beautifully curved, sapphire touch screen and sleek band would be more fashion statement than game-changing product.

In fact, Apple is on a mission to become more fashion forward. The company added two major fashion industry icons to its executive ranks. Former Yves Saint Laurent CEO Paul Deneve joined as a vice president to work on "special projects," and Burberry CEO Angela Ahrendts was tapped to lead retail operations, managing the online store and more than 520 brick-and-mortar outlets.

Apple TV user interface concept.
(Credit: Andrew Ambrosino)

That enhanced fashion IQ could be applied to a range of entertainment products, another area that Apple wants to transform. The company could launch a stylish, large-screen 4K TV with Apple TV built-in or a set-top box this year, accompanied by apps that plug into iOS ecosystem and take the pain out of managing and controlling what's on the screen or in the box.
Apple is also working with automobile companies to integrate features like Siri, Apple Maps, and iTunes into the built-in displays of cars.


One Apple patent describes a head-mounted goggle system for providing a personal media viewing experience. The goggles could be linked to a devices, such as computers, televisions, smartphones, and gaming systems.
(Credit: USPTO)

And, don't be surprised is you start hearing rumblings about eyewear from Apple. The company has many patents for head-mounted displays and other technologies relevant to augmenting-reality devices like the Oculus Rift and Google Glass. Apple will play the tortoise to Google's hare, watching the landscape evolve and taking its time to create a more perfect device that will attract tens of millions of buyers.

What's becoming clear is that Apple isn't just focused on trying to create another hit product. The company has long been preparing for a future in which technology is deeply woven into the fabric of everyday life. It's about creating an experience and brand that represents the best of the digital future.
iPhones, tablets, watches, glasses, TVs, sensors, robots, and cars are vehicles for enabling Apple's software and services to flourish. It's about becoming the premium brand for living in a fully digital age, in which billions of people and tens of billions of objects gathering and sending signals are connected.


Apple is skating to where it believes the puck is going to be. It's a space in which Apple's software, hardware, services and ecosystem serve as the premium platform for the digital age.
(Credit: Dan Farber)

What might be dubbed "Apple Everywhere" is a continuation of Steve Jobs' goal to reshape how masses of humans use and interact with technology. "It's in Apple's DNA that technology alone is not enough. It's technology married with liberal arts, humanities that yields us the result that makes our heart sing. And nowhere is that more true than in these post-PC devices," Jobs said during the unveiling of the iPad 2 in March 2011.

In a recent promo video, Apple described its product development ethos:
This is it. This is what matters. The experience of a product. How will it make someone feel? Will it make life better? Does it deserve to exist? We spend a lot of time on a few great things...until every idea we touch...enhances each life it touches. You may rarely look at it...but you'll always feel it. This is our signature...and it means everything.
The words uttered in a sonorous voice are by far too contrived and precious, but of all the tech companies Apple invests the most in the overall product experience, creating an emotional connection between its brand and customers.

Jobs was also fond of a quote from hockey great Wayne Gretzky. "There's an old Wayne Gretzky quote that I love. 'I skate to where the puck is going to be, not where it has been.' And we've always tried to do that at Apple. Since the very very beginning. And we always will," he said at the Macworld Conference in January 2007.

Now the technology puck is rapidly careening toward deeply personalized and wearable computing. With its growing retail presence and the increasing population of always connected people, Apple is combining its roots in humanizing technology -- making it more personal and invisible -- with a more acute sense of fashion to lure the discriminating, less price-sensitive buyers and those who aspire to be part of the club.

In the future Apple world of iBeacons and ambient intelligence, your fashionable wearable wrist device, eyewear, phone, tablet, TV, car interface, and clothing could be used to control your thermostat, lights, DVR, car, heart monitor, payments, music, movies or anything that connects into the global network. You tell your iPhone, iPad, iWatch, iGlass3D or iLens, "Ok Siri, unlock my car door, drive me home, turn the thermostat down to 62, record the news, turn on the oven to 375 degrees and tell my mother I will call her back tomorrow." Or you project a virtual control pad in front of you and use hand gestures to reset the thermostat or open your car the door as you approach it.

Apple isn't the only company trying to become the operating system for 21st century. Google in particular, along with Microsoft and others hidden away in garages and research labs, are vying to become the computing platform that the runs the digital lives of others.

Competitors have so far failed to match the values associated with Apple's brand, or its profit margins. Even Macintosh desktops and laptops generate the majority of profit among the players in the PC category, despite a 10 percent share of market.

However, the shift to mobile, wearable, augmented reality computing is just at its beginning. It's a new world and Apple's reign as a market maker and arbiter of good taste could be toppled. For that reason, the pressure is on Apple to make sure that 2014 has something more to keep its devoted fans in the fold than another cycle of upgrades.

Monday, 16 December 2013

Bots now running the Internet with 61 percent of Web traffic

Both good bots and bad bots can be found lurking online -- looking to either drive traffic or wreak havoc.


Bot vs. human Web traffic distribution.
(Credit: Incapsula)
With much trepidation, I must report that there is a pretty good chance that half the visitors to this story will not be human.
According to a recent study by Incapsula, more than 61 percent of all Web traffic is now generated by bots, a 21 percent increase over 2012.

Much of this increase is due to "good bots," certified agents such as search engines and Web performance tools. These friendly bots saw their proportion of traffic increase from 20 percent to 31 percent.

Incapsula believes that the growth of good bot traffic comes from increased activity of existing bots, as well as new online services, like search engine optimization.
"For instance, we see newly established SEO oriented services that crawl a site at a rate of 30-50 daily visits or more," Incapsula wrote in a blog post.
But, along with the good comes the bad. That other 30 percent of bot traffic is from malicious bots, including scrapers, hacking tools, spammers, and impersonators. However, malicious bot traffic hasn't increased much over 2012 and spam bot activity has actually decreased from 2 percent to 0.5 percent.

Of the malicious bots, the "other impersonators" category has increased the most -- by 8 percent. According to Incapsula, this group of unclassified bots is in the higher-tier of bot hierarchy -- they have hostile intentions and are most likely why there's been a noted increase in cyberattacks over the last year.

"The common denominator for this group is that all of its members are trying to assume someone else's identity," Incapsula wrote. "For example, some of these bots use browser user-agents while others try to pass themselves as search engine bots or agents of other legitimate services. The goal is always the same -- to infiltrate their way through the website's security measures."
Here's to hoping the bot visitors that do come to this story are of the benign kind.

No filter: One man's Instagram pics lead to 142 felony charges

A sheriff's deputy is doing what sheriff's deputies do: scouring Instagram. He comes upon the account of a man who has pictures of guns and money. These are clues.


The image that especially interested the authorities.
(Credit: WPBF-TV screenshot by Chris Matyszczyk/CNET)
I am blue in the face.
But it doesn't matter how many times you tell people -- especially criminals -- to be very careful about what they post on social networks. They don't listen.

Here is the story of Depree Johnson. He's 19, and he's already been in a little trouble.
However, he's now in 142 times more trouble, all because he couldn't help posting Instagram images of himself with those twins of modern despair: guns and money. (Johnson's Instagram account -- duce22ceritfied (sic) -- has now been shut down.)
As the Miami New Times reports, a sheriff's deputy in Palm Beach County, Fla. was doing what sheriff's deputies do these days: scouring the murky corners of the Web, in search of nefarious activity.

Johnson's images stimulated the deputy to see if he might get a warrant to search Johnson's personal quarters. Convicted felons aren't allowed to possess guns, and one of the images showed Johnson with two.

The search allegedly produced a loaded gun that seemed to not be Johnson's. Oh, and $250,000 worth of electronics, jewelry, and other firearms that allegedly didn't belong to him either.
The police believe that Johnson was involved in as many as 40 burglaries from senior centers.

All these suspicions have led him to be charged with 142 felonious counts.
It's not as if alleged criminals are the only ones who are slow to learn the consequences of rash pictorial posting. Earlier this year, a Pennsylvania police chief was suspended after posing with guns on his Facebook page.

In life, just as on Instagram, you need several filters.
You need to know when to hold them, know when to fold them, and know when to keep them out of the public eye altogether.

YouTube reveals 2013's top 10 viral videos, times have changed

Over the years, YouTube's trending videos have become more slick and professional -- this year's trending videos include "The Fox," "YOLO," and "The Epic Split featuring Van Damme."


Ylvis's "The Fox" YouTube video won for this year's top trending video.
(Credit: Screenshot by Dara Kerr/CNET)
Harnessing the watching power of its millions of viewers, YouTube released its top 10 trending videos of 2013 on Wednesday.
Yes, the Miley Cyrus spoof video is in there. Yes, Jean Claude Van Damme's truck split is on it. Yes, a Harlem Shake video made the list. But, what's not on the list? Cat videos, homemade videos, and wacky amateur recordings are, for the most part, missing. This year's list is full of professional videos.

Gone are the days when an unknown dad could upload a video of his son acting hilarious post-dental surgery and develop a massive following (this video now has more than 122 million views). These were the videos that YouTube became known for, but now times have changed.

"As 2013 comes to a close, these are some of the videos, channels, and moments that shaped our year. While each annual list is unpredictable (what's up, Mr. Miley Cyrus impersonator), trending videos just get bigger each year," YouTube's head of culture and trends Kevin Allocca wrote in a blog post. "And with 80 percent of all views on YouTube coming from outside the US, the global community is driving pop culture unlike ever before."

Since the global community is now helping to be YouTube's tastemaker, it makes sense that "The Fox" video by Ylvis was the top viral video this year with more than 275 million views. This Norwegian super-duo is not as well known in the US. Besides having international video makers, the top trending list also has a handful of advertisements and music-focused videos.
Here's the full top 10 list for 2013:
  1. Ylvis - "The Fox (What Does the Fox Say?)" by tvnorge
  2. "Harlem Shake (original army edition)" by kennethaakonsen
  3. "How Animals Eat Their Food" | MisterEpicMann by MisterEpicMann
  4. "Miley Cyrus - Wrecking Ball (Chatroulette Version)" by SteveKardynal
  5. "baby&me / the new evian film" by EvianBabies
  6. Volvo Trucks - "The Epic Split feat. Van Damme" by VolvoTrucks
  7. "YOLO (feat. Adam Levine & Kendrick Lamar)" by thelonelyisland
  8. "Telekinetic Coffee Shop Surprise" by CarrieNYC
  9. "THE NFL : A Bad Lip Reading" by BadLipReading
  10. "Mozart vs. Skrillex. Epic Rap Battles of History Season 2" by ERB
Below is a video YouTube made with more than 60 creators to celebrate all of the top trending and music videos for 2013.

Netflix finds TV binge watchers more common than you think

Couch potatoes of the world, unite. A study shows that 61 percent of TV streamers binge-watch regularly -- and that half of bingers want company when they indulge.

Netflix

We've all been there -- sitting on the couch, finding a great show, and watching as many of its episodes as possible in one sitting. And a new study seems to prove it's becoming awfully commonplace.

Netflix on Friday released the results of a survey conducted on its behalf by Harris Interactive, revealing that 61 percent of 1,500 TV streamers binge-watch shows at least every few weeks. So what precisely is binge-watching? According to the poll, 73 percent of respondents say it's watching between two and six episodes of the same TV show in a single sitting.

As someone who's been a "binge watcher" on more than one occasion, I can say for sure that I sometimes feel guilt; I could be doing other things. But there's that side of me that feels just fine, thanks, with my laziness. And according to Netflix's study, I'm not alone: 73 percent of survey respondents said that they have "positive feelings towards binge watching."
Binge watching is also a social undertaking, with 51 percent of people saying that if they're going on a binge, they want someone with them.

One other interesting note: 80 percent of TV streamers say they'd rather watch a good TV show than check out what friends are up to on social networks.