iPad 2 News: New Potential iPad 2 Images Leaked

/* Posted February 28th, 2011 at 8:25pm [Comments: none]    */
/* Filed under iPad    */

I’m really glad we’ll be seeing the real thing soon, because these alleged iPad 2 images are all starting to look alike. Here’s a pretty convincing rear view of what the new iPad may look like, plus a hint that we may be seeing a white model in the future.

20110228 iPad 2 BGR110228121310 iPad 2 News: New Potential iPad 2 Images Leaked

The site Boy Genius Report has posted two images today that may give us an advance peek at what the new models of Apple’s iPad could look like. The first image might be a photo of the backside of Apple’s new iPad, which will probably be introduced on Wednesday.

This is a pretty good rendering of what we can expect from the iPad 2, but it’s most likely just another mockup. The larger speaker, rear-facing camera and flat back are all features that have been rumored for months. I’d take these mockups more seriously if the creators would turn ‘em around and fire ‘em up.

Exact weight and dimensions would be nice, too, but I guess you can’t do any of that without the actual innards of the iPad. I’m more interested in what kind of power the new version will be packing than what it looks like from the rear.

Another image from BGR appears to be a white bezel from an upcoming iPad. After all the problems Apple has had trying to get the white iPhone 4 to the market, you’d think they’d have given up on white for good. But apparently not, as this white digitizer looks just like the photos of the black bezel that have been going around.

Tags:

Get Used to 99¢ iPhone Apps, Says Angry Birds Maker

/* Posted February 28th, 2011 at 8:25pm [Comments: none]    */
/* Filed under Video Games    */

SAN FRANCISCO — 99 cents is the inevitable price for best-selling iPhone apps, says the creator of Angry Birds.

“If you look at the top games in the app store, 99 cents is the price,” said Rovio’s Peter Vesterbacka (whose business card reads simply “Mighty Eagle”) in a presentation at Game Developers Conference on Monday afternoon. “There’s no point in arguing whether it’s good or bad for the industry,” he said — one buck is the sweet spot, and what remains is to figure out how to make your mobile game a success at that price.

Vesterbacka delivered his remarks as part of the GDC Smartphone Summit, a group of talks that take place in the two days before the main Game Developers Conference, which begins on Wednesday at the Moscone Center in San Francisco. The room was packed to hear the developer of the super-popular mobile game, which has been downloaded over 50 million times and made Rovio tons of money, talk about the secrets to its success.

On this matter, the Mighty Eagle tended to be rather cagey — after all, who’d want to give away the ticked-off goose that laid the golden exploding egg?

But he made no bones about the power of 99 cents. Some iPhone apps like Words With Friends and Plants vs. Zombies have found success at slightly higher prices, but the big ones like Fruit Ninja and newcomer Tiny Wings are both under a buck — and higher up the charts.

In his presentation, the Rovio boss referenced recent comments from Nintendo of America president Reggie Fils-Aime that the avalanche of 99-cent App Store games were, in Vesterbacka’s words, “destroying the industry.”

“I actually think one of the biggest risks today in our gaming industry are these inexpensive games that are… disposable,” Fils-Aime told the GameTrailers TV show earlier this month. But the Nintendo executive added that Angry Birds, in his view, was “underpriced.”

Vesterbacka said that Rovio adds “insane value” to Angry Birds by producing dozens upon dozens of free extra levels — 240 so far — that all buyers get for free after paying their dollar. “That’s a very important part of the whole App Store model,” he said.

“You create a console game, you charge 50 or 60 dollars, and you forget about it,” he said. “99 cents is the price we have in the App Store, and you just have to make up for that with volume.”

“I could throw up a website and never update it,” he said, “but how popular would that be? Not very.”

Rovio will launch its next 99-cent game, Angry Birds Rio, on March 22. It’s tied in with the upcoming animated feature from 20th Century Fox.

Tags:

ScreenRetriever helps monitor kids’ online activity (podcast)

/* Posted February 28th, 2011 at 2:25pm [Comments: none]    */
/* Filed under Web    */

Software lets you see what’s on your child’s screen

(Credit:
ScreenRetriever.com)

When my kids were teens, my wife and I would occasionally walk into the room when they were on the Internet. We wouldn’t stand there for long, but we would glance at the screen to make sure what they were doing was appropriate. The rule was that they had to use a computer in a public area of the house with the door open. We didn’t spy on them, but we did check in now and then.

Now there’s a software program that will let you do the same thing but from a different part of the house. ScreenRetriever ($9.99 a year after a 14-day free trial) works in two ways. You can record everything your child does or, if you have another computer at home, you can view what they’re doing in real time from the other PC. The software currently works only on Windows but a
Mac version is planned for later this year.

I installed a free trial version on both my desktop and laptop and the program works as advertised. The software was easy to install and equally easy to uninstall. You do need a password to make any changes or to view your child’s screen from a remote PC.

As I’m writing this post on my desktop PC, I can see everything I’m typing and viewing from my laptop. It only works on a PC on the same network. There is no remote viewing via the Internet but if you want to review what your child does when you’re not at home, you can opt to have the software record everything and view it later. The company plans to offer browser-based remote viewing in a future release

In a recorded interview (scroll down to listen), ScreenRetriever co-founder Victoria Kempf told me that she and her husband launched the product to protect their own two teenage daughters. After using it at home they “decided to bring it to market to help other parents to be able to parent online just as they do offline.” She said that her older daughter was able to circumvent other parental-control products they tried. In my tests, I was able to circumvent ScreenRetriever on my desktop PC because it has two screens. I could view the main screen but not the second one. To be fair, most families don’t have PCs with two screens so this isn’t a likely problem.

Victoria Kempf and co-founder/spouse Mark Kempf

(Credit:
ScreenRetriever)

One thing I like about the program is that it doesn’t work in stealth mode. The person whose computer is being monitored can see the ScreenRetriever icon in the system tray at the bottom of their screen.

My biggest worry is that it could encourage helicopter parenting (as in hovering over your child) and that by monitoring everything a kid does, the parent will be overwhelmed with too much information.

Kempf said that the software is “meant to check in and be able to teach kids responsible and appropriate computer use.” She likened it to a parent glancing out a window as the child plays in the yard. “Mom’s not standing at the window for the entire time that the child’s outside, but she takes a quick glance,” and only intervenes if she sees something inappropriate.

Talk with your kids before using parental-control tools
If you decide to install this or any other software that monitors or limits what your child does online, I urge you to talk with your children first so that they understand your reasons for doing so. Also, be aware that software like this only works when the child is on their home PC. All bets are off if they’re on a mobile device, using an Internet-connected game console, or at a friend’s house. As I’ve said before, the best parental controls don’t run on devices but in the CPU inside the child’s head.

Click below to listen to my interview with ScreenRetriever co-founder Victoria Kempf

Listen now:

Download today’s podcast

Subscribe now: iTunes (audio) | RSS (audio)

Tags:

On Shelves This March: It’s another doozy

/* Posted February 28th, 2011 at 2:25pm [Comments: none]    */
/* Filed under Video Games    */

Just like last year, the month of March is once again a smoldering hot pot of video game releases. If you survived February, better hold on to your wallet for March, or risk splurging your rent away. It’s an extra rough time to be homeless, y’know, so you might want to plan those purchases right. For this edition of On Shelves, we’ll forget about the shovelware for now and focus on the big boys. Have at you.

 

March 1

  • Fable III: Traitors Keep DLC (Xbox 360) – Lionhead Studios (Xbox Live)
  • Fight Night Champion (PS3, Xbox 360, iOS) – EA Sports (North America)
  • PixelJunk Shooter 2 (PS3) – Q-Games (US PlayStation Store)
  • Rift: Planes of Telara (PC) – Trion Worlds
  • Vagrant Story (PSOne Classic) – Square Enix (US PlayStation Store)
  • Warhammer 40,000: Dawn of War II – Retribution (PC) – THQ

 

March 2

  • PixelJunk Shooter 2 (PSN) – Q-Games (Europe PlayStation Store)

 

March 4

  • Fight Night Champion (PS3, Xbox 360, iOS) – EA Sports (Europe)
  • Pokémon Black, White (DS) – Nintendo (Europe)

 

March 6

  • Pokémon Black, White (DS) – Nintendo (North America)

 

March 8

  • Dragon Age II (PS3, Xbox 360, PC) – EA (North America)
  • MLB 11: The Show (PS3) – Sony
  • MLB 2K11 (PS3, Xbox 360, PC, Wii, DS, PS2) – 2K Sports

 

da2

 

March 9

  • Final Fantasy Tactics: War of the Lions (PSP) – Square Enix (Japanese PlayStation Store)

 

March 10

  • Pokémon Black, White (DS) – Nintendo (Australia)

 

March 11

  • Dragon Age II (PS3, Xbox 360, PC) – EA (Europe)

 

March 15

  • Halo: Reach Defiant Map Pack DLC (Xbox 360) – 343 Industries (Xbox Live)
  • Homefront (PS3, Xbox 360, PC) – THQ (North America)
  • Okamiden (DS) – Capcom (North America)
  • Top Spin 4 (PS3, Xbox 360, Wii) – 2K Sports (North America)
  • Yakuza 4 (PS3) – Sega (North America)

 

 

Share

Tags:

TeamFSD Cover Project Revealed

/* Posted February 28th, 2011 at 2:25pm [Comments: none]    */
/* Filed under Xbox    */


Twitter

Facebook

 

Tags:

N64 Emulator: DaedalusX64 Beta 3 !!

/* Posted February 28th, 2011 at 2:25pm [Comments: none]    */
/* Filed under PSP    */

Beta 3 — 25 February 2011
(Major changes since Beta 2 Update, See SVN log for full list)
———————-
Corn:
Screen zoom (up to 150%) to get rid of black borders
Show patch progress instead of black screen while patching (Corn/Salvy)
Optimization/Speed-up in Dynarec/Loop Opt. and simplified the Fragment Cache Hash
Z-fighting Fixed
Faster D-list processing for a speed-up
Faster Fixed Point Matrix loading and other optimizations in rendering
Added option to use Cover-Flow or Classic GUI
Added battery info in pause menu (Salvy/psppwner300/Corn)
64 SaveState slots (psppwner300/Corn)
New faster Double Display List processing
16bit screen rendering (Using dithering for smoother colors)
Missing HUD(heart) fixed in OoT/MM
Faster texture check/hash
Faster audio conversion code and optimizations, fixed left/right sound swap
New DMA transfer mode using VFPU
Frame-rate limiter no longer stalls CPU
Added more patches in OSHLE GU function library using VFPU
Added Auto Frame Skip 1 2
Added hacks for Wonder Project J2, SM64 stars blend, Kirby 64 in DLParser_S2DEX_Bg1cyc copy
Hack for alternative TLUT (MM, SSV, Animal Crossing, Sin and Punishment(Tsumi to Batsu) Flying Dragon)
Hack for Wipeout, F-Zero and RR64 to proper Z-buffer rendering of geometry
When uses Average as texture filter we do Bi-linear on PSP (Smooths Gex 3 and others textures properly)
Fixed Model-view matrices for Gex games to render properly
Added Blend Explorer now takes a selection from Combiner Explorer to test blends in real-time
Set Prim Depth works – SSV, Road Rash, Glover, Rayman 2, Donald Duck
Insert Matrix works – Kirby enemies and SSB animation
Force Matrix works – Tarzan, Donald duck, Rayman2 and Star Wars Episode I — Racer
Proper texture loading – F-Zero, Flying dragon (menus)

Salvy:
New home button library (works on newer FW’s 6XX + button wrapper for easy usage)
New blender using a 16bit hash
Generic blend-mode (handles over 70% of all inexact blends)
Reworked COP1 Unusable Exceptions ( Increased compatibility greatly )
Added support for uCode tables and uCode definitions
Added a more robust and faster uCode cache (All used uCodes are retained, to avoid unnecessary hashing)
Reworked uCode detection (faster, and fixed several annoying bugs)
Simplified greatly interrupts
Implemented AI OS functions, also several fixes and optimizations throughout OSHLE
Updated Audio code base to latest Azimer’s plug-in (Salvy/Corn)
Implemented several custom uCodes (Conker, GE sky etc)
Recursive deletion + Reset settings/oshle cache
Deprecated RSP LLE emulation from PSP build
Properly transfer palettes to Video Memory after loading texture (Fixes annoying spots)
Added Forced Filtering, can be changed on Global Settings (Salvy and Kreationz)
Fixed memory region 0xA500 0xA5FF (Pokemon Stadium 1 and F-Zero(U) boot now)
Panic Button – L-TRIG + R-TRIG + START pressed for 2 sec (Salvy/Corn)
Add compatibility for using gprof for profiling

Kreationz:
Update Screen only called once per frame (Fixes Flashing and Shaking)
Updated clipping code to latest version from Irrlicht Engine
Fix of IA4 textures (OoT’s Trees for example)
Fixed 4bpp texture padding

Grazz:
Implemented S2dex and Sprite2D
Auto uCode detector (Grazz/Kreationz)
Implement per game SaveState support

Howard0su:
Memory Access Optimization
Move Video Memory and Graphics Context initialization into system.cpp
Avoid strdup, use static array instead

Other Devs and People that helped greatly:
Added VFPU math (Zack/Corn)
Several improvements in our makefile (Maxijac)
Allows SaveState deletion (Maxijac)
Various improvements/updates to roms.ini (Wally, bdacanay, Yamagushi and Destroyer5150)
Cover-Flow Gui (Yamagushi)
Recommended Settings (Yamagushi)
Several custom blend-modes (Wally, Salvy, Kreationz, Corn, bdacanay, Darth_Sidious and NintendoBoy13)
Added ability to delete ROMs to GUI (psppwner300, Corn)

Tags:

How To Enable Safari Password Memorization On iPhone, iPod Touch And iPad

/* Posted February 28th, 2011 at 8:25am [Comments: none]    */
/* Filed under Uncategorized    */

If you are frequently browsing on Safari web browsers on iOS devices such as iPhone, iPod touch or iPad, you may realize that some websites require your authentication in order to continue the web browsing. Even though this is good for security reason, but sometimes it could be annoying especially certain websites that require a long password that you need to type repeatedly on a space constraint soft keyboard. If you are not aware, there is actually a way that you can turn on the user name and password memorization built into the iOS features by following below steps.

  1. First, go to Settings – Safari, then browse to ‘AutoFill’.
  2. Under ‘AutoFill’, you will notice that it is currently in Off state by default and further tapping into it will go into next level of settings.
  3. Over here, there are multiple fields that you can enable and go to ‘Names Passwords’ and toggle it from OFF to ON will enable the auto filling mechanism, which will memorize your previous names and passwords so that users can fill up any web forms automatically when browsing on Safari web browser.

By now, whenever you logon to a new website, there will be a new prompt that will ask if you want to save the logon username and password, and by clicking on ‘Yes’ will save them so that you can automatically logon without the need to retyping again.

This entry was posted on Monday, February 28th, 2011 at 11:18 pm and is filed under Tips Tricks. You can follow any responses to this entry through the RSS 2.0 feed.
You can leave a response, or trackback from your own site.

Tags:

Tiny Wings for iOS: Discover the joy of flight

/* Posted February 28th, 2011 at 2:25am [Comments: none]    */
/* Filed under Web    */


It may not look like much, but Tiny Wings could be the best bird-based game since that one with the pigs.

It may not look like much, but Tiny Wings could be the best bird-based game since that one with the pigs.

(Credit:
Screenshot by Rick Broida)

I just figured out why the Angry Birds are so angry: it’s because they can’t fly! They have to be flung, and even then they get only a few seconds of airtime before suffering rapid-deceleration trauma. I’d be ticked off, too.

In Tiny Wings, there’s just one bird, and all he wants to do is fly. It’s your job to help him, to keep him flying fast, far, and just ahead of ever-encroaching nightfall. Once you get the hang of the flight mechanic, you’ll find yourself thoroughly, hopelessly addicted, always wanting to try “just one more time” to see if you can get a little farther.

Your adorably fat little bird slowly propels himself over the hills and valleys of the various islands that serve as the game’s levels. The only “control” is your finger, which you tap and hold when he’s sliding down a hill and release on the upturn. Time it right and our hero soars skyward.

If you tap and hold while he’s airborne, he instantly gets “heavy,” plummeting back toward the ground. The idea is to time it so he plummets right onto a downward slope, which in turn gives him more speed for the next jump–and sends him flying higher and farther.

This isn’t hard by any means, but it took me a few tries to get the knack of it. From there, the fun lies in seeing how many successive jumps (and “cloud touches”) you can pull off, and in nose-diving at just the right time to collect the occasional power-ups that litter the ground.

I love Tiny Wings’ soothing pastel colors (which, according to the developer, change from day to day) and New Agey background music. It’s the kind of game you’d want to play while lounging in the bathtub at the end of a hard day.

Is it perfect? Not quite. Although Tiny Wings does have objectives, it’s fairly repetitive. Each island is pretty much the same as the last (except for how it’s colored), and there’s no support for GameCenter (yet–it’s in the works).

That said, this is the best 99 cents I’ve spent in a while. If you’re sick of Angry Birds, tired of Cut the Rope, and done with Cover Orange (which I still think is woefully underrated), Tiny Wings might just be your next big addiction.

One last thing: I think the little birdie needs a name. For some reason I want to call him Floyd. Anyone have any better suggestions?

Tags:

Logitech Wireless Speaker Z515

/* Posted February 28th, 2011 at 2:25am [Comments: 1]    */
/* Filed under News    */

Logitechs’s Wireless Speaker Z515 is a relatively affordable, rechargeable, wireless speaker system. The unit’s black-plastic shell takes a rectangular shape with rounded edges and a large, metal speaker grille on the front. At 13.8 inches wide, 5.4 inches tall, and just 3.3 inches deep at its thickest point, the Z515 is small and slim enough to fit in a laptop bag or carry-on, and the system weighs barely more than 2 pounds. The included carrying pouch doesn’t offer much padding or protection, but the Z515 is portable with or without it.

On the right side of the unit’s face are two LEDs. One represents battery life; it glows solid green when the internal battery is at least 50 percent full, switches to orange when you go under that halfway point, and then red when you’re in the final 10 percent. The second light shows the Z515′s current wireless-pairing status.

The Z515 can pair with audio sources in two different ways. You can connect via Bluetooth–for example, to listen to iOS devices or to a Bluetooth-enabled computer. But included with the unit is a 2.4GHz, radio-frequency (RF) USB dongle; insert it into a free USB port on your Mac, and you’re paired almost instantly. (You choose the USB stick as your audio output in the Sound pane of System Preferences, which sends all audio to the Z515.) Note that you can connect wirelessly to the Z515 using either Bluetooth or the USB stick–the two pairing modes are mutually exclusive. So, for example, if you previously paired the Z515 with your iPhone using Bluetooth, you must disable that Bluetooth connection (via your phone) in order to connect to your Mac using the USB dongle (and vice-versa).

On the back of the Z515 is a hinged, plastic stand that, when opened, reveals a snug hiding place to tuck the USB stick when you’re not using it. Above the fold-out stand are the Z515′s sole hardware buttons–Power, Volume Up, and Volume Down. The buttons are shaped so that you can tell them apart by touch, which is helpful, since you can’t see them from the front. Not surprisingly, given the Z515′s price and wireless focus, Logitech doesn’t include a remote control.

When you pair with the Z515 via Bluetooth, you can adjust playback volume both from your paired device and on the speaker itself. Using a USB stick with a Mac, however, only the Z515′s controls work; the Z515′s USB stick is treated as a line-level audio output, so your Mac’s volume controls are disabled. While there are arguments to be made in favor of such an approach, I find it frustrating–I frequently adjust the volume, say, when I pause iTunes to answer a Skype call, and I disliked having to reach for the Z515 instead of using my keyboard’s dedicated volume keys.

On the system’s right-hand side is a 1/8-inch (3.5mm) stereo line-in jack for connecting a wired audio source. Doing so disables wireless audio streaming. Next to this audio jack is one for the included AC adapter. Fully charging the Z515′s internal battery takes about six hours, and Logitech says that one charge should get you 10 hours of listening time, which seemed to match with my experience.

I don’t know that you’d want to listen to the Z515 for ten hours straight, though, as the Z515 just doesn’t sound that great. Audio quality from the system’s dual two-inch drivers is mediocre at best–much like an amplified version of my laptop’s built-in speakers. Bass presence is negligible, and treble response sounds muddled and, and louder volumes, a bit distorted.

To coax the best sound from the Z515 that the device can offer, you must use AC power, rather than the internal battery, and connect to a computer using the USB dongle. When run off AC power, the Z515 uses all of its 3 watts; using battery power, the system uses less power in order to conserve battery life. (Logitech doesn’t say how much less power is used; the documentation simply says “less.”) Unfortunately, even when streaming from my Mac over the USB stick–which I’m guessing improves audio quality by using less compression than standard Bluetooth–intermittent stuttering and audio glitches still marred my listening experience.

Granted, the Z515 is the first wireless speaker system we’ve seen that connects via both Bluetooth and RF, and it’s got a built-in rechargeable battery, to boot. These are all features that add to the price of portable speakers. But it seems as though squeezing these features into a $100 package left little metaphorical room for audio performance.

Macworld’s buying advice

When using the Z515 off its built-in battery, I was reminded of listening to cassette-based stereos from the early 1990s–if you didn’t know any better, you’d think they sounded just fine, or even good. But if you told me that you had a $100 budget and wanted a wireless speaker, I’d insteand recommend the Yubz Magnum or Spracht Aura BluNote over the Z515. The Z515′s audio quality is disappointing, and those other similarly-priced models simply sound better. Even when run off AC power, the Z515′s sound quality doesn’t match its features and connection flexibility.

Tags:

iPad 2 News: Can Apple Maintain its Lead with the iPad 2?

/* Posted February 28th, 2011 at 2:25am [Comments: none]    */
/* Filed under iPad    */

We’re finally going to see what Apple has for us this week, as the iPad 2 is expected to debut at a media event on March 2. Will the new iPad have what it takes to keep ahead of the competition?

20110228 ipad 2 500x342 iPad 2 News: Can Apple Maintain its Lead with the iPad 2?

When Apple introduced the iPad last year, the big challenge was convincing buyers who already had both a computer and a smartphone that they needed another device that fit in-between. In 2011, their task will be even tougher—producing an iPad that can stay ahead of the rash of tablets coming this year.

Forrester Research analyst Sarah Rotman Epps thinks Apple can do it, stating, “Apple has a strong first-mover advantage.” While that’s probably an understatement, Apple will need it, as the new contenders in the tablet field make their entrances.

BlackBerry maker Research In Motion is projected to release its PlayBook tablet in March or April with a price tag similar to that of the iPad, but possessing tighter security and integration with the existing software of corporations. However, RIM may have blown whatever chance it had to make the PlayBook the top choice for enterprise users just as its BlackBerry was until the iPhone began cutting into its territory.

Why? Because they’ve waited too long to actually get the PlayBook into stores. The first announcement was made late last year, and months later, the PlayBook still isn’t available for sale. Meanwhile, Apple has been using that time to slip its iPad into the same companies RIM will be targeting. When the PlayBook finally arrives, RIM may find a significant segment of its target audience already using iPads.

Tags:

Page 1 of 351234567...2030...Last »

Nothing found for Tools Panel Php?preblock=%3Cdiv+class%3D%22sidelist%22%3E%3Cul%3E&postblock=%3C%2Ful%3E%3C%2Fdiv%3E&preitem=%3Cli%3E&postitem=%3C%2Fli%3E&num=

Mission Statement

Mission Statement

To remain on the cutting edge of Internet advertising by investing and building innovative, progressive and revolutionary companies that advance the industry. It is our responsibility to operate companies that set new standards for service, quality, and profitability.

Read More

What We Do

We are committed to the pursuit of excellence and pledge to stand ahead of our competitors. Our business model is simple: find and cultivate ideas that improve every aspect of the experience, setting a new precedence. We thrive in competitive markets because we focus on strong, long-term relationships and innovative solutions. Our influence and reputation flows from the quality of our teams and...

Read More