Sunday, April 29, 2012

Better than your Headphones

ZIK Parrot



Despite the landslide of smart devices in recent years, headphones have remained decidedly dumb, lacking the multitude of sensors found in everything from phones to watches. The ZIK Parrot--which was one of our favorite gadgets at this year's CES--is the first pair of headphones with the intelligence of a smartphone.
The ZIK’s designers started by installing a near-field communication (NFC) chip in the left earcup. Users wave an NFC-capable device within an inch of the headphones, and a shortwave wireless signal initiates the Bluetooth connection. Once paired, a capacitive panel on the right earcup takes on all the device’s audio controls—vertical scrolling adjusts volume; horizontal scrolling changes tracks. A proximity sensor stops the music when the listener takes the headphones off and restarts it when he puts them on.
The ZIK also works to help users hear and be heard clearly. Two mics inside the earcups and one on the outside detect nearby sounds. A noise-canceling processor then sends competing frequencies into the headphones to block impinging noise. When the user takes a call, the ZIK supplements its voice mic with a bone-conduction sensor. Vibrations in the speaker’s jawbone translate into sound, so he can be heard even in a crowd.


Credits to: Popsci gadgets


Invasion of the Body Trackers










Personal fitness monitors designed to encourage healthy habits typically involve uncomfortable gear, such as chest straps and armbands, that can discourage people from wearing them. As sensors shrink and software improves, health-tracking systems are becoming less intrusive and capable of collecting more biometric data. One day, users may not have to don any equipment at all.


NOW

The Basis band is the first continuous health tracker that measures heart rate at the wrist, rather than the chest or arm. An LED on the underside of the watch shines green light (which blood absorbs particularly well) onto the wearer’s wrist, and a sensor detects how much light bounces back. Because blood volume in the wrist is greatest immediately after a heartbeat, the reflected light can be used to determine pulse. The watch also includes a three-axis accelerometer to detect motion, electrodes to measure galvanic skin response, and heat sensors to track skin and environmental temperature. Real-time data—steps, calories burned and heart rate—appears on the watch display, or users can upload stats via Bluetooth or USB to a website. Basis Band: $200









SOON

By the end of the year, BodyMedia will start selling the first disposable health-monitoring patch. The company, which makes fitness-tracking armbands, took its small sensors and loaded them into a 0.5-ounce, 3.5-inch-long patch that sticks to the user’s upper arm. BodyMedia found a breathable adhesive that makes the patch stick for up to seven days, even in water, while keeping it comfortable to peel off. The patch, which is less than half the weight of BodyMedia’s smallest armband monitor, senses motion, sweatiness, skin temperature and the rate of heat flowing off the body. It wirelessly uploads the data to a website or app that charts steps taken, calories burned, activity levels and sleep patterns.





LATER

Start-up company Scanadu is creating a monitoring device that can sense a user’s vital signs without any contact. The Tricorder could record chest movement and face-color fluctuations with a digital video camera. Software would then analyze the footage to determine a person’s respiration and heart rates, respectively. An infrared camera in the device will also record body temperature. The company may include other monitors, too, such as ones that could sense disease-associated molecules that people exhale into the air. The Tricorder could be on the market as early as 2014.




Credits to: Popsci Gadgets

Smartphones!!!Smartphones!!!Smartphones!!


Smartphones Will Become the Only Device Hardcore Gamers Need



When Sony, Microsoft or Nintendo introduces a new videogame console, its obsolescence within six years is more or less assumed. Nintendo is likely to release the new Wii U later this year, and other console makers are rumored to be working on next-generation systems. But as early adopters line up to experience whatever new high-def graphics those systems may offer, the next-next generation of console is already gaining momentum. The device is the smartphone, and within a decade it could be powerful enough to replace conventional game systems for good.
Mobile gaming began in 1979 when the Milton Bradley Company introduced the Microvision cartridge-based system. Since then, Nintendo, Sega and Sony have released many more portable systems, from the Game Boy to the recent quad-core PlayStation Vita. Although many of these devices were a great success among gamers (to date, Nintendo has sold more than 50 million of its DS systems), they never gained a substantial following among the general public.
Then in 2008, Apple launched the App Store, providing a simple and accessible distribution platform for games. One year later, the company Rovio released Angry Birds. Within a year, 50 million people had downloaded the app, spurring developers to create more engaging portable games. Now 64 percent of smartphone owners download games, and 37 percent of iPhoneowners say they play daily.
Smartphone games are still a far cry from the richly textured and fast-moving console experiences that hard-core gamers love, but that could change rapidly. Today’s fastest phones already have quad-core 1.5-gigahertz processors—a fraction of the horsepower of a PlayStation 3—and others can send full 1080p high-def to a TV over HDMI. Mobile processors are hitting the steep part of the Moore’s Law curve, where power increases sharply with every year. One day soon, a five-ounce phone’s specs could rival those of the current best laptop.
Such a sharp increase in mobile power will most certainly provoke further attrition in the gaming ranks. Android and iOS already claim 58 percent of the portable-gaming market, and console game sales are on the decline. But for smartphones to gain dominance, users will need better ways to access console-level games. Either cloud-based delivery services will license a broader range of titles, or flash memory will improve to the point that a phone can store many console games (at present, one game could consume half a typical phone’s 16 gigabytes of memory).
Once the barriers to access fall, though, the phone will become a dual-purpose game hub. Mobile gamers will probably continue to rely on app-based games—who would want to playSkyrim on a four-inch screen, anyway?—but home gamers will have a dramatically different experience. Rather than firing up an Xbox or PlayStation, they will pair their phones with their TVs and wireless controllers. Discs will become obsolete, shelf space in the home entertainment system will open up, and users will carry a self-contained game system wherever they go.


A Tour with Nokia Lumia 900








The Lumia 900 is Nokia's first "flagship" Windows Phone that's available in North America (the Lumia 710, a cheapie, has been available on T-Mobile for a little while already). It's the sequel to the much-admired Lumia 800 and its changes are mostly in size (of various sorts). It's got a 4.3-inch screen, compared to the Lumia 800's 3.7-inch screen; it has 4G LTE (on AT&T), compared to the Lumia 800's 3G; it has a bigger battery and a front-facing camera.










WHAT'S GOOD

This is mostly a good phone. Windows Phone is a great operating system; it's still maturing, but it's very usable, and it's an interesting and distinctly different approach to a smartphone than iOS or Android. (More on that here.) The physical design is pretty good; it's inoffensive, at worst, and is weighty enough to feel sturdy rather than cheap and plasticky, as many Windows Phones do (especially those made by Samsung). It's also nicely thin, only a millimeter or two thicker than the iPhone. The screen, though not thrilling in its resolution, has great deep blacks, which is important when using an OS with a predominantly black interface by default.
AT&T'S 4G LTE continues to be great. This is the first phone using AT&T's LTE I've personally used, and it feels just as screamingly fast as Verizon's. It's startling how quickly things load--LTE is as fast or faster than many people's home internet connections, so apps download instantly, web pages load instantly, music and podcasts sync instantly. I was impressed with AT&T's coverage too--I used the Lumia 900 all over New York City and it never dropped out on me. And the giant 1830mAh battery will get you through a full day with normal use, which is not always the case with the current crop of LTE-capable phones.




Credits to: Popsci Gadgets




Is this your Remote?

QuantumFx REM-115 Remote



But here's the thing: the QuantumFx REM-115 the remote I actually want to use. The QuantumFx is massive, clumsy, physical, tactile, primitive. And useful.
We called for a new breed of truly futuristic remotes a few weeks ago, and our position still stands: we're not wowed by gadgets that use trendy technologies because they're trendy. Touchscreens on remotes immediately qualify, in my book: I've never used a touchscreen remote that felt as useful and natural as a regular buttoned remote. A remote needs to be operated without your eyes, because your eyes are looking at the TV. Bobbing your head up and down to see the two screens is almost a step backwards. Simply reproducing a physical remote on a touchscreen doesn't have enough benefits to make up for the inconvenience of having to unlock a phone, open an app, and find and then tap the channel change button just to change the channel.
There are benefits, of course--the VooMote was much easier to set up than the QuantumFx (not least because the QuantumFx came with no documentation or instructions, leaving me to trawl through misspelled and, in one occasion, oddly racist Yahoo! Answers boards), and it can change its form instantly to whatever you'd like. But those don't make up in the day to day for the difficulty in actually using a touchscreen remote--mostly, what I'm doing with my remote is basic things, changing the channel or the volume or swapping between inputs or play/pausing or fast-forwarding/rewinding, and that kind of thing is done more easily and quickly with buttons. Eventually, we're hoping voice control, or even something we haven't thought of yet, will take the place of the venerable clicker. But for the moment, I use this thing.
It's the buttons, glorious, quarter-sized buttons, that make the QuantumFx a usable remote. But I can't ignore that it's the aesthetics that make the QuantumFx so charming. So much of my gadgetry is slick and modern, from the asymmetrical Boxee Box to my fancy speakers to all of the tablets and ebook readers and portable gaming consoles and smartphones littering my table, there's something so fun and incongruous about having a giant, unapologetically cumbersome remote to control my space-age electronics. I love that it's plenty functional enough--more functional than my comparatively charmless circa-2010 LG remote, since it can also change the volume on my stereo--and also resolutely physical. This thing works at least as well and it cheers my critical gadget-reviewer heart whenever I use both hands to pick it up.
Yeah, the buttons are mushy and poorly arranged, like an English breakfast. It's made of cheap plastic and synthetic rubber, also like an English breakfast. And I'd still rather use it than swipe through screens of customized virtual buttons on an iPhone app.



Credits to: Popsci Gadgets

A Better Mechanical Hand

The Stark Hand

                              by: Mark Stark




Prosthetic hands typically come in three varieties: purely cosmetic models; hooks and other low-cost mechanical appendages that provide a limited range of motion; and electronic versions that better mimic natural hand movements yet can cost tens of thousands of dollars. Mark Stark’s prosthetic incorporates the best elements of each. Although its minimalist plastic assembly is nearly as light and inexpensive as a common steel hook, it looks and moves like a high-end electronic hand.







Credits to: www.popsci.com

Sunday, April 22, 2012

Touch the Possibilities with Mircrosoft Surface






The Microsoft Surface® platform brings people together to connect, learn, and decide. It enables experiences that change the way people collaborate and connect with a 360-degree interface. And, with PixelSense™, Microsoft Surface sees and responds to touch and real world objects—supporting more than 50 simultaneous inputs. 
 
This experience comes to life in the new 40 inch Samsung SUR40 for Microsoft Surface that can be used as a table, on the wall, or embedded in other fixtures or furniture.







Touch the Possibilities


 How can you use the Surface platform in your organization? The only limit is your imagination. Whether you're in hospitality, retail, healthcare, professional services, or the public sector, you can change the way people interact with information and with each other.
  • Make content more engaging. Give your customers immersive and collaborative ways to engage with photos, videos, documents, maps, custom applications, and more.
  • Plan and simulate. Bring to life real-time "if/then" modeling and visualization, simulations and calculations—perfect for financial services, healthcare, and other consultative environments.
  • Make learning more fun. Breathe new life into the education process with rich visualizations that encourage teamwork and enhance learning.
  • Transform the shopping experience. Make shopping more immersive by connecting customers with more options, recommendations, product and service comparisons, and personalized service.
  • Connect with customers through games and pastimes. Have some fun by putting Surface in restaurants, bars, hotel lobbies, and other venues, associating memorable experiences with your brand.
  • Communicate and connect. Give people an efficient and intriguing new way to get the information they're looking for—like maps and tourist destinations in a hotel lobby. Or use it to help them exchange personal information so they can connect with each other and to your business.


Credits to : Microsoft Surface

Sunday, April 15, 2012

HOLY!! WOW!! EXPERIENCE

The Best of your Performance



Worth $6500

Alienware CPU
Wide Screen LCD Monitor
Gaming Keyboard
Gaming Mouse

What's on your mind?

2ND Generation 
Intel® Core™ i7 Extreme Processor


Dominate your gaming competition with the ultimate desktop processor.







Intel® Core™ i7-3820 Processor
(10M Cache, up to 3.80 GHz)

Specifications

Essentials
Status
Launched
Launch Date
Q1'12
Processor Number
i7-3820
# of Cores
4
# of Threads
8
Clock Speed
3.6 GHz
Max Turbo Frequency
3.8 GHz
Intel® Smart Cache
10 MB
Bus/Core Ratio
44
DMI
5 GT/s
Instruction Set
64-bit
Instruction Set Extensions
SSE4.2, AVX
Embedded Options Available
No
Lithography
32 nm
Max TDP
130 W
VID Voltage Range
0.600V – 1.350V
Recommended Customer Price
$294 - $305
Memory Specifications
Max Memory Size (dependent on memory type)
64 GB
Memory Types
DDR3-1066/1333/1600
# of Memory Channels
4
Max Memory Bandwidth
51.2 GB/s
ECC Memory Supported
No
Graphics Specifications
Integrated Graphics
Expansion Options
PCI Express Revision
2.0
# of PCI Express Ports
10
Package Specifications
Max CPU Configuration
1
TCASE
66.8°C
Package Size
52.5mm x 45.0mm
Sockets Supported
FCLGA2011
Low Halogen Options Available
See MDDS
Advanced Technologies
Intel® Turbo Boost Technology
2.0
Intel® Hyper-Threading Technology
Yes
Intel® Virtualization Technology (VT-x)
Yes
Intel® Virtualization Technology for Directed I/O (VT-d)
Yes
Intel® Trusted Execution Technology
No
AES New Instructions
Yes
Intel® 64
Yes
Idle States
Yes
Enhanced Intel SpeedStep® Technology
Yes
Thermal Monitoring Technologies
Yes
Execute Disable Bit
Yes



Credits to
Intel