Tuesday 31 December 2013

Xolo Q3000 with 5.7-inch full-HD display, Android 4.2 launched at Rs. 20,999

The Xolo Q3000 has been launched in India, at a price of Rs. 20,999. The 5.7-inch Android 4.2 Jelly Bean phablet will be available in Black and White variants.

The Q3000 was listed earlier on Tuesday on an online retailer, at a lower price of Rs. 18,849, and that listing is still there at the time of writing this article. Notably, another online retailer had put the Q3000 up for pre-order last week, at the same selling price Xolo is quoting now.

The Xolo Q3000 is a dual-SIM (GSM+GSM) device which runs Android 4.2 Jelly Bean. It comes with a 5.7-inch (1080x1920 pixels) full-HD IPS display, translating to a pixel density of 386ppi. It is powered by a quad-core 1.5GHz MediaTek MT6589T processor that is coupled with 2GB of RAM.

The phablet features 16GB of inbuilt storage, which is further expandable up to 32GB via microSD. The Xolo Q3000 supports a 13-megapixel rear camera with LED flash and BSI 2 sensor, while there is a secondary 5-megapixel front-facing camera which also features BSI sensor.

On the connectivity front, the Xolo Q3000 includes 3G, Wi-Fi, Micro-USB, and Bluetooth.  Also onboard is an accelerometer, gyroscope, magnetometer, proximity, and ambient light sensor.

The phablet packs a 4000mAh battery, which according to the listing, delivers up to 33 hours of talk time and up to 667 hours of standby time on 2G network. The Xolo Q3000 measures 164.8x81.6x8.9 mm.

Interestingly, Xolo also announced its first 4G-enabled smartphone on Tuesday, the Xolo LT900, which is listed on the company's site with a pricing of Rs. 17,999, but without availability details.

Monday 30 December 2013

What If They Try to Hack Amazon's Drones?

Not everyone is thrilled with the rise of civilian drones in American skies. Last week, after Amazon hyped its plan to deliver packages in half an hour via UAV (unmanned aerial vehicle), we wondered about the drone backlash happening in many part of the U.S. And while an angry few threatened to shoot down these delivery drones, a more pressing concern seems to be: What if people try to hack them?

Just last week, security researcher Samy Kamkar made news after announcing he had modified his Parrot AR.Drone quadcopter to hunt and hijack other drones. Employing simple hardware including a Raspberry Pi computer and a wireless transmitter, plus software tools such as aircrack-ng and Kamkar's own Skyjack, the pirate drone scans for nearby Parrot IP addresses. If it locates one, the drone will then hack the unencrypted Wi-Fi controls of its target and place the bot under Kamkar's control.

Kamkar says he designed Skyjack to "get people to pay a little attention to the potential security implications of drones flying around and becoming more ubiquitous in daily use."

Patrick Egan, drone advocate and editor of sUAS News, is not especially worried about Skyjack. Hackers can target Parrot drones, yes, but that's because those French recreational quadcopters run on Wi-Fi, not on radio frequencies. "The Parrot is something a father and [child] would play with in the yard."

Kamkar readily admits that there are limits to his hack. The Skyjack drone can stay in the air for only 10 minutes. Its strike range extends as far as its own Wi-Fi network, and it detects only those IP addresses associated with Parrot. But that's not the point. The drones that would be used for package delivery or other commercial uses in the future would be much harder to bring down, he says. But it's not impossible—and that's his point.

For example, high-tech pirates could target the unmanned aerial vehicle's GPS navigation system by jamming weak satellite signals, says Todd Humphreys, an aerospace engineering professor at University of Texas at Austin. "You can just get on the Internet and buy a so-called personal privacy device, and you can jam GPS receivers from about 10 meters to up to a mile away," Humphreys says. The more heavy-duty jammers cost only a few hundred dollars.

A drone with disrupted GPS navigation would be in trouble. In the best-case scenario, the vehicle could limp home by relying on its inertial measurement unit to provide a basic dead reckoning. A human operator could also help by remotely steering the drone with visual cues coming from onboard cameras.

But things get really dicey if an attacker jammed the communication link with the ground operator. Indeed, some of the "personal privacy devices" Humphreys mentions sport multiple antennas and are powerful enough to disrupt cellphone signals—which is what an Amazon drone probably would use for flying beyond line of sight, he says.

Even more insidious is spoofing GPS coordinates, whereby the drone is tricked into landing at (or crashing into) a location chosen by the attacker. "It is orders of magnitude more sophisticated, more complicated than jamming," Humphreys says, "but it has a bigger payoff in that the attack can go undetected."

The threat is not theoretical. In June 2012, Todd Humphreys and his research team spoofed and grounded an $80,000 drone during a demonstration for the Department of Homeland Security.

For now, the threats are being addressed incrementally. Georgia Tech, for example, has been conducting studies into autonomous vision-based navigation, while the Los Alamos National Laboratory wants to make robot movement less predictable.

"The advantage of acting unpredictably is that people who might want to exploit the robot cannot as easily anticipate where the robot might go next," says Los Alamos National Laboratory research engineer David Mascarenas.

Still, Humphreys is concerned about the proliferation of software-defined radios. Whereas GPS spoofing is still the purview of highly skilled ham radio operators, these new devices give computer hackers easy entrance into the field. One day, will teen hackers be able to just download a GPS spoofing program and hijack a drone as they would a computer?

"That's my worst fear," he says.

For more information on the delivery of packages by amazon's drones view [ Separating Hype from Reality on Amazon’s Drones ]

Tuesday 24 December 2013

Apple’s new Mac Pro goes on sale, can be configured to cost $10,000

At long last, Apple’s new, incredibly small Mac Pro is on sale. Starting December 19 (but shipping in February), you’ll be able to pick up an entry-level Mac Pro for $3000 (quad-core). The mid-range six-core model will set you back $4000. Pricing for the eight- and 12-core systems is not yet available, but a fully maxed out system — with two FirePro graphics cards and 1TB of solid-state storage — is $9600.

The new, cylindrical Mac Pro is a long-overdue update to Apple’s line of workstation-class PCs. Compared to the original Mac Pro brushed aluminium tower (pictured at the end of the story), the new model is an almost shockingly diminutive cylinder. It’s hard to appreciate just how small the Mac Pro is until you see it in real life — it is tiny. The tower, fully kitted out, weighed in the region of 40 pounds (18 kg) — the new Mac Pro is just 11 pounds (5 kg). Likewise, when it comes to other dimensions like height and length, the new Mac Pro is just 10 inches (25 cm) tall and 6.6 inches (16.7 cm) across. It is hard to believe that, in just seven years, the Mac Pro’s volume has been reduced by at least 10 times.


The form factor itself is interesting, too. Almost every PC produced up until this point has been some variation of rectangular prism. From beige box PCs, to game consoles, to tablets — their width and height might change, but their cross-sections are almost always rectangular. There are various reasons for this, but it boils down to two main factors: the constituent components (most chips, hard drives, and logic boards are also rectangular), and cost (it’s relatively cheap and easy to design and fabricate a box). Apple, which prides itself on designs that are outside of the box, seemingly decided it was time for a change. Thus, the new Mac Pro is a cylinder.


Because Apple is still forced to use rectangular components and logic boards, the insides of the Mac Pro are not rounded — rather, it looks a bit like a triangle, with a fairly normal-looking motherboard, and then (if you pay for it) two graphics cards forming the other two sides. This triangle shape creates a fairly large empty space in the middle, or “unified thermal core” in Apple speak, where heat from the CPU and GPUs is dissipated by a single heatsink and fan. If you haven’t looked at the Mac Pro website before, you should check it out — it does a good job of explaining (and showing off) the new cylindrical design.

Such a diminutive chassis doesn’t come without caveats, though. The new Mac Pro is, surprise surprise, very hard to upgrade. You can upgrade the RAM, and we believe the PCI-E solid-state drive should be upgradeable, but that’s it. Due to the unified thermal core, it appears that the CPU and GPUs are non-upgradeable.

You can upgrade the RAM (up to 64GB) and SSD (up to 1TB) at Apple’s online checkout, but the price will likely be extortionate (better to upgrade it yourself). CPU-wise, you have the choice of Intel Xeon E5 chips, with either four, six, eight, or 12 cores. There is no option for dual CPUs. The $3000 model will net you two FirePro D300 graphics cards, and the $4000 model steps that up to dual-FirePro D500, but the Mac Pro can be configured for up to two FirePro D700 graphics cards. The D700 is a serious graphics card — it’s probably a rebadged W9000, which retails for over $3,000. Rounding out the Mac Pro’s specs, there are two Thunderbolt ports, four USB 3.0 ports, two Gigabit Ethernet ports, HDMI out, 802.11ac WiFi, and Bluetooth.

Apple’s Mac Pro online checkout isn’t available yet, so we can’t see how much a top-spec Mac Pro will cost, but we’d estimate that, with a 12-core Xeon, 64GB of RAM, 1TB SSD, and two FirePro D700s, you’re looking at $9,600 — and that’s before you add Apple’s suggested display, the $3600 4K 32-inch Sharp PN-K321.

Monday 23 December 2013

With a quad-core processor and Android 4.4 KitKat on board the LG D-410 - thought to be the LG G2 Mini - is beginning to sound like a pretty decent offering.

We've already got the Galaxy S4 Mini and the HTC One Mini, and with smaller version of the Xperia Z1 supposedly on the horizon it appears LG is gunning for the pint-sized market too with the G2 Mini.

A recent benchmark result for a handset carrying the ID LG D-410 revealed a 1.2GHz quad-core processor, 540 x 960 display and Android 4.4 KitKat on board.

If these details are genuine then we'd expect the handset to make it to market in the guise of the LG G2 Mini.

Arriving soon?

There's no mention of screen size in this particular results, but other rumours surrounding the G2 Mini appear to be pointing towards the 4.3-inch area - which would match rival Samsung and HTC phones.

LG hasn't given us any hints as to whether it's working on a smaller version of its flagship G2, so we're taking this news with a pinch or salt - but considering what its rivals are doing we wouldn't be surprised if the G2 Mini did see the light of day in the coming months.

In terms of a LG G2 Mini release date we're looking towards both CES 2014 in Las Vegas and MWC 2014 in Barcelona as possible launch locations.Currentbit.blogspot.com will keep you updated with more latest technology news and reviews.

Saturday 21 December 2013

Intel Robot Puts Touch Screens through Their Paces

In a compact lab at Intel’s Silicon Valley headquarters, Oculus the robot is playing the hit game Cut the Rope on a smartphone. Using two fingers with rubbery pads on the ends, the robot crisply taps and swipes with micrometer precision through a level of the physics-based puzzler. It racks up a perfect score.

It’s a far cry from the menial work that Oculus’s robot arm was designed for: moving silicon wafers around in a chip fab. But it’s not just a party trick. Intel built Oculus to try to empirically test the responsiveness and “feel” of a touch screen to determine if humans will like it.

Oculus does that by analyzing how objects on a device’s screen respond to its touch. It “watches” the devices that it holds via a Hollywood production camera made by Red that captures video at 300 frames per second in higher than HD resolution. Software uses the footage to measure how a device reacts to Oculus—for example, how quickly and accurately the line in a drawing program follows the robot’s finger, how an onscreen keyboard responds to typing, or how well the screen scrolls and bounces when Oculus navigates a long list.

Numerical scores are converted into a rating between one and five using data from cognitive psychology experiments conducted by Intel to discover what people like in a touch interface. For those experiments, hundreds of people used touch screens set up to have different levels of responsiveness. These tests were devised by psychologists in Intel’s interaction and experience group, which studies the relationships people have with computers.

The scores produced by Oculus and the psychological research have proved valuable to engineers at companies working on touch screen devices based around Intel chips. They’ve also been useful to Intel’s chip designers, says Matt Dunford, the company’s user experience manager. “We can predict precisely whether a machine will give people a good experience,” he says, “and give them numbers to say what areas need improving.”

The conventional approach would be to have a user experience expert test a touch screen and give his expert but personal assessment, says Dunford. That doesn’t always offer a specific indication of what needs to be tweaked to improve the feel of a device.

Intel won’t share specific details of how it defines the difference between a touch screen that is sluggish and one that is snappy. But robotics engineer Eddie Raleigh, who helped build Oculus, says a good touch screen follows a swiping finger with only tens of milliseconds of delay.

Intel’s tests on human subjects have also shown that perceptions of quality can vary significantly depending on how people are using a device. People unconsciously raise their standards when using a stylus, for example, says Raleigh. “People are used to pens and pencils, and so it has to be very fast, about one millisecond of delay,” he says. Meanwhile, children generally expect a quicker response from a touch screen than adults, whatever the context.

Raleigh says his team can take such differences into consideration when setting up Oculus for a test. “We can mimic a first-time user who is being slower or someone hopped up on caffeine and really going fast,” he says.

Intel currently has three Oculus robots at work and is completing a fourth. The device can be used on any touch screen device, from a smartphone up to an all-in-one PC. It uses a secondary camera to automatically adjust to new screen sizes.

Intel has also built semi-automated rigs to test the performance of audio systems on phones and tablets. A soundproofed chamber with a dummy head containing speakers and microphones and a camera is used to test the accuracy and responsiveness of voice-recognition and personal assistant apps. A range of sophisticated cameras and imagers are used to check the color a display shows.

Jason Huggins, co-founder and chief technology officer of Sauce Labs, a company that offers phone and Web app testing, says Oculus has secret cousins inside most major phone and tablet makers. “The Samsungs, LGs, and Apples all have these kinds of things, but they don’t talk about it because they don’t want their competitors knowing,” he says. Intel’s Dunford says Oculus represents an improvement on previous devices in the industry because it compares devices using data on how people actually perceive touch screens. Other robots, he says, tend to see how devices perform against certain fixed technical specifications.

Huggins is trying to widen access to such robots because he believes they could help app developers polish their software. He has created an open source design for a robot called Tapster that can operate touch devices using a conventional stylus, with much less finesse than Oculus but at a fraction of the price. Many of the parts can be made on a 3-D printer. Huggins has sold about 40 of the machines and is working on integrating a camera into the design.

“If I can make a robot that can actually test apps, I suspect there’s going to be a serious market,” he says. Software developers currently pay companies like Sauce Labs to test apps using either human workers or software that emulates a phone or Web browser. Huggins says having a robotic third option could be useful, and predicts that robotic testing of all kinds of computing devices will become more common.

“We have to think about this because software is not trapped inside a computer behind a keyboard and mouse anymore,” he says. “You’ve got phones, tablets, Tesla’s 17-inch touch screen, Google Glass, and Leap Motion, where there’s no touching at all. These things depend on people having eyeballs and fingers, so we have to create a robotic version of that.”

BMW i8 key fob holds a surprise in your hand

The only thing that BMW has officially said about the key fob for the upcoming i8 is that it's made with eco-friendly materials. Like a biopolymer made with castor bean oil and glass fiber. But, according to a leaked picture on Bimmerfile, there will be something a lot cooler built into the thing you'll always have with you when you drive the i8: a connected screen telling you charging status of the car and the range in the battery pack.

We'd like to think the tiny smartphone-like fob will be able to do more than that, and the Apple-like dots at the bottom of the image imply that it will. We're fine if it doesn't play Angry Birds, but we'll be sad if this is just a clever manipulated image. Bimmerfile says the high-resolution LCD screen key will also be able to turn the i8's pre-conditioning on and off. We do know that all of the keys for the i3 and the i8 that we've held and seen in the wild look nothing like this, but we're hoping to be pleasantly surprised. After all, BMW is pouring a lot of cool new tech into the Project i vehicles, including the ability to plan walking and public transportation routes from the car's navigation system in the i3 and optional energy-saving LED laser headlights in the i8.

Tuesday 17 December 2013

iRecorder, the portable iPhone speaker that looks like a retro cassette player

There are some moments in life where the old and the new meet, and retro is always in vogue – it is just a matter of which particular era that should take centrestage at that point in time. Well, the $39.99 iRecorder would be an interesting play of bridging both the old and the new, as it looks like one of those Retro Cassette Players, except that in reality, it carries a very different function – by being a portable speaker for the iPhone.

The iRecorder would play nice with the iPhone 4, iPhone 4s, iPhone 5 and iPhone 5s, anything older than the iPhone 4 would not work. Oh yeah, and one more thing – no longer do you need to keep a pencil around the house handy, as the iRecorder will not eat your tape. Those who grew up in the era where cassette tapes were the most popular choice for listening to music would be able to identify with me. The iRecorder would run on a trio of AA batteries, and connects to your iPhone via the standard issue 3.5mm plug. One thing that bugs me though, the gaudy color in which it comes in does not really appeal to my taste, how about you?

Samsung's Galaxy GamePad brings precision Android controls to Europe first

Well, that took awhile. Remember the first-party gamepad Samsung trotted out at the Galaxy S4 unveiling? It's finally ready for release -- in Europe. The months of extra development don't seem wasted, at least: The revised pad sports a new facade that thankfully discards the odd Xbox 360/Wii hybrid look that the prototype flaunted, and there's a rechargeable battery pack too. What's more, the outfit says that the controller can handle devices from 4-inches to 6.3-inches running Jellybean and up. The controller's "play" button will also launch the company's new Mobile Console app on certain Samsung devices; a sort of virtual game shelf, if you will. At launch, that button promises to foster a list of some 35 compatible titles, with Need for Speed: Most Wanted and Prince of Persia: The Shadow and the Flame leading the pack. We've reached out to Samsung for pricing and North American availability and will update this post if we hear back.

Samsung Galaxy Round could be announced this week, first smartphone with flexible display

Korean media is reporting that Samsung might announce its curved display smartphone as soon as this week, with the tentative name Galaxy Round, beating LG the punch. It is aimed to be the first commercially available phone with a plastic, instead of glass substrate, meaning the panel is much more durable, and will, ultimately, be cheaper to produce.

The specs are expected to be close to what we have on the Galaxy Note 3, which explains why there were so many rumors we will get different versions of Samsung's phablet, including one with plastic display.

From what we've grasped they have been mulling a steep price, since it will be produced in limited quantities, although if the screen didn't support Samsung's S-Pen functionality there is a possibility for the tag to be much lower. In any case, if this report is correct, we will be seeing the Galaxy Round officially very soon, likely heading to Samsung's domestic market at first.

Friday 13 December 2013

The Quest to Build Xbox One and PS4 Emulators


Emulators have long been popular among gamers looking to relive the classic titles they enjoyed in their youth. Instead of playing Super Mario Bros. on a Nintendo console, one can go through the legally questionable yet widespread route of downloading a copy of the game and loading it with PC software that emulates the Nintendo Entertainment System.

Emulation is typically limited to older games, as developing an emulator is hard work and must usually be run on hardware that’s more powerful than the original console. Consoles from the NES and Super NES era have working emulators, as do newer systems such as Nintendo 64, GameCube and Wii, and the first two PlayStations.

While emulator development hit a dead end with the Xbox 360 and PS3, that may change with the Xbox One and PS4, according to software engineer Ben Vanik.

Vanik writes Javascript code by day for his full-time gig as a software engineer, while pursuing all other sorts of challenging projects in his spare time. He’s one of the few people to have even tried building an Xbox 360 emulator, although his version isn’t ready for general use. (For emulator development, he writes in C and C++.)

Vanik doesn’t have specific plans to develop an Xbox One or PS4 emulator, but is intrigued by the possibility. He is excited that both new consoles use AMD x86 CPUs, similar to the chips in most laptops and desktops (except that PCs generally use Intel’s x86 chips). The new consoles both use AMD Radeon graphics processing units as well, which is also good news because AMD’s “Mantle” API makes it easier for developers to write code for the chips. Finally, Vanik expects that the hardware virtualization readily available in today’s PCs will let emulators run without needing a computer four times as fast as the console.

“It would be easier to create a PS4 or Xbox One emulator within the next year or so than it would be to create a PS3 or Xbox 360 emulator that ran at the speed of the device,” Vanik told Slashdot in a phone interview.

All of Vanik’s optimism is based on one big caveat—that Microsoft and Sony aren’t able to lock down their consoles in ways that would make it impossible to hack into the systems.

Similar to jailbreaking or rooting a phone, developers hack consoles to let them run homebrew programs or other software that isn’t sold by the consoles’ original makers. That’s not what Vanik does, but he relies on such hacks.

“The big thing for writing an emulator is finding the information and reverse engineering it,” he said. “I don’t think it’s been the case that an emulator has been written without there first being some hardware hacks on the system such that people could put mod chips in and run homebrew.”

Until you have homebrew you can’t really have emulators, he added, “because people like me who are writing emulators are looking at the homebrew. The people who get Linux running on these things, I look at their code to see what the CPU registers are that they’re flipping as they’re doing things, and that’s what I use to build the emulator.”

Once Linux is running on an Xbox One or PS4, “an emulator won’t be too far behind,” Vanik said. So what’s the problem? “My worry with this generation is that maybe Sony and Microsoft have gotten really good at preventing homebrew.”

Enterprising hackers were able to break into the Xbox 360 and PS3. The fact that good emulators for these consoles don’t exist had to do with their PowerPC architecture, not a lack of access to the systems, Vanik added. But the Wii U does not yet have homebrew, and the Nintendo 3DS has also held firm against outside exploration.

“Every time a new [Nintendo] DS or Game Boy was released it was always hacked almost immediately and this is the first one that hasn’t been,” Vanik said. “It’s been on the market forever now at this point and no one’s done it yet, so I’m a little worried that companies are getting better at preventing us honest consumers from doing what we want with our hardware.”

Honest Work—But Is It Legal?

Vanik wasn’t joking about being an “honest consumer.” His goal isn’t to play games he hasn’t paid for, but to preserve video game history and to solve complex computer-programming challenges.

“I’m not a fan of piracy. I’m not a fan of stealing things, and software,” he said. “But I feel as a consumer, if I own a copy of this Super Mario World cart and I want to play it on a piece of hardware I own, I should be able to do that.”

The lack of backwards compatibility in new consoles makes it hard for gamers to play old titles—except those that game companies have re-released so that consumers can pay for them a second or third time. “All of those games that were created, all of those works of art and terrible shooters and stuff, they are gone,” Vanik said.

He’s also inspired by the engineering challenge: “An emulator is one of the most complex things that you can write as a piece of software… It touches on so many components of a system to a depth that most people, most engineers will never actually experience.”

Vanik’s Xbox 360 emulator is called Xenia, and is available only as source code. When compiled, the software can load the logos and menus of a few games, but not actually play them yet. A couple of years ago, Vanik wrote a series of in-depth blog posts describing the challenges of building a 360 emulator. He owns “several” Xbox 360s.

Vanik previously created a PlayStation Portable emulator, but stopped developing it after he got a couple of games to run on the platform. The fun was in proving that a PSP emulator could be created, not in the tedious process of ensuring compatibility with every game, which is challenging because each one uses a different subset of a system’s capabilities.

Vanik hasn’t released anything more than his source code because he doesn’t want to be mobbed by people looking for perfect compatibility for random games: “The second you say you have an emulator, you have a bunch of people asking you where they can pirate games and ‘How do I get it to work on my system?’”

Although video gamers playing their childhood favorites on an emulator are unlikely to end up the target of a police raid, doing so is likely illegal. One common belief is that if you own a physical copy of a game, it’s ok to download a digital copy and play it on an emulator. Not so, says Nintendo. While technically you can make a copy of a game you own for “archival purposes,” you’re at greater risk of outlawry when you download a copy from the Internet.

“There is a good deal of misinformation on the Internet regarding the backup/archival copy exception,” Nintendo’s website says. “It is not a ‘second copy’ rule and is often mistakenly cited for the proposition that if you have one lawful copy of a copyrighted work, you are entitled to have a second copy of the copyrighted work even if that second copy is an infringing copy.”

But that’s not the case, the website adds: “The backup/archival copy exception is a very narrow limitation relating to a copy being made by the rightful owner of an authentic game to ensure he or she has one in the event of damage or destruction of the authentic.” Whether or not you own the game, or possess a Nintendo ROM for a limited amount of time, “it is illegal to download and play a Nintendo ROM from the Internet.”

Copyright lawyer Ed Komen of Sheppard Mullin told Slashdot that “there’s always been a distinction in the copyright law between the physical copy of a work and the protected work itself.”

“You could own a copy of a book and have the right to resell the book, lend it, give it away, throw it away, burn it, whatever,” he said. “But that wouldn’t necessarily give you the right to scan it and send out multiple copies to your friends so they wouldn’t have to purchase their own copy.”

Even creating an emulator could potentially be illegal, Komen added: “The term emulator means you’re trying to mimic something else, and if you mimic it too closely you might actually be infringing what you’re emulating.”

Re-using code may constitute a copyright violation, which is why developers attempt to reverse-engineer code instead of re-using any of it. But the story doesn’t end there, because the Digital Millennium Copyright Act has prohibitions on circumventing digital locks. Thus, even reverse engineering code might be illegal if, in the course of reverse engineering, the developer accesses protected parts of the original system. “It’s not really a copyright infringement but it’s an infringement of a different part of the copyright statute called the anti-circumvention provisions,” Komen said.

Vanik regrets that emulation exists in a gray area. “It’s kind of disappointing because it’s just like people who preserve old books,” he said. “These are important pieces of our culture and the continued efforts of these companies to prevent that culture from being retained for history is disappointing.”
Nintendo, on the other hand, believes that “the introduction of emulators created to play illegally copied Nintendo software represents the greatest threat to date to the intellectual property rights of video game developers.”

A “Threat” That Isn’t Going Away

While it exists in murky legal waters, emulation development won’t stop—even though it seemed to have hit a dead end in the last console generation.

An emulator consists of many components: The CPU and graphics chip have to be emulated, as do audio systems, disc drives, controllers, and more. Even a working emulator may not be able to play more than a few games until work has been done to ensure compatibility with each title.

“If you think of all the different features that a GPU would have, it can do environment mapping and cube mapping and 2D textures and all these different shader commands,” Vanik said. “Each game uses a different subset of those features. There might be 1,000 different instructions on the CPU and each game uses a different set of 200 of them.”

If you search online for “Xbox 360 emulator” or “PS3 emulator,” you’re more likely to get a virus than an actual emulator. The PowerPC-based architecture of those systems is difficult to emulate on x86-based computers. “You’ve got to build this really fast and efficient translation layer from the PowerPC chip to the x86, and every single memory access you have to do you have to flip it around,” Vanik said. “It’s a real challenge to make that fast.”

Although the PS4 and Xbox One leverage 8-core CPUs, they’re not that fast compared to today’s high-end PCs; they only seem ultra-fast because games are given near-complete control over the systems. “They can touch any byte in memory they want, they can use every little piece of hardware at the same time,” Vanik said. On PCs, the Direct3D and OpenGL APIs required to interact with graphics chips are “too high-level for doing an efficient emulation of the graphics.”

AMD’s Mantle API “will make doing the GPU stuff really easy” by providing more direct access to the hardware, Vanik suggested, because Mantle “gives you the same exact access that you’d get if you were a software developer writing a game for the PS4, which is really cool.” As an emulator author, he would probably write a Mantle GPU core for this new project and tell followers that they need to buy an AMD GPU to actually perform a full emulation.

Hopefully, Nvidia will start supporting Mantle or create their own API that allows low-level access to their own hardware—but until that happens, emulators of Xbox One and PS4 are more likely to run well on PCs with AMD graphics chips, at least in Vanik’s thinking.

A translation layer between PowerPC and x86 is also unnecessary in this new console generation, thanks to the x86 chips in the Xbox One and PS4. Moreover, Vanik believes that technology such as AMD’s and Intel’s hardware-assisted virtualization for PCs will make it easier to run emulators at full speed.

“I see an emulator for these next-gen systems being similar to a piece of software like VMware or Xen or Hyper-V, where you’re actually building the machine to run as if it was a virtual machine. Normally, emulators are software executables that prop up their own little environment and play in a little sandbox,” he said. Hardware-assisted virtualization could help run emulator code “natively on the machine with hardware acceleration.”

With the Xbox 360, “you basically needed [a PC] four times faster [than the console] to run at the speed the 360 does because of this PowerPC to x86 translator that has to emulate all these hardware instructions.”
While the original Xbox (released in 2001) used an x86 chip, there wasn’t much interest in emulating the console because it had few exclusives that couldn’t be played on the PS2 or PS2 emulators. There won’t be any lack of interest for this latest console generation, and the common architecture between the Sony and Microsoft systems may allow respective emulators to share quite a bit of code.

As for the Wii U, it uses a PowerPC chip just as the Wii did, but talk on the Dolphin forums indicates there’s no development underway to let Dolphin support Wii U games. Building an emulator is a complicated task that often takes collaboration by many people. A forum comment written by Dolphin developer Pierre “delroth” Bourdon two months ago illustrates just how frustrating emulator development can be.

“Dolphin is not fun anymore for me, mostly because of its community, partly because of the code (code can be fixed with proper development methodology, proper development methodology cannot be fixed if other devs are not willing to fix it),” Bourdon wrote. “Also partly because taking on too many reponsibilities [sic](website dev, release manager, infrastructure maintainer, money management, …) means you get burned out much more quickly – and frankly the 4.0/4.0.1 fiasco did not help (not being able to find people to test 4.0.1 after asking around for about 3 days was the last straw).”

Dolphin succeeded as a Wii emulator in large part because the Wii’s active homebrew community made it relatively easy to find proper documentation of the system. That hasn’t happened with the Wii U. And as noted earlier, Vanik worries the same state of affairs will plague the PS4 and Xbox One. Until the new consoles are jailbroken and have active homebrew communities, emulation will have to wait. But Vanik, and surely others, will be ready when that day comes.

“For me, personally,” Vanik said, “it is a labor of love.”

Monday 9 December 2013

Apple, Microsoft, Google And More Call For Crackdown On Government Surveillance

Government Surveillance has been a hot top over the last few months, and now eight of the world’s largest technology companies has called for a crackdown on government surveillance.

The list of companies includes Apple, Google, Microsoft, Facebook, Yahoo, Twitter, AOL and LinkedIn, they have all said that whilst governments have the right to protect their citizens, “the balance in many countries has tipped too far in favor of the state and away from the rights of the individual.”

The NSA in the US has come under criticism over recent government surveillance, and the Obama administration has already started reviewing the NSA procedures.

“Having done an independent review and brought in a whole bunch of folks — civil libertarians and lawyers and others — to examine what’s being done, I’ll be proposing some self-restraint on the N.S.A., and you know, to initiate some reforms that can give people more confidence,” Mr. Obama said Thursday on the MSNBC program “Hardball.

We have seen companies like Microsoft announce recently that they plan to cut off NSA spying on their services, and they are expanding their encryption across all of their services.

Many of our customers have serious concerns about government surveillance of the Internet.

We share their concerns. That’s why we are taking steps to ensure governments use legal process rather than technological brute force to access customer data.

Other Internet companies are also trying to reassure their users that their data is safe, and we suspect we will hear more from these companies on how they will protect their user data from government surveillance.

Thursday 5 December 2013

Android co-creator to develop real androids for Google

It’s a good thing we have SpaceX, or Google’s “moonshots” would almost certainly be more literal than those we see today. The company, which has recently set itself to fixing such problems as the global energy crisis and death, could never turn away from such a placid, mocking challenge as the moon, were a suitably trendy genius not already concerned with it. Google’s upper management seems obsessed with proving that the company’s unique sort of privatized populism can act in those areas we assume are too difficult or advanced for human improvement. The latest arena for such corporate chest-beating surpasses space, energy, and even life extension in terms of sheer sci-fi appeal.

Yes, Google has set itself on a very broad and nonspecific road to developing robots for general use, hinting at a future seen in The Jetsons and I, Robot. The as-yet-unnamed new company is helmed by Andy Rubin, a legendary Google elder most famous for leading the Android division to its place as the (arguably) dominant mobile OS. (Unbelievably, there are as yet no plans to work the Android name into this venture.) Rubin has a background in robot engineering that predates his time with both Google and Apple, which together with his track record as a rabid achiever, makes one thing very clear: Google is tired of waiting for robots.

Wednesday 4 December 2013

Spiri is a flying robotic development platform for your dreams of global domination

Pleiades’s Spiri autonomous flying robot is a unique take on the quadrotor helicopter. Most remote control helicopters are designed around the idea that your interactions will be focused around maneuvering the device. By giving Spiri a (Linux-operated) brain, Pleiades wants to shift the focus and make this robot a programmable companion.

Spiri comes equipped with plenty of features as well, including three cameras, 4 GB of storage, GPS capabilities, plus Wi-Fi, Bluetooth and USB connections. Pleiades lists Spiri's battery life at only fifteen minutes per flight, but once Spiri begins to fade, it will automatically travel back to its charging perch and refuel. After recharging, it’s straight back to work.

This is clearly a project designed with developers in mind. Spiri is an open-source platform and Pleiades can’t stress enough how important the development community is going to be if Spiri is funded. The Kickstarter campaign just recently went live, but has already garnered nearly $15,000, so be sure to at least get a good look at Spiri before all of your friends are walking around accompanied by a flying robot.

Separating Hype from Reality on Amazon’s Drones

Amazon’s plans to deliver packages by drones, which it predicts “will be as normal as seeing mail trucks on the road today,” has been widely dismissed as little more than clever self-promotion.

Yet, in some contexts, drone delivery has shown potential. Last year, a startup called Matternet in Palo Alto, California, tested drones as a way to deliver supplies to refugee camps in Haiti and found it cost only 20 to 70 cents to deliver a two-kilogram package 10 kilometers—at least a fivefold savings compared to standard truck delivery.

“Technically it is totally feasible,” says R. John Hansman, a professor of aeronautics at MIT. “The key issues will be if the [Federal Aviation Administration] allows this kind of operation—they should—and if the business case makes sense.”

Tuesday 3 December 2013

Sony PlayStation 4 Is The Fastest Selling Console Ever In The UK

Sony launched their new PlayStation 4 in the UK on Friday and already it has become the fastest selling console ever in the UK, even beating Microsoft’s new Xbox One next generation games console.

The Xbox One games console launched on November 22nd 2013 around the world and is priced at $499.99 in the US, £429.99 in the UK and 499.99 Euros throughout Europe and $599.99 AU in Australia.

Sony launched their PS4 console to compete with the Xbox One in the US and Canada early last month and managed to pass 1 million sales in just 24 hours. With Microsoft following up with the same sales but on a worldwide basis.

To re-cap the Sony PlayStation 4 console will be equipped with 8-cores of AMD Jaguar processing power supported by 8GB of GDDR5 RAM together with a next generation AMD Radeon graphics card to process your games graphics.

Other features of the next generation PlayStation 4 console include a 500GB storage drive, together with 2 x USB 3.0 ports, and 1 x AUX port, Wi-Fi, Bluetooth 2.1+EDR, and HDMI port. The PlayStation 4 specs for the camera include a maximum resolution of 1280 x 800 together with (x2) pixel capture at 60fps. In the box the PlayStation 4 system will include 1 x Wireless controller (DualShock 4), 1 x Mono headset, 1 x AC power cord, 1 x HDMI cable and 1 x USB cable.

Monday 2 December 2013

Copycat Russian android prepares to do the spacewalk

This robot is looking pretty pleased with itself – and wouldn't you be, if you were off to the International Space Station? Prototype cosmobot SAR-401, with its human-like torso, is designed to service the outside of the ISS by mimicking the arm and finger movements of a human puppet-master indoors.

In this picture, that's the super-focussed guy in the background but in space it would be a cosmonaut operating from the relative safety of the station's interior and so avoiding a risky spacewalk. You can watch the Russian android mirroring a human here.

SAR-1 joins a growing zoo of robots in space. NASA already has its own Robonaut on board the ISS to carry out routine maintenance tasks. It was recently joined by a small, cute Japanese robot, Kirobo, but neither of the station's droids are designed for outside use.

Until SAR-401 launches, the station's external Dextre and Canadarm2 rule the orbital roost. They were commemorated on Canadian banknotes this year – and they don't even have faces.